3D Representation

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Twelve weeks of publication activity for this topic as it is defined today.

34 papers

Latest in 3D Representation

Sep 9, 2026cs.CV

Geometry Without Coordinates: LiDAR Diffusion as a 3D Feature Bridge

Transferring the rich priors of large 2D foundation models to sparse 3D LiDAR remains challenging, as training native 3D foundation models at comparable scale is limited by data and annotation scarcity. We introduce a LiDAR-conditioned diffusion model trained on pseudo-labels from off-the-shelf 2D foundation models. The model supports multiple output modalities, including depth, semantic segmentation and instance prediction, selectable via a textual task prompt. Because the model is conditioned on LiDAR, both its outputs and its intermediate UNet features can be projected back onto the input point cloud, enabling analysis of a 3D representation learned entirely under 2D supervision. We study this representation directly in point-cloud space, explicitly excluding raw spatial coordinates to isolate feature content from projection geometry. Linear probes recover up to ~23% Mean Intersection over Union (MIoU) on 3D semantic classes, compared to ~3.5% for a matched Gaussian-noise control, indicating substantial non-trivial structure. Pairwise cosine similarity across modality-specific feature streams reveals a layered organization. Early encoder layers remain weakly aligned across modalities while individually decodable, intermediate layers converge toward a shared representation, and decoder layers re-specialize toward task-specific outputs. These findings indicate that LiDAR-conditioned diffusion models can induce structured 3D representations from 2D supervision alone, with a modality-dependent manifold that locally unifies near a shared bottleneck. This positions diffusion as a viable mechanism for transferring large-scale 2D priors into sparse 3D domains.
Samed Doğan, Nico Leuze, Alfred Schöttl
Aug 5, 2026cs.RO

Mind-VLA: Instruction-Aware Spatial Representation Alignment for Vision-Language-Action Models

Recent Vision-Language-Action (VLA) methods improve generalization by aligning their representations with 3D scene geometry. However, these methods are fundamentally instruction-agnostic: the representations align the entire scene uniformly, neglecting the 3D geometry of the specific target object designated by the language instruction. This causes failures on fine-grained manipulation and target occlusion tasks, where success depends on accurate 3D understanding of the target object rather than the entire scene. To address this, we present Mind-VLA, an instruction-aware spatial representation alignment method for VLA models. Specifically, Mind-VLA first obtains the target object specified by the language instruction, then prepares its target-object tri-view and extracts the corresponding VAE and VGGT features. Finally, the latent representation of the VLA model is aligned with these features to enable instruction-aware 3D understanding. Mind-VLA reaches 93.9% on LIBERO and 4.47 on CALVIN with a compact 345M-parameter backbone. On real-robot tasks with target occlusion, Mind-VLA reaches 54% average success, outperforming the best-performing instruction-agnostic method in real-robot comparison by 32 percentage points. Code will be publicly available.
Xingyu Ding, Yuzhong Zhao, Yang Wu +4
Jul 7, 2026cs.CV

ELSA3D: Elastic Semantic Anchoring for Unified 3D Understanding and Generation

Unified 3D foundation models aspire to generate 3D assets and reason about them in language within a single backbone, but their text-3D interaction remains largely implicit. Existing methods concatenate text and 3D tokens into a flat sequence and rely on self-attention, collapsing coarse structural cues and fine geometric details into one undifferentiated representation. We introduce ELSA3D, a unified 3D model that addresses this with elastic semantic anchoring, structuring language and geometric reasoning jointly along matched abstraction scales. ELSA3D represents geometry with a scale-aware octree tokenizer and introduces Anchor Tokens, sparse cross-modal units that select semantic cues, route them to the most relevant 3D scale, retrieve scale-specific geometric evidence, and write the fused signal back into the unified representation, keeping interaction sparse yet precise. A lightweight per-block router makes both computation and reasoning elastic, choosing which text tokens instantiate anchors at which geometric scale so that cross-modal capacity concentrates where alignment is most needed. ELSA3D achieves state-of-the-art performance across image-to-3D generation, text-to-3D generation, and 3D captioning, outperforming the strongest unified baseline while roughly halving FLOPs and inference latency relative to the non-elastic version of the same model.
Tianjiao Yu, Xinzhuo Li, Yifan Shen +4
Jul 6, 2026cs.CV

PixWorld: Unifying 3D Scene Generation and Reconstruction in Pixel Space

3D reconstruction and generation are commonly tackled by separate paradigms: pixel-based regression for reconstruction, and latent diffusion for generation. Recent works attempt to unify them in latent space, but with notable drawbacks: the diffusion objective is defined on latent features rather than the underlying 3D representation, and both branches suffer from information loss introduced by latent encoding, while requiring a pretrained Variational Autoencoder (VAE) or Representation Autoencoder (RAE). In this paper, we reformulate these two tasks under a unified pixel-space diffusion paradigm and introduce PixWorld, a single model that jointly addresses 3D reconstruction and generation. By supervising diffusion directly on rendered images, PixWorld removes the above limitations and aligns optimization with 3D scene fidelity. Beyond photometric and perceptual supervision that operates at the 2D image level and lacks 3D geometric awareness, we further introduce a geometry perception loss that aligns rendered views with their ground truth in the geometry-aware feature space of a pretrained 3D foundation model, providing 3D structural supervision. PixWorld consistently outperforms prior latent-space generation methods and matches state-of-the-art reconstruction methods, demonstrating the superiority of a unified pixel-space approach.
Sensen Gao, Zhaoqing Wang, Qihang Cao +3
Jun 30, 2026cs.CV

MVDGC: Joint 3D and 2D Multi-view Pedestrian Detection via Dual Geometric Constraints

