3D Reconstruction

Latest papers 608

May 18, 2026cs.CV

Can These Views Be One Scene? Evaluating Multiview 3D Consistency when 3D Foundation Models Hallucinate

Multiview 3D evaluation assumes that the images being scored are observations of one static 3D scene. This assumption can fail in NVS and sparse-view reconstruction: inputs or generated outputs may contain artifacts, outlier frames, repeated views, or noise, yet still receive high 3D consistency scores. Existing reference-based metrics require ground truth, while ground-truth-free metrics such as MEt3R depend on learned reconstruction backbones whose failure modes are poorly characterized. We study this reliability problem by comparing neural reconstruction priors with classical geometric verification. We introduce \benchmark, a controlled robustness benchmark for multiview 3D consistency, and a parametric family that decomposes neural metrics into backbone, residual, and aggregation components. This family recovers MEt3R and yields variants up to 3×3\times more robust. Our analysis shows that VGGT, MASt3R, DUSt3R, and Fast3R can hallucinate dense geometry and cross-view support for unrelated scenes, repeated images, and random noise. We introduce COLMAP-based metrics that use matches, registration, dense support, and reconstruction failure as failure-aware consistency signals. On real NVS outputs and a structured human study, these metrics achieve up to 4×4\times higher correlation with human judgments than MEt3R.
May 18, 2026cs.CV

Articulation in Prime: Primitive-Based Articulated Object Understanding from a Single Casual Video

Retrieving the 3D kinematics of articulated objects from monocular video is a fundamental challenge in computer vision. Existing methods rely on complex video setups or cues such as long-term point tracking or wide-baseline matching, but are frequently brittle under severe occlusions, rapid camera ego-motion, or weak local features. Learning-based methods, meanwhile, struggle to generalize beyond their training categories. We propose a category-agnostic optimization framework that treats articulated object understanding as a primitive-fitting problem. Geometric primitives serve as a proxy representation that avoids the pitfalls of unstable point tracks; a novel mechanism organizes them into coherent parts constrained by revolute and prismatic joints. Our formulation jointly optimizes part segmentation and joint parameters, recovering complex kinematics from a single casually captured video. A visibility-aware procedure handles partial observations and occlusions inherent to real-world data. We also propose the AiP-synth and AiP-real benchmarks, featuring significant camera motion and heavy occlusions, and outperform existing methods. Project page: https://aartykov.github.io/Articulation-in-Prime/
May 18, 2026cs.CV

NeRF-based Spacecraft Reconstruction from Monocular Imagery Under Illumination Variability and Pose Uncertainty

Autonomous rendezvous and proximity operations around uncooperative, unknown spacecraft are critical for active debris removal and on-orbit servicing missions. A key component of such operations is the offline reconstruction of a 3D model of the target from a set of 2D images. This task is challenging due to two main factors. First, in-orbit illumination conditions exhibit considerable variability, and change rapidly over time. Second, the inaccuracy of pose information in the images, results in 3D reconstruction uncertainty. To overcome these challenges, we propose to extend Neural Radiance Fields with per-image degrees of freedom: a learnable appearance embedding that captures the illumination conditions specific to each image, and an image-specific pose correction term that refines its noisy pose label to increase 3D consistency across images. These parameters add minimal complexity, as they are learned jointly with the NeRF, yet they substantially improve robustness to illumination variability and pose inaccuracies. We validate our approach on three image sets representative of in-orbit operations, demonstrating its effectiveness for offline reconstruction and highlighting its suitability for online reconstruction, an open problem in the field.
May 18, 2026cs.CV

GaussianZoom: Progressive Zoom-in Generative 3D Gaussian Splatting with Geometric and Semantic Guidance

We introduce GaussianZoom, a generative zoom-in 3D reconstruction system with an iterative progressive framework that combines geometry-consistent scene modeling and multi-scale semantic reasoning to enable high-fidelity extreme zoom-in rendering from low-resolution inputs. To achieve this, we develop a novel multi-view consistent super-resolution module with depth-based feature warping and VLM-driven detail synthesis, ensuring accurate multi-view correspondence while enriching fine-scale appearance beyond the observed resolution. To support zooming across large magnification ranges, we further introduce a new expandable continuous Level-of-Detail hierarchy that dynamically modulates Gaussian visibility for smooth, alias-free cross-scale rendering. Experiments on Mip-NeRF360 and Tanks&Temples demonstrate that GaussianZoom achieves superior perceptual quality, multi-view consistency, and robustness under extreme magnification, establishing a strong baseline for generative zoom-in 3D scene reconstruction.
May 18, 2026cs.CV

