3D Representation Learning
Momentum
15 papers in the last four weeks, up 67% on the four weeks before. 0.1% of all new papers.
Latest papers 129
Spatial graphs provide a lightweight and elegant representation of curvilinear anatomical structures such as blood vessels, lung airways, and neuronal networks. Accurately modeling these graphs is crucial in clinical and (bio-)medical research. However, the high spatial resolution of large networks drastically increases their complexity, resulting in significant computational challenges. In this work, we aim to tackle these challenges by proposing VesselTok, a framework that approaches spatially dense graphs from a parametric shape perspective to learn latent representations (tokens). VesselTok leverages centerline points with a pseudo radius to effectively encode tubular geometry. Specifically, we learn a novel latent representation conditioned on centerline points to encode neural implicit representations of vessel-like, tubular structures. We demonstrate VesselTok's performance across diverse anatomies, including lung airways, lung vessels, and brain vessels, highlighting its ability to robustly encode complex topologies. To prove the effectiveness of VesselTok's learnt latent representations, we show that they (i) generalize to unseen anatomies, (ii) support generative modeling of plausible anatomical graphs, and (iii) transfer effectively to downstream inverse problems, such as link prediction.
VolumeDP: Modeling Volumetric Representation for Manipulation Policy Learning
Imitation learning is a prominent paradigm for robotic manipulation. However, existing visual imitation methods map 2D image observations directly to 3D action outputs, imposing a 2D-3D mismatch that hinders spatial reasoning and degrades robustness. We present VolumeDP, a policy architecture that restores spatial alignment by explicitly reasoning in 3D. VolumeDP first lifts image features into a Volumetric Representation via cross-attention. It then selects task-relevant voxels with a learnable module and converts them into a compact set of spatial tokens, markedly reducing computation while preserving action-critical geometry. Finally, a multi-token decoder conditions on the entire token set to predict actions, thereby avoiding lossy aggregation that collapses multiple spatial tokens into a single descriptor. VolumeDP achieves a state-of-the-art average success rate of 88.8% on the LIBERO simulation benchmark, outperforming the strongest baseline by a substantial 14.8% improvement. It also delivers large performance gains over prior methods on the ManiSkill and LIBERO-Plus benchmarks. Real-world experiments further demonstrate higher success rates and robust generalization to novel spatial layouts, camera viewpoints, and environment backgrounds. Code and videos are available on the project page: https://yzc0731.github.io/VolumeDP/
Universal Pose Pretraining for Generalizable Vision-Language-Action Policies
Existing Vision-Language-Action (VLA) models often suffer from feature collapse and low training efficiency because they entangle high-level perception with sparse, embodiment-specific action supervision. Since these models typically rely on VLM backbones optimized for Visual Question Answering (VQA), they excel at semantic identification but often overlook subtle 3D state variations that dictate distinct action patterns. To resolve these misalignments, we propose Pose-VLA, a decoupled paradigm that separates VLA training into a pre-training phase for extracting universal 3D spatial priors in a unified camera-centric space, and a post-training phase for efficient embodiment alignment within robot-specific action space. By introducing discrete pose tokens as a universal representation, Pose-VLA seamlessly integrates spatial grounding from diverse 3D datasets with geometry-level trajectories from robotic demonstrations. Our framework follows a two-stage pre-training pipeline, establishing fundamental spatial grounding via poses followed by motion alignment through trajectory supervision. Extensive evaluations demonstrate that Pose-VLA achieves state-of-the-art results on RoboTwin 2.0 with a 79.5% average success rate and competitive performance on LIBERO at 96.0%. Real-world experiments further showcase robust generalization across diverse objects using only 100 demonstrations per task, validating the efficiency of our pre-training paradigm.
BrepLLM: Enabling Large Language Models to Understand Boundary Representations
Current token-sequence-based Large Language Models (LLMs) struggle to directly process 3D Boundary Representation (B-rep) models that contain complex geometric and topological information. To this end, we propose BrepLLM, the first multimodal framework that enables LLMs to directly parse and reason over raw B-rep data. BrepLLM adopts a two-stage training pipeline: cross-modal alignment pre-training and two-stage LLM fine-tuning. In the first stage, we design an adaptive UV sampling strategy to convert B-reps into graph representations that integrate geometric and topological information. Subsequently, we construct a hierarchical BrepEncoder to extract features from geometric elements (faces and edges) and topology, generating a global token and a sequence of node tokens. Then, via contrastive learning, we conduct an initial alignment between this global token and the text embeddings of a frozen CLIP text encoder (ViT-L/14). In the second stage, we integrate the pre-trained BrepEncoder into the LLM and employ a two-stage progressive strategy to align the sequence of node tokens: (1) training an MLP-based semantic mapping network that utilizes the prior knowledge of a 2D-VLM to align the B-rep representation to the 2D visual semantic space; (2) utilizing LoRA for parameter-efficient fine-tuning of the Q-Former and the LLM backbone network to achieve the final 3D-language generation capability. Furthermore, we construct the Brep2Text dataset, which contains 269,444 B-rep and text question-answer pairs. Experiments demonstrate that BrepLLM achieves SOTA performance on 3D object classification and captioning tasks. The project page is available at https://user-deng.github.io/BrepLLM/.
