3D Reconstruction

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Period ending 2026-09-21

14 new papers

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Period ending 2026-09-14

12 new papers

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Period ending 2026-09-07

7 new papers

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335 papers

Latest in 3D Reconstruction

Jul 6, 2026cs.CV

3DMPE: 3D Multi-Perspective Embedding

We study 3D point cloud reconstruction from multiple partially observed 2D projections. Given two or more projections of an unknown 3D point cloud, together with cross-view point correspondences and visibility information, our goal is to recover a consistent 3D configuration when different views contain different subsets of points. We propose 3D Multi-Perspective Embedding (3DMPE), an optimization-based, training-free method that reconstructs the 3D point cloud and, in the variable-projection setting, jointly estimates the projection maps. 3DMPE extends Multi-Perspective Simultaneous Embedding to accommodate missing points and incomplete pairwise distance information across views. We consider both fixed-projection and variable-projection settings. Unlike learning-based reconstruction methods that infer shape from raw images and often depend on training data, 3DMPE operates on geometric observations with established correspondences and does not require category-specific training. Experiments on ShapeNet and Pix3D evaluate reconstruction quality using Chamfer Distance, Earth Mover Distance, and RMSE-Optimize-Align (ROA), and examine the effects of initialization, the number of views, point visibility, and several noise regimes, including noisy distances and erroneous correspondences. The results demonstrate that 3DMPE can effectively reconstruct point clouds from partial multi-view geometric observations.
Vahan Huroyan, Md Rahat-uz-Zaman, Stephen Kobourov
Jul 6, 2026cs.CV

Targeted Structure Completion for Sparse-View 3D Reconstruction in Autonomous Driving

Reconstructing 3D scene structures from sparse, low-overlap observations remains a fundamental challenge in autonomous driving. Recent state-of-the-art frameworks achieve promising results by incorporating voxel-based Gaussians, but incur substantial computational redundancy due to a uniform volumetric processing strategy. To bridge the gap between the efficiency of pixel-based Gaussian methods and the structural completeness of voxel-based Gaussian approaches, we propose FocusGS, a simple yet effective framework that shifts the paradigm from global densification to targeted structural completion. Our central insight is that structural completion should be decoupled from deterministic regions, with computation concentrated exclusively on areas exhibiting geometric ambiguity. Specifically, FocusGS addresses the localization challenge by deriving a 3D Geometric Ambiguity Manifold to accurately isolate localized areas prone to occlusion and high geometric uncertainty. To overcome the subsequent manifold completion challenge, we design a lightweight targeted structure completion module that selectively instantiates and optimizes continuous Gaussian queries strictly within this unstructured, sparse topological subspace. Extensive experiments demonstrate that FocusGS achieves a superior efficiency-quality trade-off, advancing state-of-the-art performance on driving-centric benchmarks while naturally reducing the total number of Gaussians by ~74% and decreasing rendering time by ~34%.
Guoqing Wang, Pin Tang, Xiangxuan Ren +2
Jul 5, 2026cs.CV

AdaptiveSplat:Texture Aware Controllable 3D Gaussian Allocation for Feed-Forward Reconstruction

Current feed-forward 3D reconstruction methods predict pixel aligned Gaussian primitives, resulting in highly redundant representations. A natural solution is to prune the redundant Gaussians, but naive pruning introduces severe artifacts and often requires inference time fine-tuning, breaking the feed-forward paradigm. Based on previous works, high frequency regions require more Gaussian primitives, while low frequency regions can be represented with significantly fewer primitives. Motivated by this, we propose a novel approach to explicitly control the number of Gaussians by leveraging local texture information. Our approach achieves this through three key components: (1) texture estimation to capture spatial variation in scene detail, (2) texture-aware pruning that removes redundant Gaussians from low frequency regions, and (3) an adaptive Gaussian head that predicts the modified attributes of the retained primitives without breaking the feed-forward paradigm. Experiments on RE10K, ACID, DL3DV, Tanks and Temples, and DTU demonstrate the effectiveness of our approach, while ablation studies validate the contributions of its key components.
Badrinath Singhal, Srihari K G, Sreehari Iyer +2
Jul 5, 2026cs.RO

