3D Reconstruction

Latest papers 608

May 30, 2026cs.CV

Optimizing 3D Gaussian Splatting via Point Cloud Upsampling

3D Gaussian Splatting (3DGS) is a technique for creating and rendering 3D scenes, however its performance depends heavily on the quality of initial seed points. To improve 3DGS initialization, this study presents and evaluates several point cloud upsampling approaches: linear interpolation, triangular interpolation, spline-based surface reconstruction, moving least squares surface fitting, and Voronoi-based point generation. Additionally, this research introduces a depth-guided point lifting method that leverages depth maps to maintain geometric consistency with Structure-from-Motion (SfM) reconstructions. Through extensive experiments on the Mip-NeRF360 and Replica datasets, the proposed methods demonstrate improvements in reconstruction quality across diverse scene types. Results indicate that different upsampling strategies excel in different scenarios: surface reconstruction methods perform better with organic, detailed scenes, while simpler interpolation approaches are more suited for scenes dominated by piecewise-smooth geometries. In comparison, the depth-guided approach shows promise for adding geometry-aware points across the entire scene, importantly in texture-less regions. These findings, which provide preliminary practical guidelines for selecting appropriate upsampling methods based on scene characteristics and computational constraints, advances the understanding of how point cloud initialization affects 3DGS quality.
May 30, 2026cs.CV

Real-Time Physics Simulation with Dynamic Mesh-Gaussian Reconstructions

Integrating dynamic 3D reconstructions into physics simulation requires fixed mesh topology for efficient collision detection, but state-of-the-art methods like DG-Mesh produce varying topology optimized for geometric quality. We investigate whether topology conversion can enable physics integration while preserving reconstruction fidelity. We propose a dual-representation framework combining fixed-topology meshes for physics with Gaussian splatting for rendering, achieving 4.65×\times speedup over varying-topology baselines through runtime vertex buffer updates. We evaluate two conversion strategies, temporal correspondence tracking and template-based projection, against native fixed-topology methods (MaGS) on the DG-Mesh dataset. Our evaluation reveals that both conversion approaches incur 65-80% geometric degradation, producing results inferior to MaGS despite DG-Mesh's superior initial quality. This demonstrates that high-quality reconstruction and physics-compatible topology represent fundamentally distinct objectives that cannot be reconciled through post-processing. Our findings inform future development of physics-aware reconstruction methods and our framework enables real-time simulation with any fixed-topology approach.
May 29, 2026cs.RO

ScaRF-SLAM: Scale-Consistent Reconstruction with Feed-Forward Models and Classical Visual SLAM

Recent works have explored unifying SLAM with geometric foundation models (GFMs). However, directly using GFM predictions for tracking is highly sensitive to model capability and uncertainty, as geometric inaccuracies in the predictions can adversely affect pose estimation. To address this limitation, we propose a decoupled framework that integrates classical feature-based SLAM with GFMs, which achieves higher quality and more consistent dense reconstruction. In brief, we use classical visual SLAM for robust low-latency tracking and use GFMs exclusively for mapping. By anchoring mapping to poses produced by the SLAM module and optimizing across depth scales, the proposed design avoids propagating inaccuracies from GFM predictions into pose estimation while imposing geometric constraints on the reconstruction. The system builds submaps from multiple posed keyframes and enforces scale consistency via lightweight frame and submap scale optimization. It also performs projection-based point cloud fusion within each submap, and updates submaps online to reflect trajectory updates from the feature-based SLAM. To evaluate tracking and reconstruction of our method, we introduce a loop-rich, building-scale indoor dataset with accurate sensor trajectories and LiDAR ground-truth. Experiments show that our approach achieves superior trajectory accuracy while improving reconstruction precision by 10%-20% over existing methods, with about 2 cm reconstruction error per 10 m chunk on building-scale dataset. On large-scale outdoor datasets, it attains 10 cm error per 30 m chunk (w.r.t LiDAR ground-truth models). Code and dataset: https://github.com/ori-drs/ScaRF-SLAM
May 29, 2026cs.CV

SurGe: Improved Surface Geometry in Point Maps

Recent feedforward 3D reconstruction methods predict point maps and estimate global 3D geometry remarkably well. However, their predictions still exhibit inaccurate local surface geometry, which is clearly visible qualitatively but only weakly reflected in common metrics. To make these errors more explicit in evaluation, we introduce a point map normal metric that evaluates the local surface orientation induced by neighboring 3D predictions. To reduce these errors, we propose two complementary components: a point gradient matching loss that supervises depth-normalized 3D finite differences, and a Neighborhood Attention Decoder (NAD) that progressively upsamples features and uses Neighborhood Attention for local feature mixing. Across eight zero-shot monocular geometry benchmarks, our model, SurGe, achieves the best average rank for global point map AbsRel and consistently improves local point map and point map normal evaluations.
May 29, 2026cs.CV

