3D Reconstruction

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Period ending 2026-09-21

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333 papers

Latest in 3D Reconstruction

Sep 21, 2026cs.CV

Revisiting Multi-View Stereo: A Sequence-to-Sequence Formulation

Computing accurate geometry from multi-view images is a fundamental problem in computer vision. Recent feed-forward (FF) models jointly estimate 3D geometry and camera parameters, but they typically suffer from geometry distortion caused by reconstruction ambiguity, even when ground-truth camera parameters are supplied. In this paper, we study the multi-view stereo (MVS) problem with known camera parameters and propose a novel approach that bridges conventional MVS and FF methods. Rather than casting MVS as a sequence-to-one mapping that predicts depth only for a single reference view, we reformulate it as a sequence-to-sequence task, akin to FF models, that jointly predicts geometry for all input views. We introduce a global transformer-based architecture with two components that explicitly exploit camera-induced priors: ray-map embeddings that inject camera parameters into image patch tokens, making the transformer camera-aware, and a unified global cost volume that replaces conventional per-view cost volumes to jointly capture 3D structure across all views. Extensive experiments on multiple public benchmarks show our approach achieves state-of-the-art performance, surpassing both MVS and FF reconstruction baselines.
Aoxiang Fan, Corentin Dumery, Nicolas Talabot +1
Sep 21, 2026cs.CV

When Wider Views Fail: Stress-Testing Feed-Forward 3D Reconstruction

Feed-forward 3D reconstruction models enable efficient geometry estimation from sparse images, but their pretrained nature can make them vulnerable to distribution shifts beyond their training data. Identifying these failure modes is important for understanding when such models can be reliably deployed in unconstrained imaging settings. We investigate viewpoint variation as a controlled distribution shift by varying the angular span of sparse image inputs while keeping the input budget fixed. Across multiple feed-forward reconstruction models, we observe substantial degradation as viewpoint span increases, with wide spans producing both incomplete surface coverage and geometry unsupported by the observed imagery. These results reveal that viewpoint variation can induce failure modes beyond conventional reconstruction incompleteness, highlighting the need to evaluate pretrained feed-forward models under distribution shifts that challenge their learned geometric priors.
Daisy Li, Kyle Gao, Quanyun Wu +3
Sep 21, 2026cs.CV

Dynamic Thermal Gaussians: Multimodal 4D Gaussian Splatting

Thermography plays a vital role in military and broader thermal analysis applications. Recent progress in 3D thermal reconstruction has extended temperature analysis from 2D to 3D space, yet most existing works assume static temperature distributions, neglecting the temporal dynamics of heat transfer in real-world environments. To address this limitation, we propose the first dynamic RGB-Thermal reconstruction framework for complex scenes. Our method jointly models RGB appearance, thermal observations, and scene geometry as they change over time. Specifically, we introduce a multimodal dynamic scene representation that anchors both the color and thermal modalities to a shared geometric substrate, ensuring their consistency under spatiotemporal deformations. We further design multimodal embeddings to enhance the motion expressiveness for each modality, and propose a multimodal routing mechanism that retains a unified set of shared multimodal Gaussians as the geometric backbone while adaptively spawning modality-specific Gaussians to strengthen the representational capacity in detail-rich regions of each individual modality. In addition, we contribute a novel benchmark dataset featuring high-frequency temperature variations to facilitate the evaluation of 4D reconstruction. Extensive experiments demonstrate that our method achieves high-fidelity spatiotemporal reconstruction of both appearance and temperature. Our code and dataset are available at: https://github.com/LinLif1869/DTG.
Rongfeng Lu, Lifeng Lin, Xiaobao Wei +7
Sep 20, 2026cs.CV

Mira-Scene: Pixel-Aligned Layouts for Generative 3D Scene Reconstruction

Single-image 3D object generation can now produce high-fidelity assets, yet accurately placing them into a coherent scene layout remains an open challenge. A central difficulty lies in how object layout is represented. Holistic methods absorb placement into a scene-level generation process, sacrificing object-level detail. Compositional methods preserve object fidelity by decoupling geometry from layout, but typically parameterize layout as sparse, unbounded pose variables that are difficult to learn and generalize poorly under scarce scene-level supervision. We present Mira-Scene, a compositional 3D scene reconstruction framework that replaces sparse pose regression with dense, bounded correspondence recovery. At its core is the Canonical Coordinate Map (CCM), a pixel-aligned field that maps each visible object pixel to a surface coordinate in the object's bounded canonical space. When paired with a scene-space Point Cloud Map (PCM) from monocular geometry estimation, CCM induces dense canonical-to-scene correspondences from which object transformations are recovered through robust geometric alignment. Because CCM operates in bounded canonical space, it provides a stable prediction target that can be trained from scalable object-level 3D data without requiring scene-level layout annotations. Mira-Scene further introduces a multimodal diffusion transformer that jointly generates object geometry and CCMs, using modality-specific expert streams with shared attention and positional encoding to promote geometry-layout consistency. Experiments on indoor, outdoor, synthetic, and in-the-wild scenes show that Mira-Scene substantially outperforms strong baselines in layout accuracy, achieving relative gains of 39.8% in 3D-IoU and 16.5% in 2D-IoU over SAM3D, using limited open-source training data.
Yang-Tian Sun, Tianjia Liu, Zehuan Huang +7
Sep 20, 2026cs.CV

VGGT-Prime: Compute-Adaptive Mixture-of-Heads for Efficient Visual Geometry Transformers

Feed-forward visual geometry models such as the Visual Geometry Grounded Transformer (VGGT) have recently enabled direct 3D reconstruction from multi-view images. Despite their promising performance, these models scale quadratically with the number of input views due to their global attention mechanism, resulting in substantial latency for long sequence inputs. There have been some recent efforts to accelerate VGGT, but they primarily focus on reducing \emph{token redundancy} through token merging or key/value sparsification. Our work resolves this bottleneck from a different perspective by investigating \emph{architectural redundancy} in visual geometry transformers. We show that the multi-head attention modules in VGGT's global-attention layers contain substantial architectural redundancy, with only a subset of heads carrying critical geometric information. In light of this observation, we propose VGGT-Prime, a compute-adaptive mixture-of-heads model that resolves this redundancy to accelerate visual geometry transformers while maintaining competitive reconstruction quality. The key idea of VGGT-Prime is to estimate the appropriate computation level for each global-attention head using a lightweight router and then dynamically assign each head to different computation modes. Extensive experiments on multiple datasets demonstrate that VGGT-Prime can achieve an {8×8\times} inference speedup over VGGT while maintaining competitive performance on camera pose, depth, and point-cloud predictions. We further show that VGGT-Prime is complementary to existing acceleration methods, such as token merging, further improving inference speed by up to 14×14{\times} over VGGT. An overview of our work is available on our \href{https://vggt-prime.github.io}{project page}.
Abteen Arab, Guile Wu, Chengjie Huang +1
Sep 20, 2026cs.CV

GARO: Geometry-Aware Redundancy Optimization for Real-Time and High-Fidelity Dynamic Gaussian Splatting

Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality. Existing deformable Gaussian Splatting methods achieve high-fidelity dynamic scene modeling, but still face limitations in memory usage and rendering efficiency due to the large number of redundant Gaussians. To address these challenges, we propose Geometry-Aware Redundancy Optimization (GARO), a unified redundancy measurement framework in the adaptive density control stage of the traditional dynamic scene reconstruction pipeline. This framework first selects low-gradient candidates using an optimization activity assessment strategy, and then evaluates geometric complexity through low curvature analysis to further filter and prune redundant points, resulting in a compact and expressive Gaussian representation. Extensive experiments on synthetic and real-world datasets demonstrate that GARO achieves robust trade-offs between quality and speed, with PSNR remaining stable and rendering speed improved by 2x, validating the efficiency and effectiveness of GARO.
Huiwen Xue, Kaixing Zhao, Zuheng Ming +1
Sep 17, 2026cs.AI

NeuSOGA3D: A Neuro-Symbolic Framework for Explainable 3D Geometric Reconstruction

Three-dimensional reconstruction from unorganized point clouds remains a challenging problem in computer vision, geometric modeling, and computer-aided design. While neural implicit methods achieve impressive reconstruction accuracy, geometry is typically encoded in latent representations that limit interpretability and reuse within engineering workflows. We present NeuSOGA3D (Neuro-Symbolic Geometric Abstraction in 3D), a hybrid framework that combines learned perceptual priors inherited from NeuSOGA with explicit symbolic geometric reasoning. The method projects point clouds onto principal orthographic planes, constructs symbolic implicit spline representations from the resulting observations, and fuses them through shape-preserving constructive solid geometry operations to generate a coarse visual hull. Additional geometric detail is recovered through cross-sectional decomposition and volumetric reconstruction using Partial Shape-Preserving Splines. Unlike conventional neural implicit approaches, NeuSOGA3D progressively transforms observations into explicit symbolic entities, including control polygons, implicit spline fields, cross-sections, and volumetric lofts. Experiments on all forty categories of the ModelNet40 benchmark demonstrate the ability of the framework to recover structurally meaningful and CAD-compatible geometric representations from diverse point-cloud observations. The results highlight the potential of combining learned perception with symbolic geometric reasoning for explainable geometric intelligence.
Qingde Li, Qingqi Hong, Zihan Li +1
Sep 17, 2026cs.CV

GRF-Recon: Global Ray-Field Optimization for Long-Sequence Feed-forward Reconstruction