Semantic-Guided Progressive Object Removal with Gaussian Splatting

Removing unwanted objects from reconstructed 3D scenes is an important task in computer vision, supporting applications in AR/VR, robotics, and digital content creation. Existing methods typically complete the entire masked region in a single step and without effectively utilizing semantic information from other views, leading to difficulties in handling complex geometric details and textures. In this work, we propose a novel framework that integrates Semantic-guided Block Matching (SBM) and Region-Wise Progressive Refinement (RPR) for high-quality 3D object removal. First, we leverage DINOv2 to encode semantic guidance from multi-view observations, and the best match tokens are decoded to complete missing regions in the target view while maintaining cross-view consistency. Second, we introduce a RPR strategy that segments the target mask into multiple subregions and selectively refines those with poor visual quality. Our method is built upon Gaussian Splatting, ensuring high-fidelity scene reconstruction with efficient computation. Experimental results demonstrate that our approach outperforms existing Gaussian-based methods in terms of perceptual quality and coherence in 3D object removal.
Xianliang Huang, Chen Xiao, Yuanxiang Ni +5
Jul 4, 2026cs.CV

BAT3R: Bootstrapping Articulated 3D Reconstruction from 2D Image Collections

3D reconstruction of articulated objects from a single image is challenging because large training datasets with paired image and 3D supervision are difficult to obtain. Recent point map-based methods achieve strong performance but rely on synthetic datasets rendered from manually created articulated 3D assets with carefully curated pose distributions. While camera viewpoints can be easily sampled, generating realistic object articulations remains costly and labor-intensive. We propose a training framework that reduces this requirement by leveraging unannotated 2D images collections with only a single rigged canonical mesh per category. Starting from a weak 3D shape predictor trained on canonical-pose renders, we iteratively estimate object articulation and camera pose by fitting the mesh to predicted point maps. The recovered articulations and viewpoints are then used to render updated synthetic training data, progressively improving the predictor. Despite using substantially weaker 3D supervision, our models achieve performance comparable with DualPM, which requires manually curated articulated training datasets.
Jakub Zadrozny, Oisin Mac Aodha, Hakan Bilen
Jul 4, 2026cs.CV

PRISM3D: Probabilistic Refinement and Robust Initialization for Physically Consistent Scene Modeling under Extreme Motion Blur

We address the inverse problem of blind 3D scene reconstruction from extremely motion-blurred images, a scenario where traditional Structure-from-Motion (SfM) pipelines fail. Existing approaches typically circumvent this bottleneck by relying on impractical sharp-image supervision. In this work, we introduce PRISM3D, a unified framework enabling robust reconstruction directly from severely degraded inputs. To overcome the lack of a reliable starting point, we propose a Robust Initialization strategy utilizing deep dense tracking method (VGGSfM) to recover global topology where feature matching fails. To the best of our knowledge, we are the first to effectively leverage this paradigm to bootstrap 3D Gaussian Splatting from extreme motion blur. However, while robust, this initialization yields sparse and noisy geometry that causes deterministic optimization to diverge. To resolve this, we propose a coupled solution driven by probability and physics: we adopt a probabilistic formulation for geometric densification via Markov Chain Monte Carlo (MCMC) to robustly populate the sparse priors, while simultaneously modeling physical image formation via continuous Bezier Trajectories. Furthermore, while PRISM3D establishes a highly robust standalone pipeline, the availability of complementary event streams offers an opportunity to push the reconstruction fidelity further. To exploit this, we introduce PRISM3D-E, a multi-modal (RGB + Events) extension that seamlessly integrates high-temporal-resolution events as structural priors to maximize geometric recovery. Because existing datasets lack paired event streams under such severe degradation, we concurrently contribute the PRISM3D-E Benchmark to facilitate rigorous evaluation. Extensive experiments demonstrate that both our standalone RGB framework and its multi-modal extension establish new state-of-the-art performance.
Gopi Raju Matta, Reddypalli Trisha, Vemunuri Divya Madhuri +1
Jul 4, 2026cs.CV