Feature-Optimized Vision for Adaptive 3D Scene Reconstruction

Three-dimensional scene reconstruction depends on local image evidence that is both visually discriminative and geometrically useful. Fixed feature thresholds and uniform feature budgets are easy to deploy, but they can waste computation on repeated texture, low-parallax regions, or unstable points. This paper proposes an adaptive feature-optimized vision front end for 3D reconstruction. The method scores candidate features by texture, repeatability, distinctiveness, expected triangulation angle, and spatial coverage, then allocates a per-view feature budget to maximize useful tracks under a fixed reconstruction pipeline. A small synthetic multi-view prototype evaluates four selection policies across corridor, facade, object-table, and cluttered scenes. Compared with random, texture-only, and uniform-grid baselines, the adaptive policy obtains the best quality-aware completeness and the lowest aggregate reconstruction RMSE while preserving broad image coverage. The result is not a replacement for modern learned matching or neural reconstruction systems; it is a modular front-end policy that can make classical and learned 3D pipelines more deliberate about which visual evidence they spend compute on.
May 29, 2026cs.CV

VolFill: Single-View Amodal 3D Scene Reconstruction with Volumetric Flow Matching

Reconstructing the complete geometry of a scene from a single RGB image remains challenging - especially when inferring hidden structures where visual evidence is incomplete. We introduce VolFill, a generative framework that predicts the 3D structure of the complete scene rather than relying on traditional pixel-aligned regression. Our method utilizes a hybrid 3D VAE to compress sparse truncated unsigned distance function grids into a compact latent space, paired with a latent Diffusion Transformer that denoises this representation to recover the complete scene. We condition the generation on geometry foundation models, leveraging rich spatial priors for robust reasoning. Unlike existing methods limited by per-ray constraints or unstructured point-cloud queries, VolFill provides a structured representation that supports direct surface extraction and occupancy queries at scale. Extensive experiments on the SCRREAM and NRGB-D datasets demonstrate that our approach significantly outperforms current baselines, providing a robust foundation for holistic spatial understanding.
May 29, 2026cs.CV

Triangle Splatting SLAM

We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.
May 28, 2026cs.RO

CoMo3R-SLAM: Collaborative Monocular Dense SLAM with Learned 3D Reconstruction Priors for Outdoor Multi-Agent Systems

Outdoor robot teams need a shared dense map despite limited overlap, independent reference frames, and uncertain monocular scale. Collaborative dense SLAM systems typically resolve this with depth sensors, which add payload, power, and calibration cost. We present CoMo3R-SLAM, a collaborative monocular dense SLAM system that places learned feed-forward 3D reconstruction priors at the center of the multi-agent problem: their dense pointmaps anchor scale across agents and supply correspondences strong enough to verify inter-agent links geometrically. Each agent tracks and fuses its own keyframes from a single RGB stream, while a coordinator retrieves cross-agent keyframes over the prior's encoder features, verifies them by bidirectional dense pointmap matching, synchronizes the independent similarity gauges in closed form, and refines every keyframe in one unified multi-agent sim(3) graph. Finally, a pose-depth alternation over geometry-aware segments lets inter-agent observations constrain dense structure as well as trajectories. Requiring neither measured depth nor supplied intrinsics, CoMo3R-SLAM attains the lowest trajectory error on three of four Tanks and Temples scenes, and competitive accuracy on Waymo driving sequences, while running at approximately 6-8 FPS on RTX 3080 Ti. A long-horizon traversal, independently captured day and night streams, and teams of up to four agents further map its operating range.
May 28, 2026cs.CV