Feed-forward 3D reconstruction provides an efficient paradigm for scene modeling from image sequences. Scaling these models to large monocular scenarios are constrained by excessive GPU memory footprint, degraded local geometry, and long-term trajectory drift. Existing chunk-based optimization strategies provide limited geometric constraints and fail to maintain global consistency over extended trajectories. We present a unified framework for stable and scalable feed-forward 3D reconstruction from long monocular sequences. Our approach builds on coarse-to-fine trajectory alignment augmented by lightweight geometric prior injection. Distilling monocular geometric cues into the feed-forward backbone via LoRA adaptation improves depth accuracy on fine structures while preserving inference efficiency. We introduce a hybrid-weight sparse ray-field optimization that leverages high-frequency geometric features to guide local point-cloud refinement and enforce consistent inter-frame ray constraints. Unlike prior chunk-based methods, this establishes strong cross-frame geometric coupling while maintaining scalability. Finally, an efficient trajectory stitching strategy with joint ray-error optimization explicitly reduces accumulated drift. Extensive experiments show that our approach achieves competitive trajectory accuracy compared with representative SLAM systems, while maintaining globally consistent 3D reconstruction in large-scale scenarios.
Enpeng Li, Yunzhou Zhang, Zhiyao Zhang +4
Sep 17, 2026cs.CV

SnapPhysics: A Physics-Aware Scene Graph from a Single View for Interactive Mixed Reality Scenes

We propose SnapPhysics, a training-free framework that reconstructs 3D objects and estimates their physical properties such as mass, friction, and center of gravity from a single image. For physically coherent interactions in mixed reality (MR), such properties are as important as geometry. Prior approaches infer them by analyzing object dynamics in video, which is computationally costly, or by querying vision-language models (VLMs) on single images, which lacks geometric grounding and inter-object relationships. We address these limitations by combining instance-level 3D reconstruction and spatial alignment with a physics-aware scene graph that encodes these relationships and per-object metric geometry as structured context for VLM-based property reasoning. Experiments on 3D-FRONT show that SnapPhysics improves scene-level F-Score by 18.6% over the best learning-based method, and on real captured scenes with ground-truth mass, it reduces the mean absolute log difference error (mALDE) by up to 20.5% and improves log-scale correlation (rls2r^2_{\mathrm{ls}}) by up to 19.6% over VLM-only estimation. SnapPhysics enables physically interactive MR experiences without manual parameter tuning. Project page: https://snapphysics-ismar2026.github.io/.
Suji Kang, Seok-Young Kim, Young Bin Kim +4
Sep 16, 2026cs.RO

Active perception for robotic harvesting: 3D reconstruction and localisation of tomatoes hidden within clusters in a Mediterranean greenhouse

Automating robotic harvesting in intensive agriculture within Mediterranean greenhouses requires overcoming significant challenges related to the geometric complexity of plants and occluded fruits. Although existing literature offers solutions targeting crops that grow in isolation (e.g., apples, sweet peppers, or peaches), the fundamental challenge lies in cluster-growing vegetables, where fixed sensors mounted on robotic systems fail to detect fruits hidden behind the visible surface. To address this limitation, this study presents a comprehensive pipeline for the 3D reconstruction and precise localization of each fruit within a cluster, including heavily occluded instances. The proposed methodology is structured into five sequential stages: i) point cloud acquisition using the AgriSEE Next Best View (NBV) active planner; ii) stochastic noise filtering via Statistical Outlier Removal (SOR); iii) surface classification and segmentation using Region Growing (RG); iv) isolation and recovery of occluded fruits through Density-Based Spatial Clustering of Applications with Noise (DBSCAN); and v) 3D pose estimation (position and orientation). This approach extracts the complete cluster geometry, ensuring the reliable identification of partially hidden tomatoes. Evaluated across multiple scenarios with varying occlusion levels within a simulation framework rigorously validated against real-world conditions, the system achieves a precision exceeding 90%, an average recall of 82.8%, and a mean Intersection over Union (mIoU) of 80.7%. Furthermore, it demonstrates high repeatability in centroid estimation with a Root Mean Square Error (RMSE) of merely 4.2~mm, verifying its technical feasibility and high accuracy for autonomous harvesting operations.
Fernando Cañadas-Aránega, Rowan Border, José C. Moreno +1
Sep 15, 2026cs.CV

DecoGS: Adaptive Static-Dynamic Decoupling of 3D Gaussians for Free-Viewpoint Video Streaming

Streaming 3D reconstruction demands both speed and temporal fidelity, goals that existing methods undermine by updating every Gaussian every frame, even in static regions. We present DecoGS, a method for efficient online training of 3D Gaussians from streaming videos. Unlike prior methods that update the entire scene indiscriminately, DecoGS introduces an adaptive mechanism that selectively focuses optimization on spatiotemporal regions exhibiting motion or photometric changes. This targeted training strategy eliminates redundant updates that cause flickering and drift in nominally static regions, while enabling fast, high-fidelity scene updates. The pipeline further integrates region-aware Gaussian management through gradient gating and efficient visibility filtering to maintain temporal coherence and a compact memory footprint. On N3DV and MeetRoom, DecoGS achieves 34.55 and 31.60 dB PSNR respectively, outperforming all streaming and offline baselines, while rendering at 261 FPS with 70×70\times lower temporal flicker than the best prior method, requiring no large-scale pretraining.
Idil Sulo, Alexey Supikov, Ilke Demir +1
Sep 15, 2026cs.CV

Bi-FlowGS: Bridging Generative View Completion and Gaussian Geometry through Bidirectional Flow Co-Refinement

Sparse-view 3D scene reconstruction with 3D Gaussian Splatting (3DGS) is inherently underconstrained. Plausible renderings can also coexist with erroneous Gaussian geometry, as errors in positions or depths may be concealed by opacity, scale, and appearance; we term this failure mode Geometry Cheating. Existing regularization methods constrain geometry but remain limited to observed views, while video-diffusion-based methods complete unseen views yet mainly use them as RGB pseudo-supervision, underusing motion and temporal priors and lacking explicit geometry supervision. We present Bi-FlowGS, which uses optical flow to bridge generative view completion and Gaussian geometry regularization. Our plug-and-play Video-to-Geometry Flow Distillation (V2G) distills temporal correspondence priors from restored videos into Gaussian geometry to alleviate Geometry Cheating. Conversely, Geometry-to-Video Flow-Guided Restoration (G2V) uses the current 3DGS geometry to guide temporally consistent video restoration, providing more reliable generative supervision. Together, V2G and G2V form an implicit bidirectional co-refinement process, enabling restored videos and the optimized 3DGS scene to iteratively improve each other. Experiments demonstrate improved rendering quality and geometric consistency across wide-baseline and unbounded 360° benchmarks.
Yuetong Wang, Jinsheng Quan, Yi Yang +1
Sep 15, 2026cs.CV

Evaluating Mesh Reconstruction Methods for Crop Phenotyping

Phenotyping an agricultural crop is crucial for studying its entire life cycle, as it provides vital insights to improve yield and, ultimately, food production. Doing the same for crops grown on remote sites is a challenge for the specialists who cannot be available on-site. 3D reconstruction techniques offer a promising solution to this problem by enabling crop digitization, allowing specialists to access the resulting 3D crop models from anywhere at any time. In this work, we evaluate recent 3D reconstruction pipelines for crop phenotyping. We focus on 7 mesh reconstruction pipelines and measure the fidelity and consistency of their outputs qualitatively and quantitatively. Our results suggest that the meshes produced by the GGGS, PGSR, and 2DGS are preferable to the other pipelines, owing to their quantitative metrics and visually pleasing outputs. The GGGS pipeline is better than the second-best pipeline (2DGS) by about 27% on the radar chart with 5 dimensions, namely, User ratings, Chamfer distance, LPIPS, PSNR, and SSIM.
Karanvir Singh, Theo Morales, Binh-Son Hua +1
Sep 15, 2026cs.CV

HLC-GS: Risk-Map-Guided Height-Layer Consistency Gaussian Splatting for DSM Reconstruction from Optical Satellite Imagery

A Digital Surface Model (DSM) is a fundamental geospatial data product for representing the elevation of the Earth's surface. Recently, 3D Gaussian Splatting (3DGS) has shown considerable potential for DSM reconstruction from multi-view optical satellite imagery due to its explicit scene representation and efficient optimization. However, in 3DGS-based DSM generation, alpha-weighted aggregation of Gaussian altitudes may blend splats from different height layers at the same rendered pixel or DSM sampling location, producing non-physical intermediate elevations and height-layer mixing errors. To address this problem, we propose HLC-GS, a risk-map-guided height-layer consistency Gaussian Splatting method for DSM reconstruction from optical satellite imagery. HLC-GS consists of a risk map module, a dominant-layer reliability correction module, and a secondary-layer suppression module. The risk map localizes high-risk pixels with abnormal height dispersion and unreliable dominant-layer responses, while the latter two modules regularize unreliable dominant-layer responses and suppress weakly supported far secondary-layer responses. Extensive experiments are conducted on the DFC2019 and IARPA2016 datasets. Compared with six state-of-the-art DSM reconstruction methods, HLC-GS achieves better overall accuracy. Compared with the latest and precision-enhanced EOGS, HLC-GS reduces the average MAE from 1.46 m to 1.18 m and the average RMSE from 2.78 m to 2.58 m over the evaluated scenes, while improving PAG2.5_{2.5} from 86.09% to 88.61%. Overall, these results demonstrate that explicitly modeling per-pixel height-layer consistency alleviates height-layer mixing and improves the geometric quality of 3DGS-based DSM reconstruction from optical satellite imagery.
Jie Yang, Yingdong Pi, Qiyan Luo +3
Sep 15, 2026cs.CV

Lesion-centered 3D mapping of colonoscopy procedures: validation of a hierarchical ensemble pipeline on public benchmark videos