UAVFF3D: A Geometry-Aware Benchmark for Feed-Forward UAV 3D Reconstruction

Feed-forward 3D reconstruction has advanced rapidly, but current models remain unreliable in UAV photogrammetric acquisition. We argue that this failure is caused not only by appearance-domain shift, but also by UAV-specific camera-geometry variations, especially oblique views and HFOV-height ambiguity. Existing UAV datasets mainly emphasize scene diversity and provide limited coverage of camera configurations, which restricts robustness evaluation and UAV-domain adaptation. To address this gap, we introduce UAVFF3D, a geometry-aware real-synthetic benchmark for feed-forward UAV 3D reconstruction. UAVFF3D contains more than 170k real UAV images and more than 370k synthetic images rendered from high-quality textured 3D models, covering diverse HFOVs, flight altitudes, viewing directions, and acquisition patterns. It also includes a controlled HFOV-height test subset for diagnosing projection-geometry ambiguity. We further propose an evaluation protocol that jointly assesses camera-geometry estimation and dense scene reconstruction under a shared global alignment, avoiding the bias caused by separate camera and geometry alignments. Experiments on representative feed-forward reconstruction models show that UAVFF3D-based domain adaptation consistently improves camera and geometry estimation, reducing Ray Error by up to 84.2%, Pose ATE by up to 76.0%, and Chamfer Distance by up to 41.1%. In oblique scenes, adaptation reduces the oblique-nadir rotation gap by up to 90.7%. Under HFOV-height ambiguity, it improves robustness across HFOV-height configurations and yields more stable performance across HFOV settings. Incorporating camera priors further improves reconstruction under UAV-specific acquisition geometries. The dataset and evaluation code are available at https://github.com/yanxian-ll/UAVFF3D .
May 18, 2026cs.CV

Imaging Hidden Objects with Consumer LiDAR via Motion Induced Sampling

LiDARs are being increasingly deployed for consumer imaging in handheld, wearable, and robotic applications. These sensors can capture the time-of-flight of light at picosecond resolution, which in principle, enables them to capture information about objects hidden from their field of view. While such non-line-of-sight (NLOS) imaging capabilities have been shown on research-grade LiDARs, they are challenging to achieve on consumer devices due to poor signal quality resulting from low laser power, low spatial resolution, and object and camera motion. Inspired by burst photography and synthetic aperture radar, we propose a multi-frame fusion strategy to overcome these challenges and demonstrate NLOS imaging on consumer LiDAR. We first introduce the motion-induced aperture sampling model to unify the effects of object shape, object motion, and camera motion under a single measurement model. Using this model, we demonstrate several NLOS capabilities on a smartphone-grade LiDAR: (1) 3D reconstruction, (2) single and multi-object tracking, and (3) camera localization using hidden objects. Previously, NLOS imaging capabilities were largely restricted to bulky and expensive research-grade hardware that requires extensive setup and calibration. Our results represent a shift towards plug-and-play NLOS imaging, where anyone can image hidden objects with off-the-shelf hardware ($<100) and no additional setup. We believe that democratization of such capabilities will advance consumer applications of NLOS imaging.
May 17, 2026cs.CV

Mamba-VGGT: Persistent Long-Sequence Video Geometry Grounded Transformer via External Sliding Window Mamba Memory

Visual Geometry Grounded Transformers (VGGT) have set new benchmarks in high-fidelity 3D scene reconstruction. However, as the sequence length increases, these models suffer from catastrophic geometric forgetting and accumulation drift, primarily due to the quadratic complexity of global attention which necessitates truncated temporal windows. To overcome the resulting geometric drift, we present Mamba-VGGT, an enhanced VGGT framework capable of persistent long-range reasoning. Our key contribution is a Sliding Window Mamba (SWM) memory module that maintains an explicit external memory token across temporal windows. This module leverages selective state-space modeling to distill and propagate global geometric priors, effectively bypassing the memory constraints of traditional transformers. To integrate these long-term temporal cues without disrupting the highly optimized spatial features of the pre-trained VGGT, we propose a Zero-Init Spatial Memory Injector. Utilizing zero-convolutional layers, this injector adaptively fuses persistent memory into the patch token stream, ensuring structural stability and seamless feature alignment. Extensive experiments demonstrate that our approach significantly outperforms existing VGGT-based methods in maintaining spatial consistency and reducing trajectory accumulation errors. Our work provides a scalable, linear-complexity solution for geometry-grounded world modeling in extensive 3D environments.
May 17, 2026cs.CV