The core challenge in multi-view pedestrian detection (MVPD) lies in effective aggregation of visual features from different viewpoints for robust occlusion reasoning. Recent approaches have addressed this by first projecting image-view features onto a Bird's Eye View (BEV) map, where ground localization is then performed. Despite impressive performance, the perspective transformation induces severe distortion, causing spatial structure break and degrading the quality of object feature extraction. The blurred and ambiguous features hinder accurate BEV point localization, especially in densely populated regions. Moreover, the strong mutual relationship between the BEV ground point and image bounding boxes is not capitalized on. Although multi-view consistency of 2D detections can serve as a powerful constraint in BEV space, these detections are commonly treated as auxiliary signals rather than being jointly optimized with the primary task.In this work, we propose \textbf{MVDGC}, a unified framework that \emph{jointly estimates pedestrian locations on the BEV plane and 2D bounding boxes in image views}. MVDGC employs a \emph{sparse set of 3D cylindrical queries} that embraces geometric context across both BEV and image views, enforcing dual spatial constraints for precise localization. Specifically, the geometric constraints is established by modeling each pedestrian as a vertical cylinder whose center lies on the BEV plane and whose projection casts a rectangular box in the image views. These queries function as shape anchors that directly extract 2D features from the intact image-view features using camera projection, eliminating projection-induced distortions. The 3D cylindrical query enables the unification of BEV and ImV localization into a single task: 3D cylinder position and shape refinement. Code is available at: https://github.com/UARK-AICV/MVDGC
Thinh Phan, Hao Vo, Khoa Vo +3
Jun 28, 2026cs.CV

One Scene, Two Depths: Probing Geometric Ambiguity in Monocular Foundation Models

A faithful 3D world representation should account for layered geometry, where a single camera ray may contain multiple visible and geometrically valid surfaces. Monocular depth estimation, however, reduces this structure to one scalar depth per pixel. Transparent scenes make this ambiguity measurable: the same ray can pass through foreground glass and observe the background, turning the supervised target into a convention of annotation, data, and training rather than a scene-intrinsic truth. A learned predictor exposes this convention as its depth-layer preference. We introduce MultiDepth-3k (MD-3k), a sparse two-layer ordinal benchmark for measuring depth-layer preference and multi-layer spatial relationship accuracy (ML-SRA). On MD-3k, leading depth foundation models exhibit diverse layer preferences under standard RGB input, showing that the same layered geometry can be resolved differently across models. We further find that Laplacian Visual Prompting (LVP), a training-free spectral input transformation, can substantially change the reported layer for certain frozen models. The strongest RGB/LVP pair, DAv2-L, reaches 75.5% ML-SRA. These results suggest that depth foundation models may express complementary geometric hypotheses that standard RGB inference leaves unexpressed. We invite the community to rethink depth supervision and evaluation through an ambiguity-aware lens, where multiple valid 3D interpretations are treated as geometric structure to be measured, preserved, and expressed.
Xiaohao Xu, Feng Xue, Xiang Li +5
Jun 28, 2026cs.CV

Articulating then Matching: Zero-Shot Shape Matching for Uncurated Data

Finding dense correspondences between 3D shapes is a fundamental yet unresolved challenge, especially in real-world environments. These environments present severe challenges, including the lack of time and sufficient samples for training, the prevalence of uncurated extreme-high resolution data with topological distortions, and the need to handle diverse 3D representations. In this paper, we present ATM, a zero-shot framework that requires no correspondence-specific training and robustly addresses these issues at once through an articulate-then-match paradigm. Rather than relying on intrinsic geometric properties, we leverage powerful pretrained vision foundation models and parametric shape priors to estimate parametric shape models from multi-view renderings, and systematically ground these estimations via multi-view geometric consistency. By mapping diverse inputs into a shared canonical parametric space, we inherently establish robust coarse correspondences that bypass topological noise, which are then refined into precise dense mappings via spectral refinement. Operating purely on test-time optimized parametric reconstructions, ATM requires no correspondence training data, is naturally immune to connectivity artifacts, and seamlessly handles diverse 3D modalities, including meshes, point clouds, and 3D Gaussians. Extensive experiments demonstrate that our method achieves strong results on non-isometric benchmarks (average geodesic errors of 2.4-TOPKIDS, 3.8-SMAL), reducing errors by 73% and 37% respectively compared to the baseline URSSM. Furthermore, it exhibits unprecedented robustness on in-the-wild raw scans of up to 200k vertices per shape while maintaining near-constant computation time and consistent superior accuracy.
Qilong Liu, Qinfeng Xiao, Chenyuan Yi +2
Jun 26, 2026cs.CV

Meshtryoshka: Differentiable Rendering of Real-World Scenes via Mesh Rasterization

Differentiable rendering has emerged as a powerful approach for 3D reconstruction and novel view synthesis. State-of-the-art differentiable rendering methods combine a variety of custom representations of 3D geometry and appearance with specialized renderers. However, most downstream tasks in computer graphics rely on 3D meshes. While prior work has attempted differentiable rendering with mesh representations, these approaches are limited to object-centric scenes and fail to reconstruct large-scale, unbounded scenes. In this work, we introduce Meshtryoshka, a novel mesh differentiable rendering framework that combines an off-the-shelf triangle rasterizer with a 3D representation that consists of nested mesh shells which resemble a matryoshka doll. In every forward pass, the mesh shells are extracted anew from a 3D signed distance function via iso-surface extraction, and the opacities for each vertex are computed as a function of signed distance. Each mesh shell is then rasterized independently, and the final image is created via alpha compositing. Crucially, mesh vertex positions are updated only indirectly via gradients that flow through the opacity values into the signed distance function, and hence, our method is compatible with off-the-shelf mesh renderers that need not be differentiable with respect to vertex positions. On object-centric scenes, our method performs competitively with surface-based differentiable rendering techniques. Our differentiable mesh rendering method scales to unbounded, real-world 3D scenes, where it yields high-quality novel view synthesis results approaching those of state-of-the-art, non-mesh methods. Our method suggests that it may be possible to solve the differentiable rendering problem without relying on specialized renderers, only using conventional tools from the computer graphics toolbox.
David Charatan, Daniel Xu, Richard Szeliski +2
Jun 22, 2026cs.LG