City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion

Multi-view 3D surface reconstruction is a longstanding challenge in computer vision. Although recent large-scale reconstruction methods based on 3D Gaussian Splatting (3DGS) achieve impressive novel-view synthesis, producing high-quality surfaces over large scenes remains difficult, due to complex geometry, long optimization, and limited memory. In this paper, we propose a novel yet simple partitioning method to efficiently and faithfully reconstruct large-scale scene surfaces. Our key insight lies in a scene partitioning method based on viewpoint orientation. This partitioning approach ensures that views with similar orientations are jointly involved for more accurate depth estimations, leading to precise surface reconstructions and balanced computation on multiple GPUs in parallel. In addition, we propose a strategy to detect and repair missing regions in the initial point cloud caused by sparse viewpoints or insufficient textures, thereby further improving the geometric quality. Extensive experiments on the GauU-Scene, MatrixCity, and UrbanScene3D datasets demonstrate that our method outperforms the state-of-the-art approaches in surface reconstruction for large-scale scenes. Project page: https://hanl2010.github.io/VOP-GS.
Liang Han, Wenyuan Zhang, Junsheng Zhou +2
Jul 4, 2026cs.CV

Sparse-View Surface Reconstruction using Gaussian Splatting through High-Confidence Depth Propagation with Normal Priors

3D reconstruction from sparse views is a challenging task in 3D computer vision. Recent studies on 3D Gaussian Splatting (3DGS) have achieved remarkable results with sparse views in novel view synthesis, yet reconstructing high-quality geometric surfaces from sparse views remains a challenge, due to the limited geometry clues and the discreteness of Gaussians. In this paper, we propose a novel 3DGS-based method for high-fidelity surface reconstruction from sparse views. Our key insight is to introduce a normal-guided depth propagation approach, which can extend depth information from high-confidence regions to constrain the depth in low-confidence areas. Additionally, we propose an abnormal depth edge-aware regularization to address depth discontinuities caused by the discreteness of Gaussians. Extensive experiments on DTU and Tanks-and-Temples datasets demonstrate that our method outperforms the state-of-the-art methods in sparse view surface reconstruction. Project page: https://hanl2010.github.io/DP-GS.
Liang Han, Bangcai Wei, Junsheng Zhou +2
Jul 3, 2026cs.CV

SAF3R: Dynamic Sparse Attention for Feed-Forward 3D Reconstruction Transformers

Feed-forward 3D reconstruction (F3R) transformers have recently achieved remarkable success. However, scaling them to long image sequences remains challenging, as the quadratic complexity of cross-view global attention quickly becomes the dominant computational bottleneck. While recent efforts attempt to improve efficiency through compressed or sparse attention, they fail to fully exploit the inherent sparsity and dynamic behavior of global attention. In this work, we present a comprehensive analysis of global attention across multiple F3R transformers and reveal that attention patterns are highly heterogeneous, dynamic, and extremely sparse across layers and attention heads. Motivated by these findings, we propose SAF3R, a training-free dynamic sparse attention framework tailored to F3R transformers. SAF3R integrates tailored sparse attention mechanisms with offline head profiling and an efficient online adaptation strategy to match input-dependent attention behaviors. Extensive experiments demonstrate that SAF3R achieves high sparsity ratios while preserving camera pose estimation and 3D reconstruction quality, translating into substantial end-to-end speedup on F3R transformers compared to existing methods. Code is available at https://github.com/jndeng/SAF3R
Jianing Deng, Yuanzhe Li, Jialu Wang +4
Jul 2, 2026cs.CV

VLRC: Vision-Language Reprojection Consistency as a scalable signal for better feed-forward 3D pretraining