LongDPM: Overlap-Aware 4D Reconstruction from Long Monocular Videos

Recovering a dynamic 3D scene from a long monocular video is crucial for dense geometry, camera motion, and temporal correspondence to remain consistent in a shared coordinate system. Existing methods face two key challenges: (1) feed-forward reconstruction models provide accurate local predictions but are limited to short clips, and (2) long-range trackers preserve correspondences without producing dense sequence-level reconstruction. This paper presents LongDPM, a novel overlap-aware framework for scalable long-range monocular dynamic reconstruction. First, LongDPM processes long videos in overlapping chunks, keeping inference memory bounded by the chunk length. Second, it connects chunk-local coordinate systems through confidence-weighted registration with static-aware overlap abstraction. Third, it associates dynamic identities across chunk boundaries and fuses matched trajectories to recover coherent long-range 3D motion. Experimental results demonstrate that LongDPM achieves superior long-range reconstruction and tracking performance, reducing dense tracking EPE over V-DPM on PointOdyssey, Kubric-F, and Kubric-G, while obtaining the best TUM-dynamics ATE for camera pose estimation.
May 16, 2026cs.CV

RHINO: Reconstructing Human Interactions with Novel Objects from Monocular Videos

Reconstructing people, objects, and their interactions in 3D is a long-standing goal for intelligent systems. Often the input is RGB video from a moving camera, making the task ill-posed; depth is ambiguous, humans and objects occlude each other, and camera and object motion entangle to create apparent motion. Most prior work addresses humans or objects in isolation, ignoring their interplay, or assumes known 3D shapes or cameras, which is impractical for real-world applications. We develop RHINO (Reconstructing Human Interactions with Novel Objects), a three-step framework that recovers in 3D a human, novel (unseen) manipulated object, and static scene in a common world frame from a monocular RGB video. First, we leverage 3D-aware foundation models to obtain cues that stabilize Structure-from-Motion (SfM) even for low-texture regions; this yields a coarse shape and apparent motion of a manipulated object from foreground pixels, and a coarse scene shape and camera motion from background pixels. Second, we estimate a human in the camera frame via an off-the-shelf method, and subtract the camera motion from apparent motion to extract the object motion; this registers the human, object, and coarse scene shapes into a common world frame. Third, we refine shapes using a compositional neural field with per-component signed-distance fields. The latter further enables differentiable contact priors that attract surfaces while penalizing interpenetration, improving the physical plausibility of the final reconstruction. For evaluation, we capture a new dataset of handheld monocular videos synchronized with a volumetric 4D capture stage, providing ground-truth shape and camera motion. RHINO outperforms state-of-the-art baselines on novel-view synthesis and 4D reconstruction. Ablations show that each stage contributes substantially. Code and data are available at https://lxxue.github.io/RHINO.
May 16, 2026cs.CV

Rethinking the State Update Gate for Long-Sequence Recurrent 3D Reconstruction

Streaming 3D reconstruction under a strict constant-memory budget hinges on how the recurrent state is updated as the stream evolves. We profile TTT3R-style per-token gates across five benchmarks and discover a structural bottleneck: the gate is intrinsically bounded in magnitude (median 0.310.31; never exceeding 0.60.6) and nearly frame-invariant, yielding an effective memory horizon of only ∼\sim3 frames per state token, which serves as the structural origin of long-sequence drift. We trace this to a missing axis: existing inference-time methods modulate updates only at the per-token, intra-frame level, while the orthogonal frame-level question of \emph{how strongly each frame should contribute to the state} has been treated as content-independent. We close this gap with a scalar frame-level gate αt∈(0,1]α_t \in (0, 1] derived in closed form from frame-to-frame changes of internal features---a graded write weight, inspired by classical Simultaneous Localization and Mapping (SLAM) keyframe selection, that never discards a frame and requires no parameters, no training, and no extra forward pass. Across six benchmarks spanning camera pose, video depth, and 3D reconstruction at sequence lengths up to 4,6614,661 frames, our gate cuts ATE by 51%51\% on long TUM-RGBD pose sequences, reduces AbsRel by 13.0%13.0\% on Bonn video depth, and on KITTI long-sequence pose estimation surpasses both LongStream and Keyframe-VO in average ATE, while retaining strictly constant memory at zero training cost.
May 16, 2026cs.CV

HAD: Hallucination-Aware Diffusion Priors for 3D Reconstruction

Diffusion priors have recently demonstrated strong capability in enhancing the quality of sparse-view 3D reconstruction by augmenting training views at novel viewpoints, but they inevitably introduce hallucinated content -- artifacts inconsistent with the input views -- into the final 3D model. To address this challenge, we propose Hallucination-Aware Diffusion prior (HAD), which estimates pixel-wise hallucination score maps for augmented images by leveraging multi-view reasoning capabilities from a feedforward novel view synthesis (NVS) network pre-trained on large-scale 3D data. These hallucination scores enable selective masking of unreliable pixels during the progressive 3D reconstruction procedure, preventing the introduction of non-existent artifacts into the 3D model. To further enhance performance, we create multiple versions of augmented images at each novel view by conditioning the diffusion prior on different input views, which are then fused into a final image that leverages the broader context across all input views. We show that our method substantially reduces hallucination artifacts in diffusion-assisted 3D reconstruction, thereby achieving state-of-the-art performance across multiple benchmarks on novel view synthesis. Our project are publicly available at project website.
May 16, 2026cs.CV