3D Masked Autoencoders are Robust Learners of Volumetric and Multimodal Cellular Representations for Microscopy

Self-supervised learning in fluorescence microscopy often relies on 2D projections, despite the inherently three-dimensional nature of cells. We present a systematic comparison of 2D and 3D masked autoencoders (MAE-2D vs. MAE-3D) on volumetric microscopy data. Under matched architectures and training protocols, MAE-3D consistently outperforms 2D max-projection and slice-based variants on downstream single-cell tasks. We further align visual representations with a pretrained protein language model (ESM2) and show that cross-modal supervision yields larger gains for volumetric models. Channel cross-attention and frequency-domain regularization are critical for leveraging 3D spatial context. On protein--protein interaction prediction, our best model achieves a ROC--AUC of 0.86, while on protein localization it reaches an AUCmicro_{\text{micro}} of 0.95 and an F1micro_{\text{micro}} of 0.74, demonstrating competitive performance on both tasks. Overall, our findings highlight the potential of volumetric modeling and multimodal alignment for representation learning in single-cell microscopy.
Amirhossein Kardoost, Lion Gleiter, Tingying Peng +1
Jun 8, 2026cs.CV

DB-3DME: From Dataset to Benchmark for Human-aligned Automatic 3D Mesh Evaluation

Recent advances in 3D generation have led to substantial improvements in realism, controllability, and efficiency, yet the evaluation of 3D assets remains underexplored. Existing evaluation paradigms, including human evaluation, learned metrics, and vision-language models (VLMs) as judges, suffer from limitations in cost, scalability, resolution handling, or task-specific alignment. In this work, we focus on 3D mesh evaluation and introduce DB-3DME, the Dataset and Benchmark for 3D Mesh Evaluation. DB-3DME contains 2,619 synthetic 3D meshes paired with human ratings on Geometry and Prompt Adherence. Using this dataset, we systematically benchmark state-of-the-art VLMs and identify visual encoding of 3D representations as a key factor for human-aligned evaluation performance. Motivated by this finding, we fine-tune an open-weight VLM, Qwen-2.5-VL-7B, for 3D mesh evaluation by adapting the visual encoder while freezing the language model. The fine-tuned model substantially outperforms existing pre-trained VLMs across multiple evaluation dimensions, establishing a new benchmark for automatic 3D mesh evaluation. We publicly release the benchmark dataset on GitHub and Hugging Face to facilitate future research.
Nanshan Jia, Zhenyu Zhao, Sui Huang +2
Jun 7, 2026cs.RO

PhysGraph: A Physics-aware 3D Scene Graph for Perception and Reasoning

To perform a wide range of daily tasks, robots need to construct a 3D representation that is semantically rich, physically grounded, and structured enough to support task planning and affordance prediction. However, existing approaches primarily focus on semantic retrieval, often overlooking physical and kinematic factors. Methods that attempt to model physical properties typically rely on narrow training sets or single-object modeling, limiting scalability and generalization across diverse object types. To address these challenges, we present PhysGraph, a framework that unifies symbolic reasoning with structured 3D geometry to model kinematic and physical properties in cluttered scenes. Given RGB-D observations, PhysGraph reconstructs object-centric 3D geometry and associates object instances across views. It then decomposes objects into functional parts and infers materials and articulations through visual reasoning. Evaluated on both synthetic and real-world datasets, PhysGraph achieves state-of-the-art results in semantic segmentation, multi-object mass estimation, and articulation prediction. With its simple yet effective design, PhysGraph produces physically consistent and semantically structured scene graphs, serving as a structured 3D representation for downstream tasks such as constraint-aware 3D affordance prediction and real-to-sim transfer, both of which are demonstrated in our experiments.
Haoyu Li, Aaron Thomas, Shuyan Zhou +1
Jun 3, 2026cs.CV

Recent Advances and Trends in Learning-based 3D Representations

The selection of an appropriate 3D representation is a fundamental design decision that dictates the efficiency, quality, and capabilities of modern computer vision and graphics pipelines for tasks such as 3D reconstruction, novel-view synthesis and rendering, shape and motion analysis, recognition, and generation. While traditional representations (\eg meshes, point clouds, and volumetric grids) remain standard outputs of 3D sensors (\eg LiDAR and 3D scanners) and are widely used in downstream applications (\eg editing and simulation), recent neural and primitive-based representations (\eg 3D Gaussian Splatting) offer compact and differentiable alternatives opening a wide range of opportunities in applications such as games, AR/VR, autonomous driving, robot navigation, and medical imaging, to name a few. The goal of this paper is to survey the main families of 3D representations from discrete explicit formats to continuous implicit fields based either on neural rendering or primitive splatting. For each type of representation, we present the general formulation and its variants, discuss its benefits and limitations, and highlight key applications. We conclude the paper by outlining the open challenges and potential directions for future research. Distinct from recent surveys that broadly cover 3D object and scene reconstruction, this paper provides a focused analysis on the evolution of 3D representations themselves. We specifically emphasize the paradigm shift toward implicit representations, offering a novel perspective on how these emerging formats fundamentally alter 3D/4D workflows.
Adrien Schockaert, Hamid Laga, Hazem Wannous +3
Jun 2, 2026cs.CV