Background and Objective: Colonoscopy recording practice preserves text reports and still photographs, while the spatial information already present in the recorded video - where the scope traveled, where a lesion was observed, and whether the same lesion was seen again - is discarded when the procedure ends. This study determines whether a lesion-centered spatial record can be assembled and validated without full-colon 3D reconstruction. Methods: A four-layer hierarchical pipeline was assembled - (1) a global topological map, (2) lesion-level spatio-temporal tracks, (3) on-demand local 3D reconstruction, and (4) persistent lesion identity across repeated observations - and ran end to end on four public videos (two C3VDv2 sequences with ground-truth depth and two full REAL-Colon procedures; 40,245 frames). All components are published, individually validated methods; the contribution is their lesion-centered assembly, linking rules, and evaluation. Results: Revisits, impossible under forward-only mapping by construction, were detected by entry-map Bayesian localization: 5,614 and 4,043 revisit events (56 and 68 distinct nodes) in the two full procedures. Lesion-identity merging at the adopted threshold 0.5 maintained ground-truth purity 1.0 while auto-merging 20 of 231 candidate pairs. The endoscopy-specific geometry engine outperformed a general-purpose foundation model on all metrics (overall absolute relative error (AbsRel) 0.2276 vs. 0.3523). Conclusions: The results are partial but establish a concrete near-term path: revisit detection, lesion identity, and local 3D each returned quantitative, reproducible output without waiting for complete geometric reconstruction; validating the record on clinical data is the next step.
Hyunjun Kim, Hyeonwoo Na, Jaewoo Lee
Sep 14, 2026cs.CV

Integrating Multi-view Multi-light Surface Reconstruction into Cultural Heritage Workflows

Cultural heritage documentation increasingly relies on image-based 3D surface reconstruction, with photogrammetry software making such workflows accessible to archaeologists, conservators, and heritage technicians. These tools have been successful for conventional multi-view acquisition, but they do not routinely exploit richer multi-view, multi-light data, despite its potential for improving fine-scale surface reconstruction. This limitation is particularly relevant in heritage contexts, where controlled-light acquisition devices such as RTI domes are already used to capture illumination-varying image sets. The challenge is therefore to connect these existing acquisition practices with recent computer vision methods in a form that can be used within operational heritage workflows. In this work, we address this need by integrating state-of-the-art components from computer vision for multi-view, multi-light surface reconstruction into Meshroom, an open-source photogrammetry framework. Rather than proposing a new reconstruction algorithm, our contribution is to assemble and expose existing advanced methods, namely a complete photometric stereo ecosystem (calibrated, self-calibrated and universal), automatic object masking, and multi-view normal-and-reflectance integration, within a usable heritage-oriented workflow. The proposed system thus provides an intermediate software layer between computer vision research code and practical cultural heritage applications, making recent techniques easier to use and evaluate.
Baptiste Brument, Robin Bruneau, Benjamin Coupry +6
Sep 14, 2026cs.CV

Closed-form Bayesian homography estimation from noisy point correspondences

While homographies are fundamental to many computer vision tasks, the majority of conventional estimation techniques provide only point estimates without directly quantifying uncertainty introduced by noisy observations. Uncertainty, though, propagates to subsequent processing steps such as camera calibration and 3D reconstruction and is particularly relevant in safety-critical and socially relevant fields including medical imaging, autonomous driving, and defense. We present a fast Bayesian formulation for homography estimation from point correspondences that explicitly incorporates measurement uncertainty and prior knowledge while providing a posterior distribution over the homography parameters. A closed-form solution of the posterior mean of the homography is derived in homogeneous coordinates and supplemented by an iterative Bayesian approach to handle non-linearities. Synthetic experiments demonstrate the applicability to projective transformations and show improved estimation accuracy over DLT under varying noise conditions. Image stitching experiments further demonstrate applicability to real image correspondences while additionally providing uncertainty information.
Hanne Beuter, Sebastian Dorn
Sep 14, 2026cs.CV

LG-VLN: A Zero-Shot Vision-and-Language Navigation Framework with LangGraph State Orchestration

Continuous-environment vision-and-language navigation (VLN-CE) requires interpreting natural-language instructions in unseen 3D environments and executing continuous low-level actions. Existing methods often depend on LiDAR, panoramic cameras, or extra sensors; separate geometric-mapping and semantic-navigation visual representations can cause long-trajectory spatial-semantic inconsistencies. We propose LG-VLN, a monocular zero-shot framework with shared visual features and LangGraph-based state orchestration. An online feed-forward 3D reconstruction network predicts depth, camera poses, and dense point clouds for agent-pose estimation and global map fusion. Geometry and navigation share dense CleanDIFT features: semantic consistency rejects incorrect inter-frame correspondences, while target-instance constraints define visual references whose similarity combines with local BLIP-2 image-text relevance to form a semantic value map. LangGraph represents instruction parsing, geometric perception, semantic value updates, path planning, action execution, and failure recovery as a directed state graph with conditional transitions, persistent state, and modular recovery mechanisms. On a fixed 550-episode subset of the R2R-CE val-unseen split, LG-VLN achieves 21.3% success and 12.1% success weighted by path length. Ablations show shared semantic features improve navigation, further boosted by combining visual similarity and image-text relevance. Results establish shared visual representations and explicit state orchestration as effective for zero-shot VLN-CE using monocular RGB alone. Code will be publicly released for reproducibility.
Jianhe Zhao, Yanhua Qiu, Zhiyu Zhang +2
Sep 14, 2026cs.CV

G-ray: Ray-Level Relative Geometric Position Encoding in Multi-View Vision Transformers under Camera Heterogeneity

We study relative position encoding for multi-view vision Transformers under camera heterogeneity, including varying fields of view (FoVs) or projection models. Existing rotary relative position encodings commonly use image-plane positional coordinates, producing projection-dependent relative phases and inconsistent geometric cues for cross-projection attention. We introduce G-ray, a ray-level relative position encoding whose rotary phases are parameterized by camera-local ray angles. The same camera-local ray pair induces the same relative phase across projections, providing projection-invariant positional consistency. G-ray can be used directly or integrated with existing encodings, retaining complementary geometric cues without additional learned parameters. We validate G-ray in three host encodings, RoPE, GTA, and RayRoPE, across 3D reconstruction and novel-view synthesis (NVS). Across three heterogeneous 3D reconstruction benchmarks at 50 views, G-ray leads all six averaged metrics and reduces mean pointmap relative error by 45.8% over MapAnything, with calibration supplied to both. Trained exclusively on homogeneous pinhole images, the 3D reconstruction model handles mixed pinhole and non-pinhole inputs without retraining and remains competitive on homogeneous pinhole 3D reconstruction protocols. For NVS, GTA and RayRoPE improve with G-ray under joint viewpoint and FoV variation. The project's webpage is available at https://g-ray-project.github.io/.
Shuo Zhang, Xin Su, Wei Wang +8
Sep 14, 2026cs.CV

VS-Splat: Voxel-Selective feed-forward Gaussian Splatting for end-to-end 3D object reconstruction from sparse-views

Feed-forward Gaussian splatting models have demonstrated remarkable effectiveness in reconstructing three-dimensional (3D) objects from a few two-dimensional (2D) images, even if they are unseen. As existing methods typically predict Gaussian primitives uniformly across the 3D space, most primitives are placed in non-object regions. This may hinder the representation of fine object details. This paper proposes a Voxel-Selective Gaussian Splatting model (VS-Splat), a new end-to-endfeed-forward Gaussian splatting framework that predicts many primitives only within selected voxels that are likely to belong to an object, without 3D structural supervision. To achieve this, we propose a new learnable voxel selection approach that identifies object-centric voxels only with 2D rendering supervision.Our sparse-view rendering experiments with three benchmark datasets show that proposed VS-Splat outperforms several state-of-the-art methods. We further demonstrate its effectiveness as a backbone for an existing densification method and show that anoptional extension improves its robustness to inaccurate camera pose estimates.
Yunsu Jeong, Hyuk Heo, Youngsang Kwak +2
Sep 9, 2026cs.CV

Field Converter: Geometry-Initialized Temporal Residual Refinement for World-Grounded Player Pose Estimation from Soccer Broadcasts

Recovering 3D human pose from monocular sports broadcasts remains challenging when players must be localized in a shared metric world coordinate system rather than only reconstructed relative to their own body. We introduce Field Converter, a geometry-initialized temporal residual framework for world-grounded 3D player pose estimation from calibrated soccer broadcasts. Our method first uses camera and pitch geometry to initialize the player root through ray-ground intersection, then predicts a temporal residual correction from pose, image, camera, and geometric cues. On match-disjoint evaluation sequences, residual refinement reduces root error from 49cm with geometry alone to 14cm with a frame-wise MLP and 10cm with a TCN, while a Transformer achieves a comparable 11cm. The resulting world-space MPJPE reaches 13.2cm, and ablations show that residual prediction clearly outperforms direct global-root regression while temporal context matters more than the specific temporal backbone. Failure analysis further identifies airborne motion as the main limitation of the ground-based geometric initialization.
Simon Khan, Laurent Gajny, Jennyfer Lecompte +1
Sep 9, 2026cs.CV

Shape-guided Gaussian Splatting for Sparse-View X-ray 3D Reconstruction

Sparse-view X-ray 3D reconstruction is essential for reducing radiation exposure, but recovering a density field from a handful of X-ray projections is severely ill-posed. Recently, 3D Gaussian Splatting has achieved state-of-the-art performance in sparse-view reconstruction by representing the volume using explicit, optimized primitives, but it requires dozens of projected views. With fewer views, reconstruction quality degrades severely since the explicit primitives are optimized freely without any anatomical information. Anatomical structures, in contrast, share similar geometry and density across a population. Their variations are bounded within a limited range that statistical shape models can capture. This paper proposes a shape-guided Gaussian splatting framework for sparse-view X-ray 3D reconstructions. Our contribution lies in driving Gaussian positions toward anatomically valid configurations, alongside atlas-based density regularization. Our method ensures anatomically consistent reconstruction and improves PSNR by 2.83 dB over a state-of-the-art Gaussian splatting baseline with as few as 5 views. Code Available: https://github.com/polyshape-lab/ShapeGuidedGaussian
Pranav Poudel, Florence Dell'Aniello Picard, Nairouz Shehata +2
Sep 8, 2026cs.CV