InStyle: Instant Appearance Stylization of 3D Shapes
3D stylization is central to game development, virtual reality, and digital arts, where the demand for diverse assets calls for scalable methods that support fast, high-fidelity manipulation. Existing text-to-3D stylization methods typically distill from 2D image editors, requiring time-intensive per-asset optimization and exhibiting multi-view inconsistency due to the limitations of current text-to-image models, which makes them impractical for large-scale production. In this paper, we introduce GaussianBlender, a pioneering feed-forward framework for text-driven 3D stylization that performs edits instantly at inference. Our method learns structured, disentangled latent spaces with controlled information sharing for geometry and appearance from spatially-grouped 3D Gaussians. A latent diffusion model then applies text-conditioned edits on these learned representations. Comprehensive evaluations show that GaussianBlender not only delivers instant, high-fidelity, geometry-preserving, multi-view consistent stylization, but also surpasses methods that require per-instance test-time optimization - unlocking practical, democratized 3D stylization at scale.
FUSE: A Flow-based Mapping Between Shapes
We introduce a novel neural representation for maps between 3D shapes based on flow-matching models, which is computationally efficient and supports cross-representation shape matching without large-scale training or data-driven procedures. 3D shapes are represented as the probability distribution induced by a continuous and invertible flow mapping from a fixed anchor distribution. Given a source and a target shape, the composition of the inverse flow (source to anchor) with the forward flow (anchor to target), we map points between the two surfaces. By encoding the shapes with a pointwise task-tailored embedding, this construction provides an invertible and modality-agnostic representation of maps between shapes across point clouds, meshes, signed distance fields (SDFs), and volumetric data. The resulting representation consistently achieves high coverage and accuracy across diverse benchmarks and challenging settings in shape matching. Beyond shape matching, our framework shows promising results in other tasks, including UV mapping and registration of raw point cloud scans of human bodies.
Geometry-Centered 3D Latent World Models for Growing Surfaces
Many physical systems do not merely move or deform; they grow, adding material and changing the geometry that a world model must represent. Existing world models are typically optimized for pixel prediction, reward prediction, or fixed-support physical dynamics, leaving open how to model systems whose underlying physical support expands over time and whose future morphology depends on hidden material response. We introduce FOLIAGE, a geometry-centered latent world model for growing surfaces. Within a fixed state budget, FOLIAGE represents mature regions as a compact scaffold while allocating higher-resolution state to regions predicted to drive near-future growth. This focuses representation and computation where new material and geometric change occur while retaining compact global context. FOLIAGE further separates observation, action, and privileged physics: heterogeneous RGB, point-cloud, and mesh observations are fused into a deployable geometric state; material controls condition the latent dynamics; and hidden physical energies guide training but are not required at deployment. To evaluate this setting, we introduce SURF-GARDEN and SURF-BENCH, providing controlled counterfactual branches, dense cross-modal correspondences, hidden physical signals, and stress tests for growing-geometry state learning. FOLIAGE reduces inverse-material error by and 5-step mesh forecasting Chamfer error by relative to strong baselines, while improving cross-modal retrieval by +14 mAP points. Stress tests show graceful degradation under sensor loss and correspondence corruption. On temporal 3D plant scans, FOLIAGE also improves passive future-geometry forecasting, while transfer experiments show that the learned geometry-centered state remains useful beyond the simulator.
Streaming Dense Voxel Representations for 3D Occupancy Prediction
In this paper, we explore dense voxel streaming for accurate and efficient 3D occupancy prediction. While dense voxel representations offer fine-grained spatial details and streaming paradigm enables efficient temporal processing, naively combining the two introduces key challenges: (i) warping-induced distortions caused by interpolation used for temporal alignment, and (ii) degraded dynamic object representations due to motion misalignment and detail loss in image-to-voxel projection. To address these, we propose StreamOcc, a novel framework that utilizes two aggregation strategies. Specifically, it first refines propagated voxel features to reduce warping artifacts before temporal accumulation, and then selectively injects instance-level query features encoding dynamic-object semantics into the corresponding occupied voxel regions, preserving temporally consistent modeling while strengthening dynamic object representations. Unlocking effective dense voxel streaming, StreamOcc achieves state-of-the-art performance on SurroundOcc-benchmark and Occ3D-nuScenes under real-time constraints, outperforming the prior best methods by +1.3/2.5 and +1.5/2.0 in (overall/dynamic object) mIoU, respectively, while running at 83.3 ms per frame with only 2.8 GB of memory. The project page is available at https://moonseokha.github.io/StreamOcc/.
Point-Voxel Absorbing Graph Representation Learning for Event Stream based Recognition
Sampled point and voxel methods are usually employed to downsample the dense events into sparse ones. After that, one popular way is to leverage a graph model which treats the sparse points/voxels as nodes and adopts graph neural networks (GNNs) to learn the representation of event data. Although good performance can be obtained, however, their results are still limited mainly due to two issues. (1) Existing event GNNs generally adopt the additional max (or mean) pooling layer to summarize all node embeddings into a single graph-level representation for the whole event data representation. However, this approach fails to capture the importance of graph nodes and also fails to be fully aware of the node representations. (2) Existing methods generally employ either a sparse point or voxel graph representation model which thus lacks consideration of the complementary between these two types of representation models. To address these issues, we propose a novel dual point-voxel absorbing graph representation learning for event stream data representation. To be specific, given the input event stream, we first transform it into the sparse event cloud and voxel grids and build dual absorbing graph models for them respectively. Then, we design a novel absorbing graph convolutional network (AGCN) for our dual absorbing graph representation and learning. The key aspect of the proposed AGCN is its ability to effectively capture the importance of nodes and thus be fully aware of node representations in summarizing all node representations through the introduced absorbing nodes. Extensive experiments on multiple event-based classification benchmark datasets fully validated the effectiveness of our framework.