MLP Splatting: Object-Centric Neural Fields

3D representations are fundamental to scene rendering, understanding, and interaction. Recent approaches, such as 3D Gaussian Splatting and Neural Radiance Fields, achieve impressive photorealistic novel-view synthesis, but lack the ability to easily decompose scene elements into a few primitives, requiring additional segmentation or grouping for object-level manipulation. We present MLP-Splatting, a method that enables scene decomposition via a few expressive light-field primitives while providing photorealistic novel-view synthesis. MLP-Splatting models each primitive as an independent compact MLP with localized spatial support that predicts radiance and opacity. In contrast to low-level Gaussian primitives or a single global radiance field, our neural primitives provide greater expressive capacity while remaining spatially localized. Rendering is performed through efficient sparse volumetric compositing over ray-primitive interactions. Our primitives are supervised using RGB supervision alone, which yields primitives that represent local scene regions often corresponding to objects or object parts, enabling interactive object-level editing without segmentation masks by selecting a handful of primitives. Our method, augmented with optional semantic feature distillation, enables open-vocabulary scene interaction and open-set instant segmentation. Compared to state-of-the-art methods, we achieve substantially lower memory usage (1/15×\times) and faster rendering (3×\times), as we show in our experiments compared to semantic 3DGS methods. Project Page: https://shinjeongkim.com/mlp-splatting
Shinjeong Kim, Yuzhou Cheng, Xin Kong +2
Jun 1, 2026q-bio.NC

BEAST3D: Animal behavioral analysis and neural encoding from multi-view video via Gaussian splatting

Multi-view video recordings are increasingly used to capture the 3D movements of animals in experimental settings, yet extracting rich 3D representations from these recordings remains challenging. Supervised pose estimation requires extensive manual annotation, while general-purpose 3D reconstruction models trained on generic scene datasets fail on the specialized imagery and sparse-view setting of laboratory experiments. We address these limitations with BEAST3D, a self-supervised pretraining framework that learns 3D visual representations from unlabeled, calibrated multi-view video. BEAST3D uses a vision transformer to predict 3D Gaussian splats that reconstruct held-out views through differentiable rendering, while simultaneously segmenting the animal from the background. BEAST3D reconstructs 3D structure with as few as four views by conditioning directly on known camera parameters--unlike general-purpose models, which must estimate camera geometry from dense overlapping viewpoints that are seldom available in lab settings. Through comprehensive evaluation across four species, we demonstrate that BEAST3D produces rich, viewpoint-invariant features that transfer effectively to three downstream tasks: novel view synthesis, which validates the quality of the learned 3D representations; multi-view pose estimation, which provides the sparse keypoint trajectories widely used in behavioral analysis; and neural encoding, which relates 3D behavioral features to simultaneously recorded neural activity. BEAST3D thus establishes a versatile framework for behavioral analysis that leverages 3D structure in modern multi-view laboratory recordings.
Yanchen Wang, Lenny Aharon, Wangshu Zhu +7
May 27, 2026cs.CV

SEMAGIC: Learning Semantically Consistent Deformable 3D Representations from In-the-Wild Images

Learning deformable 3D object models from single-view in-the-wild images has enabled impressive 3D shape reconstruction without supervision. However, it remains unclear whether these models capture the semantic structure required for downstream tasks. We find that existing deformable reconstruction approaches, despite producing visually plausible geometry, yield unstable correspondences across instances and perform poorly on semantic correspondence benchmarks. We introduce SEMAGIC, a framework for learning semantically consistent deformable 3D representations from single-view in-the-wild images. Rather than treating reconstruction as the end goal, SEMAGIC uses deformable modeling as a mechanism to discover category-level correspondences. Each category is represented by a canonical template mesh and a learned deformation field, functioning similarly to an autoencoder that reconstructs instance geometry from image features, enabling vertices to maintain consistent semantic meaning across instances. Semantic consistency is enforced during training through (i) a feature-level consistency loss aligning semantic features between canonical and deformed meshes, and (ii) vertex-index-conditioned deformation that preserves semantic correspondence across instances. By explicitly coupling geometric deformation with semantic alignment, SEMAGIC produces representations that maintain stable part correspondences across intra-category variation. Experiments demonstrate that SEMAGIC improves semantic correspondence of deformable models by +14.7 PCK@0.1 on SPair-71k, establishing deformable models as effective semantic 3D representations.
Sky Cen, Wufei Ma, Guofeng Zhang +2
May 25, 2026cs.AI

BrickAnything: Geometry-Conditioned Buildable Brick Generation with Structure-Aware Tokenization

Generating physically buildable brick structures from 3D shapes requires more than geometric reconstruction: the output must also satisfy discrete part constraints and structural stability. Existing brick generation methods either rely on heuristic optimization, which can break down when the target 3D shape does not admit a feasible structure under predefined constraints, or generate brick sequences without explicitly modeling the underlying 3D geometry and assembly relations. In this work, we present BrickAnything, a geometry-conditioned autoregressive framework for generating buildable brick structures from diverse 3D representations. BrickAnything uses point clouds as a unified geometric interface and predicts brick sequences that reconstruct the target shape under assembly constraints. To model structural dependencies among bricks, we introduce a structure-aware tree tokenization, which represents brick structures through local attachment relations. This formulation makes sequence generation more consistent with the physical construction process, and reduces invalid intermediate states. We further introduce preference-based alignment post-training, validity-constrained decoding and adaptive rollback to improve buildability objectives such as stability and geometric fidelity. Extensive experiments demonstrate that BrickAnything produces geometrically faithful and physically realizable brick structures, and that the proposed tokenization effectively reduces rollback and regeneration compared with conventional ordering strategies.
Zhengyang Ni, Feng Yan, Yu Guo +1
May 24, 2026cs.CV