RoMa-ΩΩ: What Feed-Forward 3D Models Know About Image Matching

Learned image matching has experienced significant progress in recent years, culminating in robust and accurate matchers such as RoMa, whose robustness is often attributed to its use of frozen DINO features. In a parallel development, feed-forward reconstruction models, such as VGGT, have been trained on ever-growing datasets to accurately regress dense 3D point maps and camera poses. The distinction between matchers and feed-forward reconstruction models has become increasingly blurred with the introduction of matching losses in models such as MASt3R and VGGT-ΩΩ. This raises a natural question: what do feed-forward 3D models know about image matching? In this work, we answer this question by analyzing three scenarios: (i) zero-shot matching of patch features, (ii) direct matching of 3D point predictions, and (iii) training a full matcher on top of the learned representations. We find that, despite performing poorly in zero-shot matching, especially in later layers, feed-forward reconstruction models provide strong representations for linear probing and full matching pipelines. We further show that, even without any training, their raw predictions alone enable competitive matching, albeit only under moderate viewpoint changes and modality gaps. Based on these insights, we retrain RoMa v2 by replacing its DINO backbone with VGGT-ΩΩ. Our resulting model, \ours, outperforms state-of-the-art matchers on a wide range of benchmarks, e.g. +8.1 mAA compared to RoMa v2 on WxBS.
David Nordström, Xinyue Zhang, Thibaut Loiseau +2
Sep 8, 2026cs.CV

Point4D: Long-range 4D Motion Reconstruction

We introduce Point4D, a feed-forward model for 4D reconstruction of long-range video sequences. Point4D is able to reliably infer dense per-point 3D trajectories across multi-hundred-frame videos, unlike existing 4D methods that are limited to short input windows of at most a few dozen frames. A key innovation that enables this is our flexible 3D query-based motion decoder that decouples trajectory prediction from image-plane visibility. The predicted 3D endpoints are then directly re-queried in the next chunk without re-projection or matching. Furthermore, we show that extracting and reusing a visual descriptor from an arbitrary frame where the point is visible leads to better performance than relying solely on the source patch. Overall, Point4D achieves state-of-the-art performance across diverse long-video tracking benchmarks spanning over 200 frames and largely outperforms previous feed-forward 4D method. Project page: https://point-4d.github.io
Minsik Jeon, Jay Karhade, Deva Ramanan +1
Sep 8, 2026cs.CV

A Joint 2D-3D Statistical Shape Model for Orthopedic Reconstruction

Three-dimensional femoral reconstruction from radiographs supports surgical planning, implant sizing, and post-operative follow-up, but remains ill-posed as X-ray projections discard depth information. Existing methods often incorporate a 3D statistical shape model (SSM) as a shape prior to guide reconstructions toward anatomically plausible shapes, relying on iterative 3D-to-2D projection matching. Yet, these approaches are computationally expensive and constrain their SSM to a single dimensionality, leaving the statistical relationship between 2D observations and 3D geometry largely unexploited and unexplored. We instead propose a joint 2D-3D SSM that explicitly captures the co-variation between 2D and 3D segmentations in a shared latent space. During training, 2D and 3D segmentations are registered to a common 3D template and its corresponding 2D projections, and the resulting stationary velocity fields are jointly decomposed using principal component analysis (PCA). This joint modeling allows the 2D-to-3D mapping to be learned directly from data rather than computing correspondences at inference time. For unseen subjects, the 3D shape is recovered directly by lifting the 2D latent coordinates to the 3D PCA subspace, thereby eliminating the need for iterative 3D-to-2D projection. Experiments on NMDID demonstrate that the proposed joint 2D-3D SSM outperforms a widely-used 3D-only SSM baseline while achieving inference approximately 4 times faster, at under 3 seconds per subject. The code is available at: https://github.com/florence-dellaniello-picard/joint2d3d-ssm.
Florence Dell'Aniello Picard, Pranav Poudel, Nairouz Shehata +2
Sep 8, 2026cs.CV

FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute

We present FIRE3D, a unified framework that takes a single RGB image or casual RGB video and transforms it into simulation-ready 3D scene assets for games and interactive applications in under a minute. At the core of FIRE3D is a feed-forward, end-to-end network that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for every object. By modeling the scene as a collection of discrete entities, FIRE3D produces amodally complete and simulation-ready environments where objects are physically decoupled and ready for interaction. Our framework requires no test-time optimization, runs orders of magnitude faster than prior interaction-ready methods, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate competitive or state-of-the-art results across pose accuracy, geometry completeness, and texture quality across various datasets while being orders of magnitudes faster. Project page: https://xiahongchi.github.io/Fire3D/
Hongchi Xia, Tianhang Cheng, Wei-Chiu Ma +1
Sep 8, 2026cs.RO

AURORA: Active Uncertainty-Driven Re-Orientation for In-Hand Reconstruction

Observing objects grasped by a robot hand is challenging due to severe visual occlusions. Although in-hand manipulation can expose hidden surfaces, existing approaches often rely on predefined or open-loop reorientation strategies that do not explicitly target under-observed regions. We propose AURORA, an active 3D reconstruction framework that closes the loop between online object-centric reconstruction and in-hand reorientation. At its core, Ray-GPIS estimates direction-wise reconstruction uncertainty along candidate viewing rays and selects next-best-view targets using an uncertainty--novelty objective, which are realized through an axis-conditioned in-hand rotation policy. The resulting RGB-D observations are fused incrementally using CAD-free 6D pose tracking and lightweight geometric reconstruction. Experiments demonstrate that AURORA improves reconstruction quality and information-acquisition efficiency over non-active rotation strategies, while Ray-GPIS also outperforms active view-planning baselines in reconstruction performance, action-ranking quality, and planning efficiency. Targeted ablations further validate its robustness to hand occlusion and pose errors. The project webpage is available at https://aurorahand.github.io/
Feiyu Zhao, Yuetong Li, Chenxi Xiao
Sep 8, 2026cs.CV

EdMCGS: Event-Driven Markov Chain Gaussian Splatting for Extreme-Low-Frame-Rate Dynamic Scene Reconstruction

We present EdMCGS (Event-driven Markov chain Gaussian Splatting), an end-to-end method for reconstructing dynamic 3D scenes from extreme-low-frame-rate RGB together with an event stream, which can then be rendered at any intermediate timestamp. Methods relying solely on RGB images generate numerous artifacts due to the lack of evidence from between consecutive frames. To supply this missing evidence, we model the scene motion as an event-driven Markov chain, in which the sparse RGB frames anchor the state at their own timestamps while the events recorded within an interval drive the transition across it. Since the transition reads the events of the current interval, it remains active at inference and produces the in-between motion of the 3D Gaussians directly from the events rather than by interpolation, which sets our method apart from prior work that uses events only as training-time supervision. The state is carried by a compact set of control points, each driven by the events sampled in the neighborhood of its own image projection, and a temporal local isometry term keeps the propagated motion locally rigid. Experiments on synthetic and real-world scenes show that EdMCGS outperforms both RGB-based and event-based baselines, while rendering in real time with far fewer Gaussians than the strongest event-based baseline. We release our source code and a new dataset at https://github.com/joseclipse/EdMCGS.
Yuzhong Wang, Wenmin Wang, Xinxing Yu
Sep 8, 2026cs.CV

FPicker: Topology-Guided Evolution for Filament Tracing in Low-SNR Microscopy

Automating filament tracing in Cryo-Electron Microscopy (Cryo-EM) is essential for 3D helical reconstruction but challenged by intersecting topologies and extremely low Signal-to-Noise Ratios (SNR=σs2/σn2\text{SNR} = σ_s^2/σ_n^2 < 0.1 or -10 dB). Existing paradigms fail: pixel-wise segmenters suffer from severe topological fracturing, box-based detectors face ghost center drift, sequential trackers derail due to error accumulation, and traditional active contours collapse under artificial closed-curve constraints. To resolve these bottlenecks, we present FPicker, the first topology-guided framework reconciling these incompatibilities. It unifies perception via a center-endpoint representation and an open-curve evolution module to explicitly model non-cyclic connectivity. On simulated benchmarks, FPicker outperforms top baselines by over 40%40\% relative gain in mean spatio-angular precision (mSAP) and reduces topological gap rates by over 60%60\% under extreme noise (20 dB-20\text{ dB}). By learning intrinsic physical geometry rather than local texture, FPicker demonstrates strong potential as a resilient geometric backbone. Its zero-shot performance on the real-world EMPIAR dataset exhibits robust topological resistance, achieving a state-of-the-art 82.9% mSAP upon fine-tuning. Our results also suggest modeling physical priors is a highly robust path toward bridging the sim-to-real gap in signal-starved scientific imaging. The code is publicly available at: https://github.com/tomzhaosky/FPicker.
Tingyin Zhao, Mingtao Huang, Yuan Shen
Sep 7, 2026cs.RO

LightSplat: Real-Time High-Fidelity 3D Gaussian SLAM with Loop Closure

SLAM systems based on 3D Gaussian Splatting (3DGS) have recently demonstrated promising reconstruction accuracy for dense 3D scene representations. However, current 3DGS systems struggle to meet the strict demands of real-world deployments due to severe limitations in operational performance and map adaptability. To this end, we propose LightSplat, a hybrid-representation RGB-D SLAM framework. It synergizes local sparse features for robust and fast tracking with a dual-thread backend that progressively constructs dense Gaussian submaps. Crucially, we enable online loop closure through feature-accelerated 3DGS registration, refining overall map consistency through pose graph optimization. Ultimately, LightSplat achieves the online reconstruction of high-fidelity Gaussian map. Extensive experiments on multiple datasets and real-world robotic platform demonstrate that our method achieves near state-of-the-art reconstruction quality and the capability to accommodate practical camera motions, maintaining an average framerate of 8 FPS. Overall, LightSplat provides an efficient and robust foundation for deploying high-fidelity 3DGS in real-world environments.
Junze Bao, Ye Gao, Yiming Huang +5
Sep 4, 2026cs.CV

HiSfM: Disambiguating Structure-from-Motion via Scaffold-Anchored Hierarchical Reconstruction