REST3D: Reconstructing Physically Stable 3D Scenes from a Single Image

Reconstructing physically stable 3D scenes from a single RGB image enables casual images to be converted into simulation-ready digital assets for applications such as immersive interaction and content creation. However, existing single-image reconstruction methods fall short in capturing the physical structure of a scene. As a result, they often produce geometrically plausible but physically inconsistent results, including object floating and penetration, which lead to unstable behavior in physics simulations. Image-conditioned scene generation methods improve physical plausibility but often rely on strong scene priors, yielding plausible yet inaccurate object arrangements that fail to match the input image. We propose REST3D, a single-image reconstruction framework that can reconstruct physically stable 3D scenes by integrating physical scene understanding with physics-constrained refinement. We first introduce an agentic physical scene understanding technique that constructs a scene-tree representation capturing object physical states and inter-object relationships from a gravity-support perspective, providing a structural prior for reconstruction. Leveraging this structure, we initialize the scene using image-to-3D models, followed by scene-tree-guided alignment and physics-constrained optimization to resolve physical violations while preserving visual consistency with the input image. Experiments show that our method significantly reduces physical errors and improves simulation stability on both synthetic and real-world datasets while maintaining strong reconstruction quality. We further demonstrate the reconstructed scenes in VR-based human-object interaction, showing their potential for immersive applications.
May 28, 2026cs.CV

MonoPhysics: Estimating Geometry, Appearance, and Physical Parameters from Monocular Videos

Existing inverse physics methods recover physical parameters from multi-view videos, where geometric constraints across views resolve scale and 3D structure. In monocular settings, however, such constraints are absent, leading to severe scale ambiguity, inaccurate geometry, and weak coupling between appearance optimization and physical simulation. To address these challenges, we propose MonoPhysics, a framework for monocular inverse physics estimation of deformable objects that jointly optimizes geometry, appearance, and physical parameters using a differentiable simulator and 3D Gaussian Splatting. Our key contribution is removing the multi-view capture requirement of existing methods, a necessary step toward handling in-the-wild video. MonoPhysics introduces three visual-physical bridges: scene re-parameterization, physics-aware geometry refinement, and a differentiable position map. We evaluate on Vid2Sim, real-world captures, and a new dataset of elastic and plasticine objects that we introduce. MonoPhysics outperforms monocular baselines in future prediction and recovers Young's modulus on Vid2Sim with accuracy comparable to a multi-view baseline. Code and data are available at https://daniel03c1.github.io/MonoPhysics/.
May 28, 2026cs.CV

City-Mesh3R: Simulation-Ready City-Scale 3D Mesh Reconstruction from Multi-View Images

City-scale 3D surface reconstruction from multiview images for downstream 3D simulation, poses highly challenging problems due to the scale and complexity of urban scenes. Existing city-scale 3D reconstruction methods based on NeRF, Gaussian Splatting etc. often fail to recover 3D meshes ready for simulation due to incomplete/missing geometry and irregular, noisy surfaces. Scaling existing small-scale 3D reconstruction methods to arbitrarily large urban scenes is highly infeasible due to their computational complexity. We present City-Mesh3R, a scalable framework for reconstructing watertight surface meshes directly from large unordered image collections. Unlike recent methods which use global sparse SfM point-cloud initialization followed by a distributed 3D dense reconstruction of large-scale scenes, our method follows an end-to-end images-to-mesh 3D reconstruction approach using a divide-and-conquer strategy. The sparse city map is reconstructed via topological image clustering, cluster-wise independent sparse SfM and map merging, without need for exhaustive image feature matching. Then this map is partitioned spatially to perform geometry-aware camera selection, followed by dense surface reconstruction and surface refinement using curvature-aware adaptive vertex density remeshing. These partition meshes are then stitched together to produce the global mesh of the city. The proposed end-to-end framework is evaluated on city-scale reconstruction datasets. As demonstrated by our qualitative and quantitative results, our proposed method yields high-fidelity watertight 3D meshes with regular geometry, capturing fine surface details, and is suitable for scaling to arbitrarily large scenes owing to the end-to-end processing in a distributed setting.
May 28, 2026cs.CV

SAM3D-Phys: Towards Multi-Object Interactive Simulation in Real World

This work addresses the problem of recovering complete, simulatable object geometry from reconstructed real-world scenes, enabling physics-based interaction with objects embedded in the scene. While modern multi-view reconstruction methods can produce visually accurate environments, objects are often incomplete due to occlusions and limited observations, making them unsuitable for physics simulation. To address this limitation, we propose SAM3D-Phys, a framework that integrates scene reconstruction with generative 3D priors of SAM3D to recover physically simulatable objects. Our approach first reconstructs the scene from multi-view images to obtain scene geometry and partial observations of objects. We then leverage SAM3D to infer complete object geometry from these partial observations. To ensure that the recovered objects remain consistent with the reconstructed scene, we restore scene-consistent object states through two complementary strategies: a physics-constrained spatial optimization algorithm that iteratively aligns the recovered object to its original location, and a mask-guided appearance distillation module that refines texture fidelity based on the observed images. By recovering complete object geometry and restoring its pose and appearance within the scene, SAM3D-Phys produces clean object representations suitable for physics-based simulation, enabling simultaneous and physically consistent interactive simulation of multiple objects within a reconstructed scene. Project page: https://chnxindong.github.io/sam3d-phys/
May 28, 2026cs.CV