DecoRec: Decomposed 3D Scene Reconstruction from Single-View Images via Object-Level Diffusion

In this paper, we introduce \textit{DecoRec}, a novel system designed to elevate single-view 2D images to a decomposed 3D scene mesh. Current methods for single-view scene reconstruction typically rely on object retrieval or the regression of coarse 3D voxels or surfaces, leading to inaccuracies in capturing the appearance and geometry of the input image. The lack of high-quality large-scale scene-level datasets further complicates direct 3D scene generation from single-view images. To achieve high-quality 3D scene generation from a single-view image, DecoRec takes advantage of recent diffusion-based single-view object reconstruction methods to reconstruct individual objects separately. Subsequently, a refinement pipeline is proposed to effectively merge these reconstructed objects, enhancing appearance and geometry through a differentiable rendering technique and diffusion-guided refinement. Our results demonstrate that DecoRec facilitates high-quality single-view scene reconstruction in both geometry and novel synthesis, offering significant benefits for downstream applications like room interior design.
May 15, 2026cs.CV

ArtMesh: Part-Aware Articulated Mesh Fields with Motion-Consistent Dynamics

We present ArtMesh, a mesh-native method for reconstructing articulated objects explicitly as connected triangle meshes with per-part rigid motion from multi-view images in start and end states. Existing 3D Gaussian Splatting pipelines for articulated reconstruction inherit the unstructured point-based geometry of their splatting base, which provides no surface topology for reasoning about part boundaries or enforcing motion consistency along the object's connectivity. ArtMesh instead builds on a mesh-based differentiable rendering backbone, enabling part-aware dynamics to act directly on the structured topology. To make the topology compatible with articulation, we introduce part-aware restricted Delaunay remeshing, producing connected submeshes whose triangles do not cross semantic part boundaries. The dynamic mesh field then optimizes articulation using bidirectional Vertex-wise Motion Consistency on transported mesh vertices and Pixel-wise Motion Consistency on rendered RGB-D observations. We introduce Articulate-100, a new benchmark of 100 articulated objects spanning 16 PartNet-Mobility categories. On this benchmark, ArtMesh outperforms prior 3DGS-based pipelines in joint parameter estimation and part-level geometric reconstruction, with the largest gains on objects with many movable parts.
May 15, 2026cs.CV

GHOST: Geometry-Hierarchical Online Streaming Token Eviction for Efficient 3D Reconstruction

Streaming 3D reconstruction from long monocular video sequences requires maintaining a key-value (KV) cache that grows linearly with sequence length, creating a severe memory bottleneck. Existing approaches either truncate the cache to a fixed set of anchor frames, leading to reconstruction quality degradation, or rely on attention-score heuristics that are agnostic to 3D scene structure, failing to preserve geometrically valuable tokens. To address these problems, we present GHOST (Geometry-Hierarchical Online Streaming Token Eviction), a training-free KV cache management framework that exploits the model's own 3D geometry outputs to evict redundant tokens online. GHOST introduces three mutually reinforcing innovations: a hierarchical dual-level importance scoring scheme, a privilege mechanism that protects special tokens from eviction, and a cosine-similarity-guided layer-wise budget allocation. Experiments on various benchmarks show that GHOST preserves excellent reconstruction quality while cutting the KV cache by nearly half and delivering 1.75x faster inference compared to state-of-the-art methods. Our code is available at https://github.com/lokiniuniu/GHOST.
May 14, 2026cs.GR

FFAvatar: Few-Shot, Feed-Forward, and Generalizable Avatar Reconstruction

Avatar reconstruction has traditionally relied on per-subject optimization that requires hours of computation or on expensive preprocessing that limits scalability. We introduce FFAvatar, a generalizable feed-forward framework that reconstructs high-quality, animatable 3D Gaussian head avatars from few-shot unposed portrait images in seconds. FFAvatar fuses information from multiple source images into a unified canonical Gaussian representation through Multi-View Query-Former, which is animated via FLAME parameters predicted end-to-end directly from pixels, eliminating the overhead of offline FLAME extraction. We further propose a three-stage training curriculum that achieves both broad generalization and high-fidelity reconstruction: (i) scalable pretraining on extensive monocular video data with over 1M identities to learn strong generalizable priors; (ii) multi-view fine-tuning on a small but high-quality dataset of 360-degree captures to enhance geometric fidelity and extreme-view awareness; and (iii) optional personalization that adapts to specific identities for maximum fidelity within 500 optimization steps. Extensive experiments demonstrate that FFAvatar sets a new standard for identity preservation, geometric consistency, and animation fidelity. On the NeRSemble benchmark, it outperforms the state-of-the-art LAM by a substantial 5.5 PSNR gain. Furthermore, FFAvatar enables real-time deployment, reconstructing avatars in 2 seconds without personalization and 10 seconds with personalization, while supporting 49 FPS animation on a single NVIDIA A100 GPU.
May 14, 2026cs.CV