Feed-forward 3D models are commonly trained using either expensive geometric supervision or self-supervised photometric objectives, both of which provide incomplete learning signals. We introduce Vision-Language Reprojection Consistency (VLRC), a scalable auxiliary objective that exploits frozen vision-language representations as semantic multi-view supervision. Given a predicted 3D reconstruction, VLRC reprojects dense vision-language features across views and enforces feature consistency between corresponding image locations, requiring no additional 3D annotations. The objective integrates seamlessly with both self-supervised monocular reconstruction and supervised-pretrained feed-forward 3D models during unlabeled adaptation. By aligning geometry with language-grounded features, VLRC not only improves depth and camera estimation but also enables more coherent multi-view semantic fusion for open-vocabulary 3D scene understanding. Experiments on indoor and outdoor benchmarks demonstrate consistent gains in 3D reconstruction accuracy and zero-shot open-vocabulary 3D semantic segmentation.
Marwane Hariat, David Filliat, Antoine Manzanera
Jul 2, 2026cs.CV

PointDiT: Pixel-Space Diffusion for Monocular Geometry Estimation

State-of-the-art single-image 3D reconstruction methods often rely on complex hybrid architectures and loss functions, or compress geometry into latent spaces in order to leverage pre-trained latent diffusion models. In this work, we show that such architectural overhead and intricate loss formulations are unnecessary. We introduce a minimalist pixel-space Diffusion Transformer, built on a plain ViT, that operates directly on raw 3D point map patches and is conditioned on image tokens from a pre-trained DINOv3. Unlike existing latent diffusion approaches, we train our diffusion backbone entirely from scratch, eliminating the need for point map tokenizers. Despite its simplicity, our approach surpasses complex latent-based diffusion models while remaining significantly simpler than hybrid alternatives. Notably, it produces sharper geometric structure and is more robust in highly ambiguous regions, such as transparent objects.
Haofei Xu, Rundi Wu, Philipp Henzler +7
Jul 2, 2026cs.RO

DL-SLAM: Enabling High-Fidelity Gaussian Splatting SLAM in Dynamic Environments based on Dual-Level Probability

Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in dense dynamic Simultaneous Localization And Mapping (SLAM). Prevailing methods typically discard predefined dynamic objects, ignoring that transiently static objects offer valuable geometric constraints for pose estimation. A recent work attempts to leverage this potential by employing per-pixel uncertainty maps to quantify the magnitude of motion. While this approach enables transiently static objects to enhance pose estimation, it erroneously integrates these objects into the static map, resulting in persistent artifacts. Moreover, its reliance on purely geometric information leads to ambiguous object boundaries in the uncertainty maps. To overcome these limitations, we present DL-SLAM, a monocular Gaussian Splatting SLAM system built upon a novel dual-level probabilistic framework. Our method computes dynamic probability maps by combining semantic and geometric information. These pixel-level probabilities are lifted to 3D and aggregated to derive an object-level dynamic probability for each instance. Object-level probability enables the categorical pruning of dynamic Gaussians, resulting in an artifact-free static map. The static map, in turn, provides a geometrically consistent guidance to refine the pixel-wise probabilities, enhancing their reliability. Experimental results demonstrate that DL-SLAM outperforms existing approaches, improving tracking accuracy by up to 13% while generating high-fidelity semantic maps.
Ziheng Xu, Qingfeng Li, Xuefeng Liu +2
Jul 2, 2026cs.CV