FRUC: Feedforward Dynamic Scene Reconstruction from Uncalibrated Collaborative Driving Views

We present FRUC, a feed-forward 3D Gaussian splatting framework for dynamic scene reconstruction from uncalibrated collaborative driving views. Existing multi-agent reconstruction frameworks are often hindered by rigid prerequisites, demanding precise spatial calibration and slow per-scene optimization. In this paper, we rethink this task by conceptualizing a distributed multi-vehicle network as a spatio-temporally unstructured ego-centric multi-camera system, where the core challenge lies in enhancing ego-centric occluded geometry through collaboration without degrading the ego's accurately observed visible geometry, while preserving reconstruction efficiency. For efficient reconstruction, FRUC is built upon a visual grounded geometric Transformer backbone to enable one-shot, calibration-free inference from a flexible number of multi-vehicle views. To achieve non-destructive geometric supplementation under uncalibrated cross-agent misalignment, FRUC first introduces an ego-centric causal occlusion field that explicitly derives occlusion evolution as latent priors by modeling agent-wise spatio-temporal correlations. Guided by these occlusion priors, it further formulates cross-agent integration as a deterministic residual denoising process via zero-initialized injection, turning challenging cross-agent fusion into bounded residual learning for robust collaborative blind-spot completion. Through extensive evaluations on the real-world V2XReal and UrbanIng-V2X datasets, FRUC is shown to be a new state-of-the-art for the scene reconstruction of dynamic collaborative driving environments, significantly outperforming existing methods in both rendering quality and efficiency.
May 28, 2026cs.CV

Mesh-Aware Epipolar Matching for Multi-View Multi-Person 3D Pose Estimation in Basketball

Multi-view multi-person 3D pose estimation in team sports scenarios remains challenging due to player occlusions, appearance similarity caused by team uniforms, and the scarcity of annotated multi-view data, all of which limit the effectiveness and generalization capability of learning-based methods. In contrast, the performance of training-free approaches is inherently constrained by the accuracy of 2D keypoint detection and the robustness of cross-view association. To address these challenges, we propose Mesh-Aware Epipolar Matching (MAEM), a training-free framework for multi-view multi-person 3D pose estimation. Our method employs a monocular 3D human mesh recovery model as the frontend and introduces a two-stage epipolar matching strategy based on the recovered mesh outputs. Specifically, the proposed framework combines disjoint-set-union-based clustering with per-joint triangulation to achieve robust cross-view association and accurate 3D pose reconstruction. Experiments on two public multi-view basketball datasets demonstrate that MAEM consistently outperforms existing training-free association baselines while achieving competitive RGB-only performance in both indoor and outdoor basketball scenarios. MAEM achieves MPJPE/PA-MPJPE scores of 59.8/40.7 mm on SportCenter EPFL and 74.0/51.8 mm on Human-M3 Basketball, highlighting the effectiveness of dense mesh geometry for cross-view association without requiring target-domain training or fine-tuning.
May 28, 2026cs.CV

S2MDF: A Plug-And-Play Layer for Intersection-Free Multi-Object Signed Distance Fields

Compositional implicit surface representations model scenes as collections of objects, each encoded by a Signed Distance Field (SDF). A fundamental limitation of this approach is that multiple SDFs can produce geometries that interpenetrate, violating physical plausibility. Existing mitigation strategies rely on soft penalty terms that reduce but do not eliminate intersections, and require careful loss weighting. To truly prevent interpenetration, we propose a hard constraint on vector-valued SDFs and introduce S2MDF, a lightweight plug-and-play module that enforces the constraint on any object-compositional SDF representation without architectural modifications. It introduces negligible computational overhead and is compatible with linearly-interpolated standard meshing algorithms such as Marching Cubes. It can be applied during training or as a post-processing step. Experiments on multiple state-of-the-art compositional methods show that S2MDF reduces intersections to numerical precision while preserving reconstruction quality, outperforming existing mitigation strategies.
May 28, 2026cs.CV

Geometry-Guided Modeling of Foundation Features Enables Generalizable Object Shape Deformation Learning