CoralLite: μCT Reconstruction of Coral Colonies from Individual Corallites

The life history of an individual coral is archived within the accreting skeleton of the colony. While reef-forming coral colonies (e.g. massive Porites\textit{Porites} sp.) may live for hundreds of years and deposit calcareous structures many metres in height and width, their living tissue is a thin outer surface layer comprised of asexually-dividing polyps that only survive a few years. To understand the rate and timing of polyp division and the consequences for colony skeletal growth, scientists need to track the skeletal corallite deposited around each polyp. Here we propose CoralLite, an annotated μμCT scan dataset of entire calcareous skeletons and an associated, first corallite deep learning reconstruction baseline. CoralLite combines fully quantified volumetric segmentations with cross-slice linking for visualisations of 3D models for each corallite up to colony scale. For segmentation, we propose and evaluate in detail a hybrid V-Trans-UNet architecture applicable to segmenting tiled μμCT virtual slabs of Porites\textit{Porites} sp. colonies. The model is pre-trained on weakly annotated data and topology-aware fine-tuned using fully annotated slice sections with 8k+ manual corallite region annotations. On unseen slices of the same colony, the resulting model reaches 0.94 topological accuracy at mean Dice scores of 0.77 on the same colony and projection axis, and 0.63 mean Dice scores on a different, biologically unrelated specimen. Whilst our experiments are limited in scale and context, our results show for the first time that visual machine learning can effectively support full 3D individual corallite modelling from μμCT scans of coral skeletons alone. For reproducibility and as a baseline for future research we publish our full dataset of 697 μμCT slices, 37 partial or full slice annotations, and all network weights and source code with this paper.
May 14, 2026cs.CV

FactorizedHMR: A Hybrid Framework for Video Human Mesh Recovery

Human Mesh Recovery (HMR) is fundamentally ambiguous: under occlusion or weak depth cues, multiple 3D bodies can explain the same image evidence. This ambiguity is not uniform across the body, as torso pose and root structure are often relatively well constrained, whereas distal articulations such as the arms and legs are more uncertain. Building on this observation, we propose FactorizedHMR, a two-stage framework that treats these two regimes differently. A deterministic regression module first recovers a stable torso-root anchor, and a probabilistic flow-matching module then completes the remaining non-torso articulation. To make this completion reliable, we combine a composite target representation with geometry-aware supervision and feature-aware classifier-free guidance, preserving the torso-root anchor while improving single-reference recovery of ambiguity-prone articulation. We also introduce a synthetic data pipeline that provides the paired image-camera-motion supervision under diverse viewpoints. Across camera-space and world-space benchmarks, FactorizedHMR remains competitive with strong baselines, with the clearest gains in occlusion-heavy recovery and drift-sensitive world-space metrics.
May 14, 2026cs.CV

From Sparse to Dense: Spatio-Temporal Fusion for Multi-View 3D Human Pose Estimation with DenseWarper

In multi-view 3D human pose estimation, models typically rely on images captured simultaneously from different camera views to predict a pose at a specific moment. While providing accurate spatial information, this traditional approach often overlooks the rich temporal dependencies between adjacent frames. We propose a novel 3D human pose estimation input method: the sparse interleaved input to address this. This method leverages images captured from different camera views at various time points (e.g., View 1 at time tt and View 2 at time t+δt+δ), allowing our model to capture rich spatio-temporal information and effectively boost performance. More importantly, this approach offers two key advantages: First, it can theoretically increase the output pose frame rate by N times with N cameras, thereby breaking through single-view frame rate limitations and enhancing the temporal resolution of the production. Second, using a sparse subset of available frames, our method can reduce data redundancy and simultaneously achieve better performance. We introduce the DenseWarper model, which leverages epipolar geometry for efficient spatio-temporal heatmap exchange. We conducted extensive experiments on the Human3.6M and MPI-INF-3DHP datasets. Results demonstrate that our method, utilizing only sparse interleaved images as input, outperforms traditional dense multi-view input approaches and achieves state-of-the-art performance. The source code for this work is available at: https://github.com/lingli1724/DenseWarper-ICLR2026
May 14, 2026cs.CV

Real2Sim in HOI: Toward Physically Plausible HOI Reconstruction from Monocular Videos