PQDT: Pseudo-Query Dual Transformer for Robust Point Cloud Restoration

Point clouds are a fundamental 3D representation in computer vision, enabling a wide range of perception tasks. However, real-world point clouds often suffer from degradations such as incompleteness, noise, outliers, and irregular density, caused by sensor limitations or occlusions. Recovering clean and detailed shapes from such degraded data is crucial for downstream applications. While existing learning-based methods achieve progress on individual tasks like completion or denoising, they typically rely on global bottleneck features, which lose fine-grained geometry and remain sensitive to varying input quality. We propose a unified 3D restoration network that directly takes point clouds as input and adaptively reconstructs high-quality geometry under diverse degradation scenarios. At the core of our approach is a Pseudo-Query module, implemented within a Transformer backbone, which reformulates geometric translation into two cooperative stages to enhance structural clarity, robustness, and local detail preservation. Extensive experiments on curated benchmarks demonstrate that our approach surpasses state-of-the-art performance in general 3D restoration. It effectively handles complex combinations of completion, deformation, and denoising degradations. With this work, we provide a novel unified, point-only backbone for robust 3D restoration, enabling more versatile 3D perception.
Haoqing Wu, Alexa Nawotki, Jochen Garcke
May 23, 2026cs.CV

Unified 3D Scene Understanding Through Physical World Modeling

Understanding 3D scenes requires flexible combinations of visual reasoning tasks, including depth estimation, novel view synthesis, and object manipulation, all of which are essential for perception and interaction. Existing approaches have typically addressed these tasks in isolation, preventing them from sharing a common representation or transferring knowledge across tasks. A conceptually simpler but practically non-trivial alternative is to unify these diverse tasks into a single model, reducing different tasks from separate training objectives to merely different prompts and allowing for joint training across all datasets. In this work, we present a physical world model for unified 3D understanding and interaction (3WM), formulated as a probabilistic graphical model in which nodes represent multimodal scene elements such as RGB, optical flow, and camera pose. Diverse tasks emerge from different inference pathways through the graph: novel view synthesis from RGB and dense flow prompts, object manipulation from RGB and sparse flow prompts, and depth estimation from RGB and camera conditioning, all zero-shot without task-specific training. 3WM outperforms specialized baselines without the need for finetuning by offering precise controllability, strong geometric consistency, and robustness in real-world scenarios, achieving state-of-the-art performance on NVS and 3D object manipulation. Beyond predefined tasks, the model supports composable inference pathways, such as moving objects aside while navigating a 3D environment, enabling complex geometric reasoning. This demonstrates that a unified model can serve as a practical alternative to fragmented task-specific systems, taking a step towards a general-purpose visual world model.
Wanhee Lee, Klemen Kotar, Rahul Mysore Venkatesh +4
May 21, 2026cs.CV

PointLLM-R: Enhancing 3D Point Cloud Reasoning via Chain-of-Thought

Understanding 3D point clouds through language remains a fundamental challenge in computer graphics and visual computing, due to the irregular structure of point cloud data and the lack of explicit reasoning in existing 3D multimodal models. While Chain-of-Thought (CoT) reasoning has shown strong effectiveness in LLMs and image-based MLLMs, its extension to 3D understanding remains largely underexplored. In this paper, we propose a data-centric framework for constructing large-scale CoT supervision tailored to 3D point cloud understanding. Our framework consists of a two-stage pipeline that first refines point-text instruction data via vision-language-model-based quality evaluation and reference-guided refinement, and then synthesizes high-quality reasoning paths through Human-in-the-Loop Prompt Optimization (HiLPO). Using this approach, we build PoCoTI, a CoT-enhanced point-text instruction-following dataset containing 55K samples with explicit reasoning paths. Fine-tuning PointLLM on PoCoTI yields PointLLM-R, a reasoning-capable 3D multimodal language model. Extensive experiments on generative 3D classification and captioning demonstrate that PointLLM-R achieves state-of-the-art performance and generalizes robustly to real-world scanned point clouds and multi-turn dialogue scenarios.
Chaoqi Chen, Qile Xu, Wenjun Zhou +1
May 19, 2026cs.GR

GLUT: 3D Gaussian Lookup Table for Continuous Color Transformation

3D Lookup Tables (3D LUTs) are widely used for color mapping, but their grid-based representation requires discretizing the RGB space, leading to a capacity-memory trade-off that becomes prohibitive when storing large numbers of LUTs. Recent approaches adopt implicit neural representations to improve scalability, yet their black-box nature limits interpretability and hinders intuitive, localized editing. In this paper, we propose Gaussian LUT (GLUT), a continuous and explicit color representation that models color transformations using a set of learnable 3D Gaussian primitives. By avoiding fixed-resolution grids, GLUT achieves flexible representational capacity while maintaining a compact memory footprint. Its explicit, spatially localized formulation further enables both accurate modeling and interpretability. Building on this representation, we introduce a compact conditional generator (CGLUT) that predicts GLUT parameters for multiple LUT instances, encoding diverse color styles in a single framework to enable smooth and controllable LUT style blending. Moreover, GLUT supports efficient, user-friendly editing by allowing localized adjustments to specific color regions without global retraining. Experimental results demonstrate that our approach outperforms prior neural LUT representations in both accuracy and efficiency, while offering improved interpretability and interactive control.
Danna Xue, David Serrano-Lozano, Shaolin Su +1
May 15, 2026cs.CV

Unlocking Dense Metric Depth Estimation in VLMs

Vision-Language Models (VLMs) excel at 2D tasks such as grounding and captioning, yet remain limited in 3D understanding. A key limitation is their text-only supervision paradigm, which under-constrains fine-grained visual perception and prevents the recovery of dense geometry. Prior methods either distill geometry from external vision models, introducing error accumulation, or enable direct prediction with inefficient per-pixel query or coarse token-level outputs. In this paper, we propose DepthVLM, a simple yet effective framework that transforms a single VLM into a native dense geometry predictor while preserving its multimodal capability. By attaching a lightweight depth head to the LLM backbone and training under a unified vision-text supervision paradigm with a two-stage schedule, DepthVLM generates full-resolution depth maps alongside language outputs in a single forward pass. We further introduce a unified indoor-outdoor metric depth benchmark in a VLM-compatible format. Experiments show that DepthVLM significantly outperforms existing VLMs with higher inference efficiency, surpasses leading pure vision models, and improves complex 3D spatial reasoning, moving toward a truly unified multimodal foundation model. The project page is available at https://depthvlm.github.io/
Hanxun Yu, Xuan Qu, Yuxin Wang +2
May 14, 2026cs.CV