Structure-from-Motion (SfM) is a fundamental tool for sparse 3D reconstruction with broad impact in robotics and vision, supporting mapping, localization, and large-scale scene modeling. However, conventional pipelines often fail under hard visual ambiguity caused by repeated or symmetric structures, and incur heavy computational cost due to redundant cameras and constraints. We present HiSfM, a hierarchical coarse-to-fine SfM framework that improves robustness and efficiency through scaffold construction. HiSfM first forms strong local communities using geometrical induced heuristics, then connects communities with a compact yet strong skeleton by packing edge-disjoint spanning trees (EDST) while verifying skeletal edges with a two-view disambiguator. We reconstruct a stable scaffold on this verified skeleton, serving as an anchor to capture the essence of the scene, and subsequently absorb remaining images via efficient registration and triangulation for further refinements. Experiments on ambiguity-focused benchmarks and general datasets show that HiSfM prevents ambiguity-induced failures while substantially reducing runtime compared to previous methods, and improves completeness over aggressive sparsification methods. Code is available at https://github.com/3dv-casia/HiSfM.
Ziding Zhao, Hainan Cui, Peilin Tao +1
Sep 3, 2026cs.CV

Scal3R: Learning Efficient Multi-Relative Pose Query for Scalable Online 3D Reconstruction

Online 3D reconstruction models perform poorly on long videos. This happens because regressing poses relative to a fixed first-frame anchor forces extrapolation far beyond the training distribution. Small drifts accumulate and amplify into significant geometric collapse. However, we observe that per-frame depth remains stable throughout this failure. The backbone's local geometry remains intact; only the global pose head breaks down. Motivated by this decoupling, we introduce Scal3R. This approach reformulates online reconstruction as multi-reference relative pose querying. We use lightweight learnable tokens, which make up about ~1% of the parameters, and inject them into a completely frozen backbone via asymmetric attention. This setup queries poses relative to multiple past keyframes. An online pose-graph optimization system with loop closure suppresses long-range drift. Scal3R reaches convergence in 8 hours on a single GPU. It reduces the average ATE by over 60% on KITTI compared to the online baseline. It also achieves state-of-the-art performance across Virtual KITTI, Sintel, TUM-Dynamic, ScanNet, and 7-Scenes. Project page: https://linjohnss.github.io/scal3r/
Chin-Yang Lin, Yang-Che Sun, Cheng Sun +5
Sep 3, 2026cs.CV

STARS-GS: Structure-Aware Regularized Gaussian Splatting for Large-Scale Aerial Surface Reconstruction

Large-scale 3D surface reconstruction from aerial imagery is fundamental to geospatial mapping and urban modeling. Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated considerable potential for this task. However, existing methods still face three major challenges in large and complex scenes: scene partitioning may split continuous scene elements across independently optimized sub-regions; geometric constraints mainly focus on the attributes of individual Gaussians while overlooking their local organization; and uniform regularization struggles to accommodate heterogeneous geometric structures. To address these issues, we propose STARS-GS, a structure-aware 3DGS framework for large-scale surface reconstruction. First, we introduce a structure-aware scene partitioning strategy that better preserves continuous scene structures during partitioning and reduces cross-region geometric inconsistencies and stitching artifacts through boundary refinement. Second, we develop neighborhood-aware Gaussian organization that extends geometric constraints from individual primitives to their neighborhood organization, encouraging Gaussians to better conform to local surface geometry. Third, we introduce adaptive surface regularization that adjusts the regularization strength according to local geometric characteristics, promoting geometric consistency in structured regions while preserving plausible variations in unstructured regions. Extensive experiments on large-scale aerial photogrammetry benchmarks demonstrate that STARS-GS consistently outperforms the evaluated Gaussian-based methods in surface reconstruction. It increases the average F1-score from 0.640 for the second-best method to 0.698, corresponding to a relative improvement of approximately 9.1%, demonstrating effective improvements in geometric accuracy and surface completeness.
Bocheng Li, Wenjuan Zhang, Jie Pan. Dongxu Han +3
Sep 3, 2026cs.CV

P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing

Advances in neural rendering have enabled high-fidelity multi-view reconstruction of 3D scenes. However, free-form non-rigid shape editing remains a significant challenge. Point-based neural representations are highly desirable for multi-view reconstruction because they lack fixed connectivity, which does not constrain the learned surface topology to that of the initialization. Yet this same property causes point-based representations to struggle with holes and surface discontinuities under large deformations. To address this, we propose a novel self-supervised method to enable point-based representations to adapt to large deformations without requiring ground truth multi-view images of deformed geometry. The key idea is to generate random deformations and to ensure consistency in the predicted surface before and after deformation. In particular, the surface prediction from the deformed point cloud should be the same as the deformation applied to the surface prediction from the original point cloud. We incorporate our approach into attention-based point representations, which differ from splatting-based point representations in their use of a learned interpolation kernel between points as opposed to a Gaussian kernel around each point. This learned interpolation kernel can learn to adapt to large deformations, without requiring addition or removal of points. We show that our framework significantly enhances its robustness to large deformations. Experiments on synthetic geometry editing benchmarks (Neural Editor, Objaverse) demonstrate that our approach outperforms existing point-based methods in zero-shot editing and significantly reduces artifacts. Furthermore, qualitative results on the DTU and Mip-NeRF 360 datasets demonstrate our method's effectiveness on real-world scenes.
Yanshu Zhang, Shichong Peng, Mehran Aghabozorgi +2
Sep 1, 2026cs.CV

On-the-Fly3R: Towards Robust Online 3D Reconstruction with Feed-Forward 3R Models for Large-Scale UAV Scenarios

While feed-forward 3D reconstruction (3R) offers efficient end-to-end modeling, its application in large-scale UAV mapping is hindered by the prohibitive memory cost of Transformer attention. Current scalable streaming 3R methods assume temporally and spatially continuous inputs, rendering them ineffective for the weakly ordered or unordered image streams common in cross-strip UAV operations. To address this, we propose On-the-Fly3R, a training-free, progressive online 3D reconstruction framework for large-scale UAV images that upgrades various 3R backbones for large-scale UAV scenarios. Our method enables reconstruction from unordered inputs via retrieval-guided dynamic subset construction, which adaptively selects spatially relevant images. To further improve the robustness, a validation-rejection-retry mechanism is designed to guarantee global consistency, performing a pre-integration consistency check and automatically rejecting misaligned images and retrying with alternative subset. Finally, inspired by VSLAM, pose graph optimization based on the retrieval loop closure is employed to mitigate camera drift. Evaluations on several UAV benchmarks show that our On-the-Fly3R successfully scales various 3R models to over 5,000 images across square-kilometer UAV scenes, delivering substantially superior accuracy compared to several SOTA streaming 3R methods. Code is available at https://github.com/Sh1nZzz/On_the_Fly3R
Zhe Shen, Liyuan Lou, Yifei Yu +4
Aug 31, 2026cs.CV

RealCAD: Towards Real-World Image-to-CAD Reconstruction under Domain Shift and Parameter Bias

Reconstructing editable Computer-Aided Design (CAD) models from images is essential for downstream modification, manufacturing, and design reuse. However, existing image-to-CAD methods are developed predominantly on synthetic renderings and face two coupled obstacles: a substantial appearance domain gap between synthetic and real images, and a previously overlooked parameter bias in widely used CAD data. We show that the local normalization adopted by DeepCAD concentrates several geometric parameters around a few discrete values while encoding substantial information in a single scale factor. Consequently, a model can achieve deceptively high parameter accuracy by exploiting these frequent values rather than inferring geometry from the input image. In this paper, we propose RealCAD, a unified framework that addresses these limitations at the representation, image, and feature levels. At the representation level, we redistribute scale information to the corresponding geometric parameters, producing less concentrated parameter distributions in a shared scale space. At the image level, geometry-constrained translation converts synthetic renderings toward the real-image domain while conditioning on object contours. At the feature level, a multi-positive contrastive objective aligns representations of the same CAD model across viewpoints and image domains, enabling CAD sequence prediction from each individual view. We further introduce OpenRealCAD, comprising four-view photographs of 392 3D-printed objects paired with ground-truth command sequences. Experiments show that the revised representation substantially reduces the accuracy attainable from parameter-frequency priors, making parameter accuracy a more reliable measure of image-conditioned geometric inference. RealCAD further improves real-domain command and parameter accuracy, while retaining competitive synthetic-domain performance.
Yihe Sun, Ziyu Lu, Kaihua Tang +1
Aug 30, 2026cs.LG

When 3D Gaussian Splatting Recovers Real Surfaces

When does 3D Gaussian Splatting (3DGS) recover the true scene surface rather than just overfitting view-dependent appearance? We answer this by developing a mathematical framework based on a first-hit rendering abstraction that cleanly isolates geometry from appearance. We prove that geometric misalignment forcefully converts spatial textures into high-frequency angular signals via parallax. This establishes a strict identifiability window: if angular capacity is bounded, surface-consistent solutions are mathematically preferred; if unrestricted, the same images can be perfectly explained by an incorrect, opaque billboard geometry. Experiments on synthetic stress tests confirm this prediction, showing billboard failures emerge precisely at high angular capacities. Conversely, in the real-world datasets we evaluate under standard capture protocols, reconstructions remain surface-consistent even at high SH degrees, which is consistent with the prediction that rich spatial texture can push billboard solutions outside the tested angular-capacity range.
Songhe Wang, David Johnathan Miller
Aug 30, 2026cs.CV

SVI2LoD3: Agent-Driven Reconstruction of LoD3 Facade Openings in Semantic 3D City Models from Volunteered Street View Imagery using Large Language and Visual Models