Geometric Foundation Model Distillation for Efficient Lunar 3D Reconstruction

Large 3D foundation models such as MASt3R achieve state-of-the-art stereo reconstruction but are computationally demanding for deployment under strict hardware constraints -- a critical limitation in domains such as planetary exploration, where onboard computing is severely restricted. We study how far such models can be compressed through knowledge distillation, using lunar stereo reconstruction as a challenging and practically relevant case study. Starting from a 688M-parameter MASt3R teacher fine-tuned on lunar imagery, we distill its dense geometric predictions into a family of lightweight students spanning different encoder types (CNN vs ViT), decoder widths and depths, and training strategies. To bridge the dimensional mismatch between teacher and student, we propose a structured SVD-based initialization that projects the teacher's decoder weights into the student's smaller latent space, yielding a warm start that significantly improves convergence and final performance. Based on our results on lunar data, we can obtain a distilled student that retains most of teacher's reconstruction accuracy while reducing the model size up to 7 times, and even outperforms a baseline trained directly with sparse ground-truth annotations. Beyond compression, our study highlights both principles and practical insights for distilling geometric foundation models: a convolutional encoder underperforms transformer-based alternatives (though pretraining availability remains a confounding factor), preserving encoder capacity is more critical than maintaining a large decoder, feature-level distillation consistently outperforms output-only supervision, and SVD-based initialization improves optimisation stability. These findings provide practical guidelines for deploying 3D reconstruction models in resource-constrained environments.
Clémentine Grethen, Florient Chouteau, Géraldine Morin +1
Jul 2, 2026cs.CV

Signal Structure-Aware Gaussian Splatting for Large-Scale Scene Reconstruction

3D Gaussian Splatting has demonstrated remarkable potential in novel view synthesis. In contrast to small-scale scenes, large-scale scenes inevitably contain sparsely observed regions with excessively sparse initial points. In this case, supervising Gaussians initialized from low-frequency sparse points with high-frequency images often induces uncontrolled densification and redundant primitives, degrading both efficiency and quality. Intuitively, this issue can be mitigated with scheduling strategies, which can be categorized into two paradigms: modulating target signal frequency via densification and modulating sampling frequency via image resolution. However, previous scheduling strategies are primarily hardcoded, failing to perceive the convergence behavior of scene frequency. To address this, we reframe the scene reconstruction problem from the perspective of signal structure recovery and propose SIG, a novel scheduler that synchronizes image supervision with Gaussian frequencies. Specifically, we derive the average sampling frequency and bandwidth of 3D representations, and then regulate the training image resolution and the Gaussian densification process based on scene frequency convergence. Furthermore, we introduce Sphere-Constrained Gaussians, which leverage the spatial prior of initialized point clouds to control Gaussian optimization. Our framework enables frequency-consistent, geometry-aware, and floater-free training, achieving state-of-the-art performance by a substantial margin in both efficiency and rendering quality in large-scale scenes. The code is available at: https://github.com/weiyixue999/Signal_Structure_Aware_Gaussian
Weiyi Xue, Fan Lu, Chi Zhang +6
Jul 2, 2026cs.CV

MVFusion-GS: Motion-Variance Guided Temporal Attention for High-Quality Dynamic Gaussian Splatting

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis for static scenes. Extending it to dynamic scenes via deformation fields has recently attracted significant attention, particularly for dynamic scene reconstructionband distractor-free. However, existing deformation networks lack explicit motion awareness: they neither capture long-term motion intensity nor exploit short-term temporal coherence, leading to inaccurate foreground deformation and pseudo-static residuals in the background. We present MVFusion-GS, a method that enhances deformation networks with two complementary motion-aware mechanisms. The Motion-Variance Guided Refinement aggregates per-Gaussian deformation statistics across time to estimate motion variance and uses it to guide dynamic-static separation during deformation prediction. The MotionFormer Temporal Attention module applies Transformer self-attention over neighboring timesteps to model local motion dependencies and improve temporal consistency. Extensive experiments on both dynamic scene reconstruction and distractor-free reconstruction benchmarks demonstrate state-of-the-art performance, showing that explicit motion awareness improves both foreground motion modeling and static background reconstruction.
Jianwei Hu, Tingxuan Huang, Hengyu Zhou +4
Jul 1, 2026cs.MA