Monocular 3D shape recovery is fundamental to geometric understanding, yet achieving robust generalization across arbitrary viewpoints and unseen object categories remains a significant challenge. In this paper, we present a generalizable deformation learning framework that reconstructs 3D objects by explicitly deforming a category-level shape template to match the target observation. To address complex shape variations between the template and the target, we introduce a geometry-guided feature modeling mechanism. This process first enriches foundation features with template topology to yield a geometry-aware representation, which is then explicitly correlated with the target observation to guide precise deformation. Furthermore, to bridge the disparity between the fixed template and arbitrary target views, we propose a view-adaptive feature aggregation module. This module leverages multi-view template features and their corresponding camera poses to enrich the canonical template representation, ensuring robust feature alignment regardless of the target's perspective. Extensive experiments demonstrate that our approach significantly outperforms state-of-the-art methods in handling large shape variations and diverse viewpoints, exhibiting strong generalization to novel categories and effectively supporting downstream real-world dexterous robotic manipulation tasks. Project homepage: https://GODeform.github.io/
May 28, 2026cs.CV

RadioFormer3D: Weakly Supervised 3D Radio Map Estimation in Low-Altitude Airspace via Generative Modeling

With the emergence of wireless applications in three-dimensional environments, such as the low-altitude airspace and 3D heterogeneous networks, radio map estimation is increasingly required to characterize signal propagation across both horizontal and vertical dimensions. However, extending radio map estimation from 2D to 3D remains challenging due to increased spatial sparsity and limited supervision across continuous altitudes. In this paper, we propose \textbf{\textit{RadioFormer3D}}, a specialized model for volumetric spectrum reconstruction under weak supervision. Building on the dual-stream, multi-granularity fusion architecture of \textit{RadioFormer}, \textit{RadioFormer3D} introduces a Fourier-based sampling encoder and a volumetric decoder to efficiently process sparse measurements in 3D space. To alleviate the lack of vertical supervision, we propose the \textbf{\textit{Joint Spectrum Integrity Loss}}, which integrates volume-level pseudo-label supervision, map-level geometry-aware radio rendering, and pixel-level localized constraints within a unified optimization scheme. This design enables the model to capture complex vertical structural relationships more effectively under sparse supervision. Extensive experiments across several radio map datasets show that \textit{RadioFormer3D} achieves superior overall performance compared to representative existing methods. In particular, it demonstrates improved reconstruction quality at unlabeled altitudes while maintaining a favorable trade-off between accuracy and inference efficiency, positioning it as a highly promising solution for future 3D environment-aware wireless networks.
May 28, 2026cs.CV

ParCo-SDF: Learning Prior-Free Partial-to-Complete Signed Distance Fields of Deformable Objects

This study addresses the partial-to-complete geometry reconstruction of deformable objects (DOs) from point-cloud observations toward precise DO manipulation. Recent DO reconstruction approaches often adopt implicit neural representations (INRs) to model continuous surfaces as well as capture structural variability. However, these methods typically rely on object-specific shape priors that improve training stability and limit generalization. To figure it out, we introduce ParCo-SDF, a two-stage partial-to-complete signed distance field (SDF) reconstruction framework consisting of temporal geometry encoding followed by FiLM-conditioned SDF prediction. The temporal encoder captures structural similarity across DO sequence, enabling prior-free stable training. FiLM-based conditioning preserves reconstruction expressivity while reducing network complexity. We evaluate the proposed method against a state-of-the-art DO surface reconstruction baseline on a rubber band manipulation dataset, demonstrating robust and high-fidelity reconstruction under severe occlusions.
May 28, 2026cs.RO

V2I Work Zone Geometry Reconstruction with Pose-Conditioned UWB Range Denoising

Reliable work zone mapping is important for connected and autonomous vehicles (CAVs) to navigate safely and smoothly through work zone areas. Cone-mounted ultra-wideband (UWB) roadside units (RSU) offer a cost-effective way for work zone layout inference, as roadside anchors and vehicle tags provide direct vehicle-to-infrastructure (V2I) range constraints for work zone geometry reconstruction. However, UWB range estimation is degraded by bursty outliers, non-line-of-sight (NLOS) errors, arbitrary anchor-ordering issues, and vehicle pose uncertainties in practical field deployments. To address these challenges, this study proposes a pose-conditioned, permutation-equivariant predictive denoiser for multi-anchor UWB ranging. The model employs shared anchor-wise temporal prediction to capture range dynamics, symmetric set aggregation to handle unordered and missing anchors, and pose-conditioned residual decoding to incorporate vehicle motion as a geometric prior. A two-stage training strategy first learns prediction from observed ranges, and then fine-tunes the denoiser with NLOS-weighted supervision. The method is evaluated on rare real-world V2I UWB field data collected with a CAV, as well as on controlled large-scale simulation benchmarks for ablative insights. Results show that the proposed method substantially improves range accuracy, cone localization, and work zone geometry reconstruction in challenging NLOS-dominated regimes, remains robust to anchor re-indexing and moderate anchor dropout, and reduces measurement-weighted field MSE by 66.9% relative to the raw input.
May 27, 2026cs.CV