Evo-Depth: A Lightweight Depth-Enhanced Vision-Language-Action Model

Vision-Language-Action models have emerged as a promising paradigm for robotic manipulation by unifying perception, language grounding, and action generation. However, they often struggle in scenarios requiring precise spatial understanding, as current VLA models primarily rely on 2D visual representations that lack depth information and detailed spatial relationships. While recent approaches incorporate explicit 3D inputs such as depth maps or point clouds to address this issue, they often increase system complexity, require additional sensors, and remain vulnerable to sensing noise and reconstruction errors. Another line of work explores implicit 3D-aware spatial modeling directly from RGB observations without extra sensors, but it often relies on large geometry foundation models, resulting in higher training and deployment costs. To address these challenges, we propose Evo-Depth, a lightweight depth-enhanced VLA framework that enhances spatially grounded manipulation without relying on additional sensing hardware or compromising deployment efficiency. Evo-Depth employs a lightweight Implicit Depth Encoding Module to extract compact depth features from multi-view RGB images. These features are incorporated into vision-language representations through a Spatial Enhancement Module via depth-aware modulation, enabling efficient spatial-semantic enhancement. A Progressive Alignment Training strategy is further introduced to align the resulting depth-enhanced representations with downstream action learning. With only 0.9B parameters, Evo-Depth achieves superior performance across four simulation benchmarks. In real-world experiments, Evo-Depth attains the highest average success rate while also exhibiting the smallest model size, lowest GPU memory usage, and highest inference frequency among compared methods.
Tao Lin, Yuxin Du, Jiting Liu +14
May 11, 2026cs.RO

Forecast-aware Gaussian Splatting for Predictive 3D Representation in Language-Guided Pick-and-Place Manipulation

We introduce Forecast-aware Gaussian Splatting (Forecast-GS), a predictive 3D representation framework for language-conditioned robotic manipulation. While recent manipulation systems have made progress by grounding language instructions into robot affordances, value maps, or relational keypoint constraints, they usually reason over the current scene and do not explicitly model the task-completed state. This limitation is critical when success depends on satisfying spatial and semantic goals under partial observations, where the robot must evaluate whether a candidate action leads to a feasible task-consistent outcome. We validate Forecast-GS on real-world pick-and-place manipulation tasks, including Cutter-to-Box, Apple-to-Bowl, and Sponge-to-Tray. For each task, we conduct 25 real-world trials under varied initial object configurations using the same robot platform and sensing setup. Forecast-GS with automatic candidate selection achieves success rates of 21/25, 23/25, and 16/25 on the three tasks, respectively, outperforming the ReKep baseline, which achieves 15/25, 19/25, and 10/25. A diagnostic human-assisted setting further improves success rates to 23/25, 24/25, and 19/25, suggesting that candidate generation is effective while automatic ranking remains imperfect. These results suggest that explicitly forecasting task-completed 3D states enables more reliable action evaluation, while the gap between automatic and human-assisted selection indicates that robust final-state ranking remains an important challenge for fully autonomous manipulation. Overall, Forecast-GS provides an interpretable bridge between language understanding, 3D perception, and robotic manipulation planning.
Kaixin Jia, Jiacheng Xu
May 8, 2026cs.CV

Proxy3D: Efficient 3D Representations for Vision-Language Models via Semantic Clustering and Alignment

Spatial intelligence in vision-language models (VLMs) attracts research interest with the practical demand to reason in the 3D world.Despite promising results, most existing methods follow the conventional 2D pipeline in VLMs and use pixel-aligned representations for the vision modality. However, correspondence-based models with implicit 3D scene understanding often fail to achieve spatial consistency, and representation-based models with 3D geometric priors lack efficiency in vision sequence serialization. To address this, we propose a Proxy3D method with compact yet comprehensive 3D proxy representations for the vision modality. Given only video frames as input, we employ semantic and geometric encoders to extract scene features and then perform their semantic-aware clustering to obtain a set of proxies in the 3D space. For representation alignment, we further curate the SpaceSpan dataset and apply multi-stage training to adopt the proposed 3D proxy representations with the VLM. When using shorter sequences for vision information, our method achieves competitive or state-of-the-art performance in 3D visual question answering, visual grounding and general spatial intelligence benchmarks.
Jerry Jiang, Haowen Sun, Denis Gudovskiy +4
May 8, 2026cs.CV

Uncovering and Shaping the Latent Representation of 3D Scene Topology in Vision-Language Models

Decades of cognitive science establish that humans navigate environments by forming cognitive maps, defined as allocentric and topology-preserving representations of 3D space. While modern Vision-Language Models (VLMs) demonstrate emergent spatial reasoning from 2D egocentric inputs, it remains unclear whether they construct an analogous 3D internal representation. In this paper, we demonstrate that current VLMs do possess a latent topological map of 3D scenes, but it is heavily overshadowed by non-geometric visual semantics, such as color and shape. By isolating this spatial subspace through cross-scene linear feature extraction, we extract a clean spatial subspace that causally controls the model's spatial outputs. We mathematically shape this latent representation and prove its correspondence to the Laplacian eigenmaps of the scene's 3D Gaussian-kernel graph, converging to the physical 3D space in the continuous limit. Motivated by this geometric identification, we further introduce a mathematically principled latent regularization method for VLMs, based on Dirichlet energy. Applying this single-term regularizer to a minimal 500-step supervised VLM fine-tuning (SFT) on simple synthetic data yields significant improvements on real-world spatial benchmarks, outperforming standard SFT and competitive baselines by up to 12.1% in spatial tasks involving scene topology understanding. Source code is available at https://github.com/pittisl/vlm-latent-shaping
Haoming Wang, Wei Gao
Apr 30, 2026cs.CV