Simulation Based Reward Function Validation for Multi-Agent On Orbit Inspection

A proposed method for the control of groups of inspection spacecraft is Multi-Agent Reinforcement Learning (MARL). While MARL has already been employed for this purpose in previous work, the reward functions used focus on reaching a finite set of predetermined inspection points around the target. In this work, we study and develop a generalized reward function for the MARL inspection task informed by the analysis of 3D reconstructions of inspected objects in orbit. Because the reward function is generalized such that any number of images at arbitrary locations may evaluated, we also allow trained agents to have complete control over when images are collected. With this approach, we gather insights into best practices for not only the specific MARL inspection task, but also gain key takeaways informative to the broader inspection task outside of a MARL context.
Patrick Quinn, Bala Prenith Reddy Gopu, George M. Nehma +1
Jul 1, 2026cs.CV

Robust 3D Alignment of Generative Reconstructions via Partial Monocular Observations

Aligning generative 3D reconstructions with partial monocular observations is a critical but under-explored challenge in computer vision. This task is inherently ill-posed due to severe asymmetries between noisy, sparse monocular inputs and dense generative priors, whose scale ambiguity and geometric hallucinations, combined with the lack of initial overlap, render traditional registration pipelines ineffective. To resolve these issues, we propose a training-free and interpretable geometric alignment framework that grounds generative 3D priors via a 3D similarity transformation (Sim(3)), which can recover accurate metric scale and pose. Specifically, we introduce an explicit scale factor to resolve metric ambiguity and employ a coarse-to-fine alignment strategy, leveraging geometry-aware descriptors for robust initialization and a decoupled closed-form solver for precision refinement. In addition, we introduce a Hallucination Filtering operation to effectively suppress outliers caused by hallucinated geometry. To evaluate alignment performance under these extreme conditions, we introduce GenPMOAlign--Where2Place, a rigorous benchmark specifically designed for Generative-to-Partial Monocular Observational Alignment. Experiments demonstrate that our method achieves stable and accurate registration, substantially outperforming both classical geometric pipelines and state-of-the-art learning-based baselines. Code and the benchmark will be publicly released.
Yuchen Zhang, Luanyuan Dai, Yiwei Wang +7
Jul 1, 2026cs.CV

EO-VGGT: Orbital Ray-Conditioned 3D Foundation Models for Satellite Multi-View Reconstruction

In the era of satellite constellations, multi-view optical satellite imagery is pivotal for Earth Observation (EO) and high-quality Digital Surface Model (DSM) reconstruction. Although feed-forward 3D foundation models have transformed computer vision, their deployment in satellite remote sensing is inherently constrained by the structural discrepancy between implicit perspective assumptions and explicit orbital pushbroom geometry. This geometric incongruity is further compounded by pronounced view-set heterogeneity. We present EO-VGGT, a framework that adapts a frozen perspective-driven model to orbital observations via explicit physical geometry embedding.First, the Geometry-Correlation Constrained Selection (GCCS) strategy prunes sub-optimal observations by balancing geometric diversity and radiometric consistency to optimize the input sequence. Second, a Sensor-Ray Encoder (SRE) parameterizes pixel-level pushbroom lines of sight derived from the Rational Function Model (RFM) into high-dimensional space-geometric tokens, reconciling the mathematical discrepancy between central projection and orbital kinematics. Third, a lightweight Ray-Pointing-Aware Adapter (RPAA) employs gated residual blocks to integrate these tokens directly into the frozen transformer backbone. Our findings underscore that integrating explicit physical geometry with optimized view selection is essential for robust feed-forward satellite 3D reconstruction.
Qiyan Luo, Yingdong Pi, Lekang Wen +4
Jul 1, 2026cs.CV

LIST3R: Long-sequence Instance-aware 3D Reconstruction

We present LIST3R, an instance-aware framework for long-sequence 3D reconstruction inspired by the way humans organize spatial memory around stable and recognizable objects. LIST3R organizes long-sequence reconstruction around instance anchors, using them to reconnect fragmented subsequences and consolidate local observations into a coherent global 3D scene. Given a long video, our approach partitions it into overlapping subsequences and builds a structured local instance library for each partial reconstruction, maintaining persistent trackable anchors with semantic and geometric evidence. These anchors are matched across subsequences to recover revisited regions and provide object-aware constraints for fragment alignment, producing a consistent global reconstruction. During this process, the evolving geometric evidence updates the local instance libraries and progressively organizes them into a unified global 3D instance library. Experiments on long-sequence benchmarks show that our method produces more accurate trajectories and higher-quality 3D reconstructions, highlighting the effectiveness of persistent instance anchors for organizing long-horizon 3D reconstruction. Our code is available on the project page: https://yixn965.github.io/LIST3R/.
Jing Gao, Wei Wang, Feiran Wang +1
Jun 30, 2026cs.CV