Recovering 4D human-object interaction (HOI) from monocular video is a key step toward scalable 3D content creation, embodied AI, and simulation-based learning. Recent methods can reconstruct temporally coherent human and object trajectories, but these trajectories often remain visual artifacts while failing to preserve stable contact, functional manipulation, or physical plausibility when used as reference motions for humanoid-object simulation. This reveals a fundamental interaction gap: HOI reconstruction should not stop at tracking a human and an object, but should recover the relation that makes their motion a coherent interaction. We introduce HA-HOI\textbf{HA-HOI}, a framework for reconstructing physically plausible 4D HOI animation from in-the-wild monocular videos. Instead of treating the human and object as independent entities in an ambiguous monocular 3D space, we propose a human-first, object-follow\textit{human-first, object-follow} formulation. The human motion is recovered as the interaction anchor, and the object is reconstructed, aligned, and refined relative to the human action. The resulting kinematic trajectory is then projected into a physics-based humanoid-object simulation, where it acts as a teacher trajectory for stable physical rollout. Across benchmark and in-the-wild videos, HA-HOI\textbf{HA-HOI} improves human-object alignment, contact consistency, temporal stability, and simulation readiness over prior monocular HOI reconstruction methods. By moving beyond visually plausible trajectory recovery toward physically grounded interaction animation, our work takes a step toward turning general monocular HOI videos into scalable demonstrations for humanoid-object behavior. Project page: https://knoxzhao.github.io/real2sim_in_HOI/
May 13, 2026cs.CV

CineMesh4D: Personalized 4D Whole Heart Reconstruction from Sparse Cine MRI

Accurate 3D+t whole-heart mesh reconstruction from cine MRI is a clinically crucial yet technically challenging task. The difficulty of this task arises from two coupled factors: inherently sparse sampling of 3D cardiac anatomy by 2D image slices and the tight coupling between cardiac shape and motion. Current cardiac image-to-mesh approaches typically reconstruct only a subset of cardiac chambers or a single phase of the cardiac cycle. In this work, we propose CineMesh4D, a novel end-to-end 4D (3D+t) pipeline that directly reconstructs patient-specific whole-heart mesh from multi-view 2D cine MRI via cross-domain mapping. Specifically, we introduce a differentiable rendering loss that enables supervision of 3D+t whole-heart mesh from multi-view sparse contours of cine MRI. Furthermore, we develop a dual-context temporal block that fuses global and local cardiac temporal information to capture high-dimensional sequential patterns. In quantitative and qualitative evaluations, CineMesh4D outperforms existing approaches in terms of reconstruction quality and motion consistency, providing a practical pathway for personalized real-time cardiac assessment. The code will be publicly released once the manuscript is accepted.
May 13, 2026cs.GR

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across GPUs by index parity rather than spatial blocks. This approach mitigates the cross-block visibility redundancy inherent in spatial partitioning. Furthermore, it distributes each rendering step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, scheduled importance-scoring passes shrink the global Gaussian population. During these passes, the framework generates a per-Gaussian visibility weight to bias density-control updates toward contributing primitives and a per-view importance mask for the view-level renderer. At the view level, BlitzGS trims each camera's active set with a distance-based LOD gate to exclude excessively fine primitives for the current frustum and the importance-based culling mask to skip Gaussians with negligible cross-view contribution. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https: //github.com/AkierRaee/BlitzGS.
May 13, 2026cs.CV

HarmoGS: Robust 3D Gaussian Splatting in the Wild via Conflict-Aware Gradient Harmonization

In-the-wild 3D Gaussian Splatting remains challenging due to transient distractors and illumination-induced cross-view appearance inconsistencies. Existing methods mainly rely on image-level masking to suppress unreliable supervision, but masking alone cannot fully eliminate residual occlusions or resolve illumination-induced inconsistencies, both of which can introduce conflicting cross-view gradients. These unresolved conflicts may destabilize Gaussian optimization and lead to visible reconstruction artifacts. We propose a conflict-aware 3DGS framework that addresses this problem from both image-space supervision and gradient-level optimization. Semantic Consistency-Guided Masking learns pixel-wise consistency scores to adaptively refine prior masks and suppress unreliable supervision before gradient formation. A dual-view Conflict-Aware Gradient Harmonization strategy further reconciles view-specific gradients by mutually rotating them into an orthogonal configuration, reducing negative directional interference across views. We also introduce conflict-aware densification and pruning to stabilize Gaussian growth and remove persistently conflicting primitives. Extensive experiments on standard in-the-wild benchmarks demonstrate that our method achieves state-of-the-art rendering quality under complex transient distractors and cross-view inconsistencies.
May 13, 2026cs.CV