Difix3D-W: Distractor-Free Few-Shot 3D Gaussian Splatting in the Wild

We propose Difix3D-W, a 3D novel sparse-view synthesis framework for unconstrained real-world scenarios that contain distractors, occlusion, and appearance variation. Unlike existing methods that primarily perform novel-view synthesis from a sparse set of constrained images without transient elements or leverage unconstrained dense image collections in real-world scenarios, our method utilize sparse unconstrained images, showing high-quality 3D rendering results. To do this, we introduce reference-guided view refinement with a redesigned one-step diffusion model using a transient mask and a reference image to mitigate artifacts in rendered views, enhancing the 3D representation in the Gaussian field. Furthermore, we address sparse regions in the Gaussian field leveraging sparsity-aware Gaussian replication strategy to amplify Gaussians in the sparse regions and alleviate deficient camera viewpoint issues. Finally, we utilize LoRA and regularization to maintain 3D multi-view consistency. Extensive experiments demonstrate that our method consistently outperforms existing methods. This advancement paves the way for realizing real-world scenarios without labor-intensive data acquisition.
Wongi Park, Jordan A. James, Myeongseok Nam +4
Apr 23, 2026cs.CV

Reinforcing 3D Understanding in Point-VLMs via Geometric Reward Credit Assignment

Point-Vision-Language Models promise to empower embodied agents with executable spatial reasoning, yet they frequently succumb to geometric hallucination where predicted 3D structures contradict the observed 2D reality. We identify a key cause of this failure not as a representation bottleneck but as a structural misalignment in reinforcement learning, where sparse geometric tokens are drowned out by noisy and broadcasted sequence-level rewards. To resolve this causal dilution, we propose Geometric Reward Credit Assignment, a framework that disentangles holistic supervision into field-specific signals and routes them exclusively to their responsible token spans. This mechanism transforms vague feedback into precise gradient updates and effectively turns generic policy optimization into targeted structural alignment. Furthermore, we internalize physical constraints via a Reprojection-Consistency term which serves as a cross-modal verifier to penalize physically impossible geometries. Validated on a calibrated benchmark derived from ShapeNetCore, our approach bridges the reliability gap by boosting 3D KPA from 0.64 to 0.93, increasing 3D bounding box intersection over union to 0.686, and raising reprojection consistency scores to 0.852. Crucially, these gains are achieved while maintaining robust 2D localization performance, marking a meaningful step from plausible textual outputs toward physically verifiable spatial predictions.
Jingkun Chen, Ruoshi Xu, Mingqi Gao +2
Apr 21, 2026cs.LG

Structure-guided molecular design with contrastive 3D protein-ligand learning

Structure-based drug discovery faces the dual challenge of accurately capturing 3D protein-ligand interactions while navigating ultra-large chemical spaces to identify synthetically accessible candidates. In this work, we present a unified framework that addresses these challenges by combining contrastive 3D structure encoding with autoregressive molecular generation conditioned on commercial compound spaces. First, we introduce an SE(3)-equivariant transformer that encodes ligand and pocket structures into a shared embedding space via contrastive learning, achieving competitive results in zero-shot virtual screening. Second, we integrate these embeddings into a multimodal Chemical Language Model (MCLM). The model generates target-specific molecules conditioned on either pocket or ligand structures, with a learned dataset token that steers the output toward targeted chemical spaces, yielding candidates with favorable predicted binding properties across diverse targets.
Carles Navarro, Philipp Tholke, Gianni de Fabritiis
Apr 20, 2026cs.CV

Multi-View Hierarchical Graph Neural Network for Sketch-Based 3D Shape Retrieval

Sketch-based 3D shape retrieval (SBSR) aims to retrieve 3D shapes that are consistent with the category of the input hand-drawn sketch. The core challenge of this task lies in two aspects: existing methods typically employ simplified aggregation strategies for independently encoded 3D multi-view features, which ignore the geometric relationships between views and multi-level details, resulting in weak 3D representation. Simultaneously, traditional SBSR methods are constrained by visible category limitations, leading to poor performance in zero-shot scenarios. To address these challenges, we propose Multi-View Hierarchical Graph Neural Network (MV-HGNN), a novel framework for SBSR. Specifically, we construct a view-level graph and capture adjacent geometric dependencies and cross-view message passing via local graph convolution and global attention. A view selector is further introduced to perform hierarchical graph coarsening, enabling a progressively larger receptive field for graph convolution and mitigating the interference of redundant views, which leads to more discriminate discriminative hierarchical 3D representation. To enable category agnostic alignment and mitigate overfitting to seen classes, we leverage CLIP text embeddings as semantic prototypes and project both sketch and 3D features into a shared semantic space. We use a two-stage training strategy for category-level retrieval and a one-stage strategy for zero-shot retrieval under the same model architecture. Under both category-level and zero-shot settings, extensive experiments on two public benchmarks demonstrate that MV-HGNN outperforms state-of-the-art methods.
Hang Cheng, Muyan He, Mingyu Fan +3
Apr 10, 2026cs.CV

Text-Guided 6D Object Pose Rearrangement via Closed-Loop VLM Agents

Vision-Language Models (VLMs) exhibit strong visual reasoning capabilities, yet they still struggle with 3D understanding. In particular, VLMs often fail to infer a text-consistent goal 6D pose of a target object in a 3D scene. However, we find that with some inference-time techniques and iterative reasoning, VLMs can achieve dramatic performance gains. Concretely, given a 3D scene represented by an RGB-D image (or a compositional scene of 3D meshes) and a text instruction specifying a desired state change, we repeat the following loop: observe the current scene; evaluate whether it is faithful to the instruction; propose a pose update for the target object; apply the update; and render the updated scene. Through this closed-loop interaction, the VLM effectively acts as an agent. We further introduce three inference-time techniques that are essential to this closed-loop process: (i) multi-view reasoning with supporting view selection, (ii) object-centered coordinate system visualization, and (iii) single-axis rotation prediction. Without any additional fine-tuning or new modules, our approach surpasses prior methods at predicting the text-guided goal 6D pose of the target object. It works consistently across both closed-source and open-source VLMs. Moreover, when combining our 6D pose prediction with simple robot motion planning, it enables more successful robot manipulation than recent Vision-Language-Action models (VLAs). Finally, we conduct an ablation study to demonstrate the necessity of each proposed technique.
Sangwon Baik, Gunhee Kim, Mingi Choi +1
Mar 23, 2026cs.CV