This paper presents an end-to-end, agent-driven pipeline for the LoD3 reconstruction of facade openings in 3D city models, producing directly usable CityGML-conform outputs. In contrast to existing approaches that rely on supervised semantic segmentation and therefore require large amounts of manually annotated training data, the proposed method employs a zero-shot segmentation strategy. This substantially reduces the annotation effort while still achieving strong performance in our benchmark on the eTRIMS dataset. A further key contribution is the enforcement of correct partonomic hierarchies, thereby producing CityGML-conform LoD3 building models. Beyond the reconstruction pipeline itself, this work also introduces a novel evaluation metric for facade reconstruction, termed Facade Feature Distance (FFD). Unlike conventional metrics such as mIoU or FRDS, which assess similarity primarily through pixel-wise overlap, FFD measures distance in a high-level feature space derived from a vision transformer. In doing so, it captures both semantic correctness and architectural layout, providing a more suitable assessment of facade reconstruction quality. The proposed pipeline and evaluation strategy together offer a practical and scalable contribution toward the automated generation and analysis of semantically enriched 3D city models. The developed code is published at: https://github.com/hcu-cml/citydb-SVI2LoD3-ai.
Elmehdi Kanna, Lukas Arzoumanidis, Huynh Duc An Son Nguyen +1
Aug 30, 2026cs.CV

GeoRay: Gauge-Aware Feed-Forward Satellite 3D Reconstruction in the Geodetic Frame

Feed-forward 3D foundation models reconstruct perspective scenes in one pass. Satellite photogrammetry needs a different product, one that domain adaptation alone does not deliver: dense surface height in an absolute geodetic frame under non-central rational polynomial cameras (RPCs). Perspective-pretrained features are not reliably observable along RPC height rays, absolute elevation carries a low-order height--datum gauge exchangeable with sensor bias to first order, and monocular and multi-view cues fail in different regions. \method{} treats all three. Lightweight ray-consistent adapters make a frozen backbone matchable along native RPC rays. An explicit datum mechanism separates relief from absolute level and is equivariant to the vertical origin by construction, so one trained model serves zero-, one-, and sparse-control inference. Calibrated inverse-variance fusion combines the two relief streams. \bench{}, our absolute-frame benchmark of eighteen systems across in-domain, cross-dataset, and cross-city tiers, scores absolute placement without registration or test-reference leakage. On 26 held-out US3D tiles, \method{} attains 2.992.99,m absolute MAE at 91.9%91.9\% coverage, improves completeness-aware accuracy by 46.446.4 points over the strongest compliant feed-forward baseline, remains the most accurate such system under both transfer shifts, and runs in 2424,s model-forward time per tile. Code and models will be released at https://github.com/HIT-SIRS/GeoRay
Zhe Dong, Wanqing Wu, Yuzhe Sun +5
Aug 28, 2026cs.CV

GeoFF3D: Coordinate-Anchored Feed-Forward Reconstruction for Large-Scale UAV Mapping

Existing feed-forward 3D reconstruction methods typically process a bounded number of images and recover cameras and geometry in local or internally normalized frames. Extending them to large-scale UAV mapping requires scalable multi-chunk processing and reliable aggregation, while full Sim(3) alignment can become unstable for near collinear trajectories. We present GeoFF3D, which combines a coordinate-anchored model with a spatial large-scale reconstruction framework (SLRF). The model uses georeferenced camera translations and optional geometric priors to predict camera poses and dense point maps directly in a gravity-aligned Z-up metric frame. SLRF partitions images into spatially overlapping chunks, propagates shared-view priors, and aggregates local reconstructions hierarchically, while remaining applicable to different bounded-view models. Across nine aerial mapping blocks, GeoFF3D achieves the best average reconstruction quality, improving F@5 from 0.829 for Pi3X + SLRF to 0.877. On long UAVScenes sequences, it reaches 0.848, compared with 0.687 for Pi3X + SLRF and 0.451 for the strongest evaluated SLAM/streaming baseline. GeoFF3D reconstructs 2,000 images in approximately five minutes, demonstrating scalable and robust large-scale UAV reconstruction.The code is available at https://github.com/yanxian-ll/GeoFF3D.
Xiang Yang, Yongli Wang, Yunsheng Zhang +3
Aug 13, 2026cs.CV

SCULPT: Subtractive Composition for 3D Part Generation

Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.
Sikuang Li, Chen Yang, Jiemin Fang +5
Aug 13, 2026cs.CV

GS2^{2}CI: Robust Gaussian Splatting For Snapshot Compressive Imaging via Large Vision Model Priors

Snapshot Compressive Imaging (SCI) offers an efficient solution for high-speed video acquisition and, under exposure-time camera--scene relative motion, multi-view scene capture by compressing temporal or spatial information into a single 2D measurement. While recent studies have explored SCI for 3D scene reconstruction, existing methods struggle with significant challenges due to information loss, limited viewpoint diversity, and the computational burden of jointly optimizing 3D representations and camera poses. In this work, we propose a novel framework that reconstructs high-quality 3D scenes from a single SCI measurement by leveraging 3D Gaussian Splatting (3DGS) and the powerful priors of large-scale vision foundation models (VFMs). Our primary reconstruction combines measurement-derived 3D VFM initialization with SCI-aware Gaussian optimization. After coarse-stage convergence, an auxiliary 2D VFM provides pseudo-view supervision at synthesized viewpoints for local appearance refinement. To further address the instability caused by ambiguous SCI supervision during 3DGS optimization, we introduce Opacity-Guided Splitting and Growth Regulation (OSGR), an SCI-specific densification strategy that augments split candidates using local opacity statistics, discourages loss-compensating opacity inflation through mean-opacity regulation, and bounds representation growth with explicit candidate-ratio and Gaussian-count constraints. Extensive experiments across multiple benchmarks demonstrate that our method achieves the strongest overall performance, combining leading reconstruction quality and robustness to viewpoint variation with competitive computational efficiency.
Yanming Yang, Chenxi Song, Ping Wang +2
Aug 12, 2026cs.CV

Map-Det3D: Metric Feed-Forward 3D Reconstruction Prior for Multi-view 3D Object Detection from Streaming Inputs

Metric 3D object detection is a core capability for embodied agents, yet most reliable systems lean on depth sensors, trading away cost, power, and integration simplicity. This motivates monocular 3D detection, which avoids additional constraints, yet it faces a major obstacle: from a single image, depth, and especially absolute scale, are underconstrained. As a result, the prevailing pattern of detecting in 2D and then predicting 3D attributes is often brittle, since modest range errors can dominate 3D localization, and the learned scale prior can fail when cameras, motion, or environments undergo domain shifts. To address this, we propose Map-Det3D, an online multi-view 3D object detection model that brings detection directly into a 3D space reconstructed from RGB. We map a short temporal window into multiple views and repurpose a feed-forward metric 3D reconstruction model as our geometric backbone while tuning its object-aware capabilities. Building on this representation, Map-Det3D directly predicts boxes in metric 3D space, without the widely used 2D-to-3D lifting. Experiments across different benchmarks show that this design supports strong online performance and robust transfer without adaptation, suggesting that training reconstruction priors for detection is a practical route to stable metric 3D detection from monocular video. Code and models are available at https://royyang0714.github.io/Map-Det3D.
Yung-Hsu Yang, Luigi Piccinelli, Samuel Rota Bulò +7
Aug 12, 2026cs.CV

Surfsvr: 2D Surface Priors as 3D Geometric Regularizers for Sparse Voxel Reconstruction

Sparse voxel reconstruction offers an efficient representation for high-fidelity 3D modeling, yet its geometry is commonly optimized from local photometric evidence and discrete visibility statistics. This often leads to fragmented surfaces, excessive subdivision, and floating artifacts, particularly in weakly textured or sparsely observed regions. We introduce SurfSVR, a novel sparse voxel reconstruction paradigm that treats 2D surface priors as explicit 3D geometric regularizers. Instead of directly lifting noisy pixel-wise depth predictions, SurfSVR first organizes each image into coherent surface regions by jointly reasoning over appearance, monocular depth, normals and cross-view geometry. Each region is then represented by an adaptively selected planar or quadratic surface model based on fitting reliability and geometric complexity, while cross-model agreement distinguishes reliable geometry from ambiguous predictions. These structured 2D priors are lifted into 3D and integrated throughout the reconstruction pipeline. They guide surface-adaptive voxel subdivision, provide region-level depth and normal supervision during optimization, enhance geometrically reliable sparse-observed surfaces in voxel pruning, and suppress off-surface floaters during post-refinement training. This unified design converts semantic and geometric coherence in image space into persistent structural constraints in 3D. Extensive experiments on 3 public benchmarks demonstrate that SurfSVR consistently improves sparse voxel reconstruction across scenes with substantially different visibility and geometry characteristics, achieving state-of-the-art reconstruction quality. Codes and models will be released soon.
Yan Di, Chengxi Li, Yaoxing Wang +7
Aug 11, 2026cs.CV

Gaussian Sculpting: End-to-End Controllable Surface Reconstruction via Field Optimization

3D Gaussian Splatting (3DGS) has recently enabled real-time novel view synthesis with impressive quality. However, it struggles to recover accurate surfaces under limited viewpoints and due to the inherent irregularity of Gaussian primitives. The resulting geometric errors are notoriously difficult to correct manually. To address these issues, we propose Gaussian Sculpting, a fully differentiable end-to-end framework for high-quality surface reconstruction. Our key insight is to anchor Gaussians onto an evolving differentiable surface, allowing them to guide signed distance field (SDF) optimization instead of extracting the surface only during post-processing. To enable stable gradient isolation during joint optimization, we design a bi-level training strategy in which the outer loop optimizes the geometry represented by the SDF, while the inner loop updates the Gaussians with the geometry fixed. We further impose constraints on Gaussian parameters to ensure consistency with the underlying surface, thereby improving both geometric and appearance fidelity during optimization. In addition, we introduce a multi-resolution subdivision scheme based on octree-like partitioning to preserve fine details while reducing memory consumption. Experiments on object-level scenes demonstrate that our method effectively removes redundant surfaces, recovers missing structures caused by limited viewpoints, and achieves strong reconstruction quality even at relatively low resolutions.
Ke Jiaxin, Juncheng Liu, Yi Wang +4
Aug 11, 2026cs.CV