OCH3R: Object-Centric Holistic 3D Reconstruction

Object-centric scene understanding is a fundamental challenge in computer vision. Existing approaches often rely on multi-stage pipelines that first apply pre-trained segmentors to extract individual objects, followed by per-object 3D reconstruction. Such methods are computationally expensive, fragile to segmentation errors, and scale poorly with scene complexity. We introduce OCH3R, a unified framework for Object-Centric Holistic 3D Reconstruction from a single RGB image. OCH3R performs one forward pass to simultaneously predict all object instances with their 6D poses and detailed 3D reconstructions. The key idea is a transformer architecture that predicts per-pixel attributes, including CLIP-based category embeddings, metric depth, normalized object coordinates (NOCS), and a fixed number of 3D Gaussians representing each object. To supervise these Gaussian reconstructions, we transform them into canonical space using the predicted 6D poses and align them with pre-rendered canonical ground truth, avoiding costly per-image Gaussian label generation. On standard indoor benchmarks, OCH3R achieves state-of-the-art performance across monocular depth estimation, open-vocabulary semantic segmentation, and RGB-only category-level 6D pose estimation, while producing high-fidelity, editable per-object reconstructions. Crucially, inference is fully feed-forward and scales independently of the number of objects, offering orders-of-magnitude speedups over conventional multi-stage pipelines in cluttered scenes.
May 12, 2026cs.CV

Revisiting Photometric Ambiguity for Accurate Gaussian-Splatting Surface Reconstruction

Surface reconstruction with differentiable rendering has achieved impressive performance in recent years, yet the pervasive photometric ambiguities have strictly bottlenecked existing approaches. This paper presents AmbiSuR, a framework that explores an intrinsic solution upon Gaussian Splatting for the photometric ambiguity-robust surface 3D reconstruction with high performance. Starting by revisiting the foundation, our investigation uncovers two built-in primitive-wise ambiguities in representation, while revealing an intrinsic potential for ambiguity self-indication in Gaussian Splatting. Stemming from these, a photometric disambiguation is first introduced, constraining ill-posed geometry solution for definite surface formation. Then, we propose an ambiguity indication module that unleashes the self-indication potential to identify and further guide correcting underconstrained reconstructions. Extensive experiments demonstrate our superior surface reconstructions compared to existing methods across various challenging scenarios, excelling in broad compatibility. Project: https://fictionarry.github.io/AmbiSuR-Proj/ .
May 12, 2026cs.CV

PointForward: Feedforward Driving Reconstruction through Point-Aligned Representations

High-fidelity reconstruction of driving scenes is crucial for autonomous driving. While recent feedforward 3D Gaussian Splatting (3DGS) methods enable fast reconstruction, their per-pixel Gaussian prediction paradigm often suffers from multi-view inconsistency and layering artifacts. Moreover, existing methods often model dynamic instances via dense flow prediction, which lacks explicit cross-view correspondence and instance-level consistency. In this paper, we propose PointForward, a feedforward driving reconstruction framework through point-aligned representations. Unlike pixel-aligned methods, we initialize sparse 3D queries in world space and aggregate multi-view image information via spatial-temporal fusion onto these queries, enforcing explicit cross-view consistency in a single feedforward pass. To handle scene dynamics, we introduce scene graphs that explicitly organize moving instances during reconstruction. By leveraging 3D bounding boxes, our method enables instance-level motion propagation and temporally consistent dynamic representations. Extensive experiments demonstrate that PointForward achieves state-of-the-art performance on large-scale driving benchmarks. The code will be available upon the publication of the paper.
May 12, 2026cs.CV

Lite3R: A Model-Agnostic Framework for Efficient Feed-Forward 3D Reconstruction

Transformer-based 3D reconstruction has emerged as a powerful paradigm for recovering geometry and appearance from multi-view observations, offering strong performance across challenging visual conditions. As these models scale to larger backbones and higher-resolution inputs, improving their efficiency becomes increasingly important for practical deployment. However, modern 3D transformer pipelines face two coupled challenges: dense multi-view attention creates substantial token-mixing overhead, and low-precision execution can destabilize geometry-sensitive representations and degrade depth, pose, and 3D consistency. To address the first challenge, we propose Lite3R, a model-agnostic teacher-student framework that replaces dense attention with Sparse Linear Attention to preserve important geometric interactions while reducing attention cost. To address the second challenge, we introduce a parameter-efficient FP8-aware quantization-aware training (FP8-aware QAT) strategy with partial attention distillation, which freezes the vast majority of pretrained backbone parameters and trains only lightweight linear-branch projection layers, enabling stable low-precision deployment while retaining pretrained geometric priors. We further evaluate Lite3R on two representative backbones, VGGT and DA3-Large, over BlendedMVS and DTU64, showing that it substantially reduces latency (1.7-2.0x) and memory usage (1.9-2.4x) while preserving competitive reconstruction quality overall. These results demonstrate that Lite3R provides an effective algorithm-system co-design approach for practical transformer-based 3D reconstruction. Code: https://github.com/AIGeeksGroup/Lite3R. Website: https://aigeeksgroup.github.io/Lite3R.
May 11, 2026cs.CV