Back to Point: Exploring Point-Language Models for Zero-Shot 3D Anomaly Detection

Zero-shot (ZS) 3D anomaly detection is crucial for reliable industrial inspection, as it enables detecting and localizing defects without requiring any target-category training data. Existing approaches render 3D point clouds into 2D images and leverage pre-trained Vision-Language Models (VLMs) for anomaly detection. However, such strategies inevitably discard geometric details and exhibit limited sensitivity to local anomalies. In this paper, we revisit intrinsic 3D representations and explore the potential of pre-trained Point-Language Models (PLMs) for ZS 3D anomaly detection. We propose BTP (Back To Point), a novel framework that effectively aligns 3D point cloud and textual embeddings. Specifically, BTP aligns multi-granularity patch features with textual representations for localized anomaly detection, while incorporating geometric descriptors to enhance sensitivity to structural anomalies. Furthermore, we introduce a joint representation learning strategy that leverages auxiliary point cloud data to improve robustness and enrich anomaly semantics. Extensive experiments on Real3D-AD and Anomaly-ShapeNet demonstrate that BTP achieves superior performance in ZS 3D anomaly detection. Code will be available at \href{https://github.com/wistful-8029/BTP-3DAD}{https://github.com/wistful-8029/BTP-3DAD}.
Kaiqiang Li, Gang Li, Mingle Zhou +3
Jan 8, 2026cs.CV

DivAS: Interactive 3D Segmentation by Depth-Weighted Voxel Aggregation

Interactive 3D segmentation of a reconstructed scene should not require a representation-specific optimization loop. We observe that the recipe for lifting 2D foundation-model masks into 3D, namely prompting a few views, refining the resulting masks with rendered depth, and fusing the multi-view evidence into a voxel grid, is shared across scene representations. What remains representation-specific is only the depth signal returned by the renderer and the occupancy prior that gates fusion. We present DivAS (Depth-interactive Voxel Aggregation Segmentation), an optimization-free, training-free framework that realizes this recipe as a single interaction-and-fusion skeleton with lightweight, representation-specific adapters, instantiated on both Gaussian Splatting (GS) and NeRF backbones. On standard forward-facing and unbounded benchmarks, the GS instantiation attains segmentation quality competitive with state-of-the-art optimization-based methods, and the best on LLFF, while being the only one to reach this quality within the consumer-hardware memory envelope at standard resolution. Both instantiations run end-to-end around 22x faster than feature-field baselines, with a per-update fusion-kernel cost below 7070 ms. Because segmentation evidence is gathered from a small, bounded set of anchor views, user effort and computation remain independent of the training-set size. The same skeleton applied to a NeRF backbone matches or exceeds the performance of optimization-based NeRF baselines, confirming that the recipe transfers across fundamentally different 3D representations.
Ayush Pande, Mayank Vatsa
Dec 18, 2025cs.CV

Instant Expressive Gaussian Head Avatars at Over 100 FPS

Portrait animation has witnessed tremendous quality improvements thanks to recent advances in video diffusion models. However, these 2D methods often compromise 3D consistency and speed, limiting their applicability in real-world scenarios, such as digital twins or telepresence. In contrast, 3D-aware feedforward facial animation methods -- built upon 3D representations, such as neural radiance fields or Gaussian splatting -- ensure 3D consistency and achieve faster inference speed, but come with inferior expression details. In this paper, we address this portrait animation trilemma (speed, 3D consistency, and expressiveness) and propose a pipeline that instantly converts an in-the-wild single image into a 3D-consistent, fast yet expressive animatable representation via a feed-forward encoder. Unlike previous computationally intensive global fusion mechanisms (e.g., multiple attention layers) for fusing 3D structural and animation information, our design employs an efficient lightweight local fusion strategy to achieve high animation expressivity. Furthermore, our animation representation is decoupled from the face's 3D representation and learns motion implicitly from data, eliminating the dependency on pre-defined parametric models that often constrain animation capabilities. Our method runs at 107.31 FPS for animation and pose control, representing a 3-4 order of magnitude speedup versus the state of the art while achieving comparable animation quality, thus surpassing alternative designs that trade speed for quality or vice versa.
Kaiwen Jiang, Xueting Li, Seonwook Park +3
Nov 25, 2025cs.CV

Vision-Language Memory for Spatial Reasoning

Spatial reasoning is a critical capability for intelligent robots, yet current vision-language models (VLMs) still fall short of human-level performance in video-based spatial reasoning. This gap mainly stems from two challenges: a semantic-geometric misalignment that prevents consistent 3D understanding, and the absence of persistent memory to retain 3D representation and understanding across frames. To address these limitations, we present VLM2^2, a Vision-Language Model with persistent Memory for spatial reasoning with a view-consistent, 3D-aware representation purely from 2D videos. Specifically, we incorporate a dual-memory module consisting of a working memory that operates as a sliding window to focus on immediate context, and an episodic memory that consolidates and stores critical information across frames. This design enables bounded and efficient spatial reasoning under a fixed computational cost. Extensive experiments on multiple benchmarks show that VLM2^2 achieves state-of-the-art performance among video-based models, significantly advancing the frontier of visual-spatial intelligence.
Zuntao Liu, Yi Du, Taimeng Fu +3