A second-order theory of texture for depth from focus

We present a theory of textured appearance of optically rough surfaces based on wave optics, emphasizing the role of texture for passive depth from focus. Our theory shows that even surfaces that traditional computer vision would consider textureless can produce textured appearance, due to subjective speckle from surface microgeometry. We analyze the properties of this second-order texture, and show that we can enhance its contrast under natural ambient lighting by simply using a narrowband spectral filter. Doing so results in dramatic improvements in passive depth reconstruction of seemingly textureless scenes, as we demonstrate through extensive theory, simulations, and real-world experiments.
Sreekar Ranganathan, Ioannis Gkioulekas
Aug 10, 2026cs.CV

Multi-Submap Implicit Neural SLAM with Local-to-Global Loop Closure for Large-Scale Scene Reconstruction

Neural Radiance Fields (NeRF)-based SLAM has demonstrated impressive results in small-scale scene reconstruction, yet scaling these methods to extensive, complex environments remains challenging due to catastrophic forgetting and accumulated trajectory drift. This paper presents a robust, large-scale neural SLAM system featuring a multi-submap architecture and a dual-tier loop closure mechanism. Specifically, we propose a progressive mapping strategy that dynamically allocates neural submaps to maintain high-fidelity representations without memory explosion. For robust pose estimation, an optical-flow-based tracking module is integrated to handle aggressive motions. To address global consistency, we introduce a local-to-global loop closure framework leveraging the foundation model for high-performance global descriptor extraction, significantly enhancing relocalization accuracy under varying viewpoints. Furthermore, an inter-submap online distillation algorithm is designed during back-end optimization to enforce geometric and appearance consistency across overlapping submap boundaries. To validate the system, we developed a customized handheld mechatronic platform and conducted extensive evaluations on both public benchmarks and our large-scale indoor-outdoor datasets. Experimental results, including direct deployment on an onboard computing unit, demonstrate that our approach outperforms state-of-the-art neural SLAM methods in reconstruction quality and localization robustness, providing a scalable solution for real-world robotic perception and digital twinning. We will release the code publicly on \href{https://github.com/dtc111111/MSN-SLAM}{https://github.com/dtc111111/MSN-SLAM} .
Tianchen Deng, Chongdi Wang, Nailin Wang +6
Aug 10, 2026cs.CV

View-Adaptive Renderer for View-Consistent 2D-to-3D Generation

Reconstructing 3D shapes from a single image remains a fundamental yet challenging problem in computer vision. Traditional monocular 3D generation pipelines typically synthesize multiple views from a single input image before applying Neural Radiance Field (NeRF)-based reconstruction. However, inherent projective ambiguities often produce visual discontinuities across generated viewpoints, leading to inaccuracies in reconstructed 3D models. Current solutions either incur significant additional computational burdens or fail to adequately resolve practical inconsistencies between synthesized views. To address these limitations, we propose a novel viewpoint-adaptive neural rendering framework that enables robust 3D reconstruction even when given partially inconsistent multi-view inputs. Our approach introduces view-adaptive neural renderers that independently correct viewpoint-dependent errors while simultaneously sharing a global feature backbone to preserve structural coherence. Furthermore, we propose a self-attention fusion module that adaptively integrates multi-view information, ensuring geometric consistency without relying heavily on indirect regularizations or computationally intensive methods. Through extensive experiments, we demonstrate that our method consistently improves 3D reconstruction fidelity. Importantly, our approach achieves near state-of-the-art performance without diffusion-based SDS supervision, relying primarily on photometric rendering loss with lightweight attention regularizers. This balance between accuracy and efficiency makes the proposed framework highly practical for real-world applications.
U-Chae Jun, Jaeeun Ko, Jiwoo Kang
Aug 9, 2026cs.CV

EvTrajGS: Accurate and Efficient 3D Gaussian Splatting from Unposed Event Streams

Event cameras, with high temporal resolution, high dynamic range, and asynchronous sensing characteristics, have shown great potential for dense 3D reconstruction. Traditional reconstruction methods based on off-the-shelf pose estimates achieve high efficiency but produce low-fidelity results, as inaccurate pose initialization introduces cumulative reconstruction errors. In contrast, recent SLAM-style methods stabilize joint pose-scene optimization through incremental tracking and mapping, yielding higher reconstruction fidelity at the expense of considerable computational overhead. To address this trade-off, this paper presents EvTrajGS, an accurate and efficient 3D Gaussian Splatting framework for unposed event streams. Our method enables reliable joint pose-scene optimization initialized from coarse pose priors, eliminating the need for computationally expensive SLAM-style pipelines. EvTrajGS parameterizes camera motion as a continuous-time trajectory initialized from discrete camera poses, providing a unified representation for pose refinement. We then aggregate adjacent trajectory states into a temporally coupled pose, promoting temporally consistent pose updates during joint optimization. Additionally, we introduce a loss-reweighted event sampling strategy to adaptively emphasize temporally under-reconstructed intervals. Extensive experiments on both synthetic and real-world datasets demonstrate that EvTrajGS outperforms state-of-the-art methods in terms of both geometric reconstruction quality and pose estimation accuracy, achieving 3.8 dB higher PSNR, 0.1 higher SSIM, and over 40% lower ATE RMSE while retaining high computational efficiency.
Zixuan Chen, Jiakai Zhang, Junhao Dong +4
Aug 9, 2026cs.CV

ERF-GS: Reconstructing Fast Motion from Disjoint Event-RGB Viewpoints

Deep learning-driven representations such as neural radiance fields (NeRFs) and 3D Gaussian splatting (3DGS) have revolutionized the field of dynamic 3D scene reconstruction with improved visual precision and scalability. However, the reconstruction of fast-moving objects remains a challenge; existing methods based on conventional frame-based videos often struggle in scenarios such as sports events and animal videography. We propose an event-RGB fusion Gaussian splatting (ERF-GS) framework that integrates event information into both optimization and densification stages of the Gaussian splatting pipeline, taking advantage of novel event sensors with high frame-rate. Unlike many other event-assisted scene reconstruction methods, ERF-GS was developed using realistic simulation settings and realizes event-based learning detached from RGB inputs. This design enables its application beyond straightforward synthetic data into the realm of natural video with complex layout, low frame rates and severe motion blur. Our experiments show that ERF-GS outperforms both the 4DGS baseline and the concurrent E-D3DGS on different variants of the Neu3D and Nvidia datasets which include blurry RGB frames and disjoint RGB-event viewpoints. Our code is available at https://github.com/andrewbxy/ERF-GS.
Xiaoyang Bai, Zhenyang Li, Weiwei Xu +2
Aug 8, 2026cs.CV

When Does An Extra View Help? Adapting Single-View 3D Reconstruction with Extra Imagery

Reconstruction of 3D objects from a single image is a challenging research problem in computer vision. The key challenge is the lack of critical information from viewpoints to complete 3D structures. Using an additional view may help to resolve the issue. However, there is no mechanism that can integrate the extra view into the single-view 3D reconstruction principle. We address this challenge by proposing ASV3D, a framework for adapting single-view 3D object reconstruction to test-time data with support from one additional image. We introduce two adaptation strategies: (i) a zero-shot adaptation scheme that leverages the auxiliary image to improve the reconstruction quality of an object without retraining, and (ii) an optimised adaptation scheme that further enhances visual fidelity and cross-view consistency via contrastive learning. We apply our ASV3D to improve two state-of-the-art single-view 3D reconstruction pipelines on both benchmark and real-world datasets. Results demonstrate that our approach consistently improves reconstruction accuracy and robustness under unconstrained multi-view inputs, outperforming the baselines in both quantitative metrics and human preference. We publish our code and the real-world object dataset in our project page at https://github.com/YNhuHuynh/ASV3D/tree/main.
Y Huynh, Duc Thanh Nguyen, Thao Minh Le +1
Aug 8, 2026cs.RO

DA-NBV: A Direction-Aware Next-Best-View Planner for Efficient 3D Reconstruction of Ships at Sea

Accurate 3D reconstruction of ships at sea is important for maritime supervision, damage assessment, and autonomous maritime operations. Although 3D reconstruction has advanced considerably, high-quality data acquisition still largely relies on manually designed trajectories or skilled operators, resulting in high costs and limited scalability. Next-best-view (NBV) planning automates this process by selecting subsequent viewpoints based on the current state. However, existing NBV policies mainly model spatial occupancy while overlooking directional observation history. This limitation is particularly problematic for ships: their complex superstructures and severe self-occlusions require observations from multiple viewpoints, and insufficient directional coverage often yields incomplete reconstructions. These challenges are further amplified at sea, where wave-induced heave, roll, and pitch continuously alter the ship's pose and surface visibility. Meanwhile, wind disturbances and limited onboard power impose stricter requirements on scanning efficiency. To address these challenges, we propose DA-NBV, a direction-aware NBV policy that augments the conventional occupancy state with directional observation statistics. We introduce a learnable Position Advantage Field (PAF) that uses directional information to guide viewpoint selection. The policy further adopts a locally constrained action space and a nonlinear coverage-shaping reward to improve scanning efficiency. We also develop the ship-oriented SeaShip-3D dataset and a configurable sea-state simulation environment. Experiments under varying heave, roll, and pitch conditions show that DA-NBV improves reconstruction completeness by approximately 3 percentage points and reduces Chamfer distance by 43% while achieving higher path efficiency.
Jiaming Chen, Juntao Yang, Zhentao Zou +6
Aug 7, 2026cs.CV

InstanceSplat: Instance-Aware Feed-Forward 3D Gaussian Splatting for Scene Understanding