Seeing through boxes: Non-Line-of-Sight 3D Reconstruction from Radar Signals

Reconstructing object geometry from radio frequency (RF) signals is fundamentally challenging due to the lensless imaging nature of RF sensing, which leads to low spatial resolution and high noise. Unlike light signals, RF signals can penetrate occlusions and thus capture information about hidden scenes. Existing Non-Line-of-Sight (NLoS) 3D neural reconstruction methods can recover coarse surfaces inside enclosed environments but often suffer from unstable optimization, noisy surface geometry, and surface ambiguity, failing to produce accurate zero-level sets from the signed distance field (SDF). These limitations largely stem from neglecting the role of Line-of-Sight (LoS) geometry outside the enclosed region, which provides valuable physical constraints for modeling signal propagation. In this paper, we introduce a Unified LoS and NLoS neural geometry reconstruction framework GeRaF 2.0 that leverages the outside LoS geometry to model and guide RF propagation from the LoS region into the NLoS region. By integrating visual LoS priors into the neural field formulation, GeRaF 2.0 achieves stable training and physically consistent reconstruction of both visible and hidden geometry, setting a new state-of-the-art in RF-based geometry reconstruction.
May 27, 2026cs.CV

GeRaF: Neural Geometry Reconstruction from Radio Frequency Signals

GeRaF is the first method to use neural implicit learning for near-range 3D geometry reconstruction from radio frequency (RF) signals. Unlike RGB or LiDAR-based methods, RF sensing can see through occlusion but suffers from low resolution and noise due to its lensless imaging nature. While lenses in RGB imaging constrain sampling to 1D rays, RF signals propagate through the entire space, introducing significant noise and leading to cubic complexity in volumetric rendering. Moreover, RF signals interact with surfaces via specular reflections, requiring fundamentally different modeling. To address these challenges, GeRaF (1) introduces filter-based rendering to suppress irrelevant signals, (2) implements a physics-based RF volumetric rendering pipeline, and (3) proposes a novel lensless sampling and lensless alpha blending strategy that makes full-space sampling feasible during training. By learning signed distance functions, reflectiveness, and signal power through MLPs and trainable parameters, GeRaF takes the first step towards reconstructing millimeter-level geometry from RF signals in real-world settings.
May 27, 2026cs.CV

CLEAR-NeRF: Collinearity and Local-region Enhanced Accurate 3D Reconstruction in Unbounded Scenes

Many real-world 3D reconstruction applications demand photorealism and metric accuracy across unbounded, complex scenes with challenging lighting and imperfect captures that current Neural Radiance Field (NeRF) pipelines only partly satisfy. This study adapts NeRF-based 3D reconstruction to multi-region of interest unbounded scenes to improve robustness to lighting and pose variation while enforcing metric accuracy suitable for digital-twin applications. Our approach introduces (i) automated local region localization/detection and reconstruction to seamlessly prioritize areas of interest without proliferating submodules, (ii) collinearity-enforcing ray sampling to learn smooth planar and curved surfaces, (iii) depth-localized neighborhood point extraction to suppress surface artifacts, and (iv) geometry-relevant color aggregation to mitigate lighting- and pose-caused variations. Results indicate superior performance of the proposed pipeline over the baseline NeRF models and established Structure from Motion (SfM) - Multi-View Stereo (MVS) solutions.
May 26, 2026cs.CV