CADBench: A Multimodal Benchmark for AI-Assisted CAD Program Generation

Recovering editable CAD programs from images or 3D observations is central to AI-assisted design, but progress is difficult to measure because existing evaluations are fragmented across datasets, modalities, and metrics. We introduce CADBench, a unified benchmark for multimodal CAD program generation. CADBench contains 18,000 evaluation samples spanning six benchmark families derived from DeepCAD, Fusion 360, ABC, MCB, and Objaverse; five input modalities including clean meshes, noisy meshes, single-view renders, photorealistic renders, and multi-view renders; and six metrics covering geometric fidelity, executability, and program compactness. STEP-based families are stratified by B-rep face count and all families are diversity-sampled to support controlled analysis across complexity and object variation. We benchmark eleven CAD-specialized and general-purpose vision-language systems, generating more than 1.4 million CAD programs. Under idealized inputs, specialized mesh-to-CAD models substantially outperform code-generating VLMs, which remain far from reliable CAD program reconstruction. CADBench further reveals three recurring failure modes: reconstruction quality degrades with geometric complexity, CAD-specialized models can be brittle under modality shift, and model rankings change across metrics. Together, these results position CADBench as a diagnostic testbed for measuring progress in editable 3D reconstruction and multimodal CAD understanding. The benchmark is publicly available at https://github.com/anniedoris/CADBench.
May 11, 2026cs.CV

Predicting 3D structure by latent posterior sampling

The remarkable achievements of both generative models of 2D images and neural field representations for 3D scenes present a compelling opportunity to integrate the strengths of both approaches. In this work, we propose a methodology that combines a NeRF-based representation of 3D scenes with probabilistic modeling and reasoning using diffusion models. We view 3D reconstruction as a perception problem with inherent uncertainty that can thereby benefit from probabilistic inference methods. The core idea is to represent the 3D scene as a stochastic latent variable for which we can learn a prior and use it to perform posterior inference given a set of observations. We formulate posterior sampling using the score-based inference method of diffusion models in conjunction with a likelihood term computed from a reconstruction model that includes volumetric rendering. We train the model using a two-stage process: first we train the reconstruction model while auto-decoding the latent representations for a dataset of 3D scenes, and then we train the prior over the latents using a diffusion model. By using the model to generate samples from the posterior we demonstrate that various 3D reconstruction tasks can be performed, differing by the type of observation used as inputs. We showcase reconstruction from single-view, multi-view, noisy images, sparse pixels, and sparse depth data. These observations vary in the amount of information they provide for the scene and we show that our method can model the varying levels of inherent uncertainty associated with each task. Our experiments illustrate that this approach yields a comprehensive method capable of accurately predicting 3D structure from diverse types of observations.
May 11, 2026cs.RO

MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction

Collaborative photorealistic 3D reconstruction from multiple agents enables rapid large-scale scene capture for virtual production and cooperative multi-robot exploration. While recent 3D Gaussian Splatting (3DGS) SLAM algorithms can generate high-fidelity real-time mapping, most of the existing multi-agent Gaussian SLAM methods still rely on RGB-D sensors to obtain metric depth and simplify cross-agent alignment, which limits the deployment on lightweight, low-cost, or power-constrained robotic platforms. To address this challenge, we propose MAGS-SLAM, the first RGB-only multi-agent 3DGS SLAM framework for collaborative scene reconstruction. Each agent independently builds local monocular Gaussian submaps and transmits compact submap summaries rather than raw observations or dense maps. To facilitate robust collaboration in the presence of monocular scale ambiguity, our framework integrates compact submap communication, geometry- and appearance-aware loop verification, and occupancy-aware Gaussian fusion, enabling coherent global reconstruction without active depth sensors. We further introduce ReplicaMultiagent Plus benchmark for evaluating collaborative Gaussian SLAM. Intensive experiments on synthetic and real-world datasets show that MAGS-SLAM achieves competitive tracking accuracy and comparable or superior rendering quality to state-of-the-art RGB-D collaborative Gaussian SLAM methods while relying only RGB images.
May 11, 2026cs.RO

ObjView-Bench: Rethinking Difficulty and Deployment for Object-Centric View Planning

Object-centric view planning is a core component of active geometric 3D reconstruction in robotics, yet existing evaluations often conflate object complexity, planning difficulty, budget assumptions, and physical reachability constraints. As a result, conclusions drawn from idealized view-planning evaluations may not reliably predict performance under realistic reconstruction settings. We introduce ObjView-Bench, an evaluation framework for rethinking difficulty and deployment in object-centric view planning. First, we disentangle three quantities underlying view-planning evaluation: omnidirectional self-occlusion as an object-side attribute, observation saturation difficulty, and protocol-dependent planning difficulty defined through a set-cover formulation. This separation supports controlled dataset construction, analysis of slow-saturation objects, and a case study showing that planning difficulty-aware sampling can improve learned view planners. Second, we design deployment-oriented evaluation protocols that reveal how budget regimes and reachable-view constraints alter method behavior. Across classical, learned, and hybrid planners, ObjView-Bench shows that difficulty, budget, and reachability constraints substantially change method rankings and failure modes.