Feed-forward 3D Gaussian Splatting (3DGS) enables efficient and generalizable 3D reconstruction, but current feed-forward 3DGS methods for scene understanding remain largely category-oriented. In contrast, instance-aware 3DGS methods typically rely on per-scene optimization and often decouple reconstruction from instance and semantic learning, limiting reciprocal interactions among them. We present InstanceSplat, a unified feed-forward 3DGS framework for generalizable 3D reconstruction and instance-aware scene understanding from pose-free multi-view images. In a single forward pass, InstanceSplat constructs an instance-aware Gaussian representation that jointly encodes appearance, geometry, instance identity, and language-aligned semantics. Shared 3D Gaussians ground instance identities across views, producing renderable and cross-view-consistent instance features. To allow reconstruction and scene understanding to benefit from each other, we further design an instance-centric learning strategy that connects reconstruction, instance learning, and semantic learning through shared instance structure. Specifically, instance cues guide reconstruction, language-aligned semantics strengthen the discrimination of confusing same-category instances, and instance regions aggregate semantic evidence into coherent object-level predictions. Experiments on novel-view synthesis, instance segmentation, and open-vocabulary semantic understanding under varying input-view settings and on an unseen dataset demonstrate state-of-the-art performance, practical efficiency, and strong generalization.
Minchao Jiang, Xiaoxuan Ma, Shunyu Jia +3
Aug 7, 2026cs.CV

Scenix: Sparse-View 3D Scene Reconstruction via Executable Scene Programs

Synthesizing a structured and editable 3D indoor scene from a few uncalibrated RGB views requires more than generating high-quality individual assets: a system must infer the room structure, associate objects across incomplete observations, and recover a globally consistent spatial configuration. Previous methods mainly focus on 3D scene generation with text input or require continuous visual inputs with additional priors, \ e.g., human-annotated masks or accurate 3D layouts, which makes these methods labor demanding and hard to apply in general cases. We present \textsc{Scenix}, a sparse-view 3D scene reconstruction framework via executable scene programs, a structured representation that can be directly instantiated into editable 3D scenes. Given sparse views, \textsc{Scenix} predicts executable scene programs through perception-grounded asset instantiation and closed-loop spatial refinement. % We present \method, a framework that predicts an executable scene representation from sparse views and realizes it through perception-grounded asset instantiation and closed-loop spatial refinement. To support this task, we construct \dataset, a dataset of approximately 110,000 synthetic and real indoor scenes with multiview imagery, room structures, object-centric descriptions, and metric spatial annotations. We further introduce observation-consistent supervision that aligns each target scene with the visual evidence available in its input views. Experiments on held-out \textsc{XScene} scenes, real indoor images, and out-of-distribution SpatialGen cases evaluate structured scene prediction, object grounding, and spatial refinement.
Kai Li, Lutao Jiang, Zhenyang Li +10
Aug 6, 2026cs.RO

ErgoSurf: Ergodic Control for the Coverage of Unknown Surfaces

Contact-centric tasks on surfaces, ranging from inspection and cleaning to sanding and polishing, require robots to systematically cover the surface while maintaining stable contact. Ergodic control generates trajectories that spend time at a location proportional to a desired, task-specific spatial distribution, enabling efficient information gathering and coverage. However, traditional ergodic control methods rely on prior knowledge of surface geometry or require a vision sensory input to scan the geometry beforehand, limiting their applicability in real-world scenarios with unknown or dynamic environments. This paper introduces a novel online ergodic control framework that achieves systematic surface coverage while simultaneously reconstructing unknown surface geometry. We employ a Gaussian Process Implicit Surface (GPIS) model that learns global surface geometry from intrinsic tactile sensing during execution. For efficient online planning, we approximate the surface locally using point clouds sampled from tangent planes at observed contact points and iteratively fit them to the Gaussian Process. This approximation simultaneously serves as the sampling domain for both the target and the coverage distributions. We employ a heat-diffusion analogy to compute potential fields that guide ergodic exploration, translating spatial coverage objectives into smooth robot trajectories. We demonstrate our framework through simulation and real-robot experiments, validating simultaneous ergodic coverage and online surface geometry learning with reconstruction errors approaching the ground truth.
Stefan Schneyer, Timo Bachmann, Maged Iskandar +4
Aug 6, 2026cs.RO

Topometric Autonomous Vehicle Localization by Combining Visual Embeddings and Feed-Forward 3D Models

Effective Visual Localization (VL) requires a map of the environment that combines compactness for efficient scalability with robustness against visual appearance changes and metric precision. Through low-dimensional image embeddings, Visual Place Recognition (VPR) is able to successfully meet the first two requirements, but its low metric accuracy makes it less suitable than standard VL approaches based on local features or neural representations. This limitation can be overcome by integrating VPR with the accurate local trajectory estimates produced by feed-forward neural 3D geometry (FF3D) models. In this paper, we address sequential appearance-based localization through a topometric framework that iteratively combines probabilistic VPR with FF3D metric pose estimation in controlled image sets. Our approach proposes an automatic offline mapping tool that models the topometric pose-appearance interaction in the different parts of the scene. This map is later employed by an online particle filter that estimates the pose from odometry and belief over places for FF3D inference, successfully incorporating neural metric estimation into probabilistic appearance-based localization. We extensively evaluate the framework on three known benchmarks, demonstrating substantial improvements over existing appearance-based methods. The modularity of our approach allows the descriptor extractor and FF3D model to remain interchangeable, and a focused analysis further shows that sequential belief can mitigate severe failures under perceptual aliasing.
Eulogio Quemada-Torres, Alberto Jaenal, Francisco-Angel Moreno +1
Aug 6, 2026cs.CV

OmniMech: All-in-one Multimodal Mechanical Benchmark for 3D Reconstruction

Recent vision-language models (VLMs) can generate executable CAD programs from images, but existing methods mainly target coarse, general-purpose 3D objects and rarely address the fine-grained geometry and millimeter-level tolerances required in industrial mechanical design. We introduce OmniMech, the first million-scale benchmark for evaluating VLMs on executable CAD generation from industrial manufacturing data. OmniMech contains more than 251,000 fully dimensioned and toleranced 2D orthographic drawings, paired with native CAD models, multi-view renderings, mesh, STEP and B-rep representations, and rich semantic annotations. The benchmark includes four tasks: (1) parametric CAD program synthesis from engineering drawings; (2) diagram-to-3D reasoning for geometrically and structurally consistent reconstruction; (3) annotation-grounded reasoning over dimensions, symbols, feature callouts, and manufacturing constraints; and (4) tool-augmented agentic reasoning using visualization, measurement, CAD execution, and verification tools. Experiments show that current VLMs and CAD-specialized models still struggle with executable program synthesis, fine-grained 3D reconstruction, and reliable enforcement of dimensions and tolerances. We will release the benchmark data, evaluation code, and tool interfaces to support future research.
Taiting Lu, Runze Liu, Ziwei Dong +18
Aug 5, 2026cs.CV

Objects as Audio-Visual Modal Sound Fields

While modern 3D reconstruction excels at modeling object geometry and appearance, it largely ignores the rich acoustic cues revealed through physical interaction. Object impact sounds convey material, stiffness, and structural properties that complement vision, yet existing impact sound modeling approaches either rely on expensive physics-based simulation or require large datasets to generalize in a purely data-driven manner. We introduce Audio-Visual Modal Sound Field (AV-MSF), a novel object-level acoustic representation reconstructed from multi-view images and only a few impact sound recordings. AV-MSF builds on 3D Gaussian Splatting integrated with dense 3D visual feature to provide a strong geometry-aware prior, and represents the impact sound field using compact, physically meaningful modal parameters, enabling robust few-shot reconstruction. Experiments on two real-world datasets show that AV-MSF achieves state-of-the-art impact sound rendering, outperforming both physics-based and data-driven baselines. Furthermore, we demonstrate downstream applications enabled by our representation, including contact localization and object sound editing.
Zisen Shao, Zihao Wei, Derong Jin +1
Aug 5, 2026cs.CV

Beyond Reprojection Error: Camera Calibration with 3D Targets

In 3D reconstruction, camera calibration is an essential element for achieving high fidelity and accuracy of the reconstructed geometry. While existing approaches rely upon 2D planar calibration, this work proposes a framework tailored for 3D reconstruction that is based on predicting scene rays, which adds flexibility to the reconstruction pipeline and enables the use of recent advances in camera models. Novel metrics, reconstruction and intersection error, derived from predicted scene rays are employed in combination with a bootstrapping procedure that statistically evaluates different calibration objects and calibration pipelines for both intrinsic and extrinsic camera parameters. The results show that the generalized distortion model more faithfully captures physical camera effects and yields an improvement in calibration accuracy. Reprojection error is shown to be a potentially misleading indicator of 3D accuracy, and the proposed ray-based metrics provide a more holistic assessment. An icosahedron calibration target is designed to enrich calibration information for 3D reconstruction together with a ring-feature-based detector. The icosahedral target yields approximately 40% lower mean intersection and more stable calibration across bootstrap trials on synthetic data, while real-data performance demands very tight fabrication tolerances.
Dennis Ruppel, Hasan Kutlu, Kai A. Neumann +4
Aug 3, 2026cs.CV

UniqueSplat: View-conditioned 3D Gaussian Splatting for Generalizable 3D Reconstruction

In this paper, we propose UniqueSplat, a view-conditioned feed-forward 3D Gaussian Splatting model to reconstruct customized 3D radiance fields for each view query. Existing feed-forward methods such as pixelSplat and MVSplat aim to generate fixed Gaussians across all views of each scene by minimizing the error between rendered views and ground-truth images. However, such fixed Gaussians generally render images from all views and lack the ability to adapt to specific viewpoints, as they do not incorporate target view information when predicting Gaussians. To address this, our UniqueSplat learns the view-conditioned information as a prior and incorporates this knowledge into network parameters, so that Gaussians are dynamically adjusted in accordance with different views. Specifically, we propose a two-branch view-conditioned hyperNetwork to simultaneously learn view-agnostic embeddings and view-specific knowledge, which not only explores the shareable knowledge from various views, but also adapts the model to specific views at test time. Extensive experiments on widely-used datasets including RealEstate10K, ACID and DTU demonstrate the superiority of UniqueSplat over the state-of-the-art methods. Moreover, UniqueSplat encouragingly outperforms existing methods in cross-dataset evaluation, showing its notable generalization ability.
Haixu Song, Xiaoke Yang, Shengjun Zhang +2