G3T Up! Gravity Aligned Coordinate Frames Simplify Pointmap Processing

Modern feed-forward 3D reconstruction methods like VGGT predict pixel-aligned pointmaps in camera-centric coordinate frames. However, this choice of coordinate frame is not always optimal. We propose instead to predict pointmaps in upright, gravity-aligned frames that exploit strong structural cues present in many real-world scenes. Unlike camera-centric frames, gravity-aligned frames share a common vertical axis across viewpoints, reducing the rotational degrees of freedom needed to relate pointmaps to one another. To this end, we introduce the Gravity Grounded Geometry Transformer (G3T), fine-tuned from existing models on gravity-aligned 3D data. G3T produces highly accurate gravity-aware predictions, including upright pointmaps and camera-to-gravity poses. We further introduce G3T-Long, a submap-based incremental 3D reconstruction pipeline that leverages the reduced rotational degrees of freedom afforded by upright frames to achieve significantly improved reconstruction accuracy.
May 26, 2026cs.CV

DinoComplete: 3D Shape Completion with Distilled Semantic Priors and State Space Models

3D shape completion from partial scans remains challenging for unseen categories and noisy real-world observations, where geometry alone is often insufficient for inferring missing structure. We present DinoComplete, a deterministic and efficient shape completion framework that augments geometric reconstruction with voxel-aligned semantic priors distilled from DINO features. First, we construct multi-view DINO feature volumes aligned with ShapeNet data and train a student network to predict dense semantic features directly from incomplete shapes. These predicted features capture global structure and part-aware semantic context while remaining aligned with the underlying geometry. We then integrate these distilled features into a completion network, where geometric and semantic voxel representations are fused through voxel state-space modeling. To enable efficient long-range reasoning without sacrificing resolution, we introduce a multi-scale voxel Mamba module that refines the fused features by combining full-grid and chunk-wise sequence modeling. Experiments on unseen ShapeNet categories and ScanNet objects show that DinoComplete achieves stronger completion quality than prior deterministic and generative based completion methods while using fewer parameters, requiring lower memory, and achieving faster inference. Our results demonstrate that distilling semantic priors from visual foundation models improves generalization and robustness in 3D shape completion.
May 26, 2026cs.RO

Object Pose and Shape Estimation for Grasping: Does it Work?

The problem of object pose and shape estimation has seen key advancements lately. Encoder-decoder (e.g., SAM3D, LRM, CRISP) and diffusion-based models (e.g., InstantMesh, Zero123, SceneComplete) have shown category-agnostic shape encoding capacity and open-set generalizability. In this work, we ask the question: Are the object pose and shape estimation methods mature enough, such that when used with antipodal grasp sampling, can outperform the end-to-end grasp synthesis methods? We explore this question in detail by scoping our study to parallel jaw grippers, 7-DoF grasps, and single-view RGB(-D) image as input. We implement and compare a state-of-the-art, end-to-end grasp synthesis method and three modular methods, which first estimate the object pose and shape for all objects in the scene, and generate grasps using antipodal sampling. We observe that the modular methods outperform the end-to-end method in all our experiments. The modular methods are able to synthesize plenty of grasps, even for small objects, where the end-to-end methods fail. The effectiveness of the modular methods is contingent on the accuracy of the pose and shape estimation, and suffers partial degradation in cluttered scenes - a limitation of the existing pose and shape estimation methods. We also analyze the failure modes and run-times for the three modular methods, which use two different ways of object pose and shape estimation: one based on an encoder-decoder model, while another a diffusion model. Finally, we demonstrate that the single-view object pose and shape estimation methods can be augmented with vision-language models to yield language-conditioned grasps from just single-view RGB-D image as input. We notice comparable performance to the state-of-the-art LERF-TOGO baseline.
May 26, 2026cs.CV

I2PRef: Image-Driven Point Completion with Iterative Refinement

We present an image-conditioned point cloud completion approach that treats images as the primary geometric source rather than a secondary guide. To this end, we introduce an Image-to-Point (I2P) module that can reconstruct complete point clouds directly from a single RGB image, with no need for 3D inputs. Additionally, we introduce a transformer-based Point-to-Point (P2P) refinement module that uses self- and cross-attention between point tokens and image features to iteratively refine the coarse I2P output. The I2P module enables the image encoder to learn rich geometric representations, while the P2P module progressively recovers fine-grained details. Unlike existing multimodal methods that rely on auxiliary losses or fusion modules, our explicit I2P task provides a strong, geometry-aware prior based on images alone. Extensive experiments on ShapeNet-ViPC demonstrate state-of-the-art completion performance with a 12.3% relative Chamfer Distance improvement over prior methods. Code is available at: https://github.com/AzharSindhi/I2PRef.git
May 26, 2026cs.CV

DelowlightSplat: Feed-Forward Gaussian Splatting for Lowlight 3D Scene Reconstruction

Novel-view synthesis and 3D reconstruction from sparse posed images are central to robotics and AR/VR. Yet, feed-forward 3D Gaussian reconstruction fails under lowlight due to noise, color shifts, and unreliable correspondence. We propose DelowlightSplat, a lowlight-aware feed-forward Gaussian splatting framework for clean novel-view rendering. We build a controllable multi-view lowlight benchmark by degrading only context views while keeping target views clean. We introduce a lightweight Lowlight Adapter for residual enhancement to improve matchability, and couple it with cost-volume-based multi-view inference to directly predict clean 3D Gaussians. Experiments show that DelowlightSplat significantly outperforms previous feed-forward method and two-stage pipeline under lowlight conditions.
May 26, 2026cs.CV

Gaussian-Voxel Duet: A Dual-Scaffolding Hybrid Representation for Fast and Accurate Monocular Surface Reconstruction

While 3D Gaussian Splatting has achieved remarkable success in photorealistic novel view synthesis, its pursuit of fast and high-fidelity 3D reconstruction has long been constrained by a trade-off between geometric accuracy and optimization efficiency. Methods specialized in image rendering converge quickly at the cost of imperfect geometry caused by superfluous primitives overfitting training views, while methods integrating neural signed-distance field (SDF) for better geometry incur prohibitive training costs. In this paper, we attempt to strike a better trade-off by tethering scaffold-anchored Gaussians to a jointly optimized sparse voxel scaffold. This hybrid Gaussian-Voxel representation explicitly confines anchored Gaussians to a narrow band around surfaces defined by voxelized SDFs, which effectively improves representation efficiency and condenses floating Gaussians without sacrificing geometry quality. An implicit surface tethering loss further pulls individual Gaussian primitives closer to SDF-induced surfaces in a mutually regularized manner for improved reconstruction accuracy. Extensive experiments on diverse real-world indoor scenes from ScanNet++, ScanNetv2, and DeepBlending datasets demonstrate that our method achieves state-of-the-art surface reconstruction quality as well as superior novel view synthesis against leading baselines, while maintaining fast training convergence and real-time rendering. Code will be available at https://github.com/duzh11/VoxelGS.
May 26, 2026cs.CV

R3R^3: 3D Reconstruction via Relative Regression

Recent feed-forward geometry foundation models have demonstrated impressive generalization by recovering depth and poses in a single forward pass. However, these models are typically constrained by a global coordinate frame assumption. This dependency becomes a significant bottleneck for long-context and streaming reconstruction, as it forces the network to maintain an arbitrary temporal origin and handle translation magnitudes that grow unbounded over time. Our solution, which we call R3R^3, employs relative regression. We employ a lightweight MLP to predict confidence-weighted relative constraints. These confidences serve as a unified anchor: weighting losses during training and guiding pose aggregation during inference. R3R^3 supports both full-context offline reconstruction and causal, bounded-memory streaming. Our evaluation in both offline and streaming settings validates the effectiveness of our relative mechanism. Project page: https://kevinxu02.github.io/r3-site
May 26, 2026cs.CV

Underwater360: Reconstructing Underwater Scenes from Panoramic Images with Omnidirectional Gaussian Splatting

Underwater scene reconstruction is essential for immersive exploration of aquatic environments, yet remains challenging due to complex participating-media effects such as absorption and scattering, as well as the limited field of view (FoV) of conventional cameras. Although combining panoramic imaging with 3D Gaussian Splatting (3DGS) offers a promising direction for photorealistic underwater rendering, traditional 3DGS struggles with both spherical projection distortion and underwater medium degradation. In this paper, we propose \textbf{Underwater360}, a physics-informed omnidirectional 3DGS framework for underwater panoramic scene reconstruction. First, we introduce an Omnidirectional Gaussian Splatting module that performs ray casting directly in spherical camera space instead of relying on 2D projection approximations, thereby reducing geometric distortions under 360∘^\circ FoV. Second, we design a physics-based appearance-medium modeling architecture with pose-conditioned appearance embeddings to explicitly decouple intrinsic scene radiance from depth-dependent backscatter and attenuation, enabling physically grounded scene appearance restoration. Finally, we establish a new panoramic underwater benchmark dataset containing both synthetic and real-world scenes. Extensive experiments demonstrate that Underwater360 achieves superior performance in underwater novel view synthesis and scene appearance restoration, delivering improved rendering quality and cross-view consistency in complex underwater environments. The code and datasets are released at https://github.com/SwcK423/Underwater360