WarpHammer: Densifying Scene Warps with 3D Object Priors for Extreme View Synthesis

Projection-conditioned novel view synthesis (NVS) warps an explicit 3D reconstruction of the input view into the target camera and conditions a generator on the warped rendering. This works well for small viewpoint changes but degrades sharply under large orbital motion: the warp becomes sparse around the orbited object, where hidden surfaces dominate the new view and mirror-like artifacts emerge, causing the generator to lose both pixel content and the implicit camera cue carried by the warp. We introduce WarpHammer, a training-free framework that resolves this failure mode by augmenting the warped scene with an explicit 3D reconstruction of the object obtained from a native 3D generative prior (e.g., SAM3D). The reconstructed object adds missing foreground surfaces and occludes background points that should no longer be visible, restoring both appearance and camera cues without fine-tuning the base model. The same explicit object representation further unlocks a capability current NVS pipelines do not support: incorporating auxiliary views of the object from sources outside the target scene, for example, a casual snapshot of a car paired with a manufacturer studio shot of the same model. We process the reference and auxiliary images jointly with a pretrained multi-view geometry foundation model, which predicts a unified point cloud that we fuse into the 3D object reconstruction. This yields substantially more faithful geometry than single-image reconstruction, without requiring user-provided camera poses for the auxiliary views. On five benchmarks, WarpHammer produces stable novel views at viewpoint deviations where strong baselines collapse, and is the first scene-level NVS method that can naturally fuse auxiliary, pose-unknown object views from an external source.
Michael Green, Gavriel Habib, Dvir Samuel +4
Jun 30, 2026cs.CV

CasaMaestro: Multi-View Panoramas for House-Scale 3D Reconstruction

The rise of home-deployed embodied AI systems is driving a growing need for fast, metric 3D reconstruction of residential spaces to support navigation, interaction, and long-horizon task execution. However, the commonly used pinhole-camera 3D reconstruction pipelines struggle to model large indoor residences efficiently due to their limited field of view, to which achieving full coverage across multiple rooms often requires thousands of images and incurs drift from long chains of incremental alignment. In this work, we present CasaMaestro (Spanish words meaning house'' and master''), a feedforward model that can take only twenty to fifty sparse multi-view indoor panoramas as input and directly predicts metric depth along with camera poses, allowing fast point-cloud reconstruction of the entire house with full coverage. CasaMaestro is the first model that supports house-scale reconstruction with multi-view panoramas. Experiments show that CasaMaestro can robustly provide high quality results in both real-world and synthetic scenes, which can serve as a strong foundation for acquiring house-scale 3D indoor assets to be applied in close-loop simulation.
Yuzhou Ji, Xiaotian Yang, Zhipeng Zhang
Jun 30, 2026cs.CV

Diffusion-Based Material Regularization for Physics-Based Inverse Rendering

Reconstructing physics-based 3D assets -- geometry, materials, and illumination -- from multi-view images is a core problem in computer graphics and vision, and a prerequisite for realistic relighting and editing. Physics-based inverse rendering offers an accurate image-formation model, but is severely underconstrained: without strong priors, illumination is baked into materials, and reconstructions generalize poorly to novel views and lighting. Data-driven diffusion models, in contrast, predict visually plausible materials, yet their predictions rarely satisfy the rendering equation and are not directly usable for physics-based rendering. We bridge these two paradigms rather than replacing either. Our key idea is to treat the predictions of a state-of-the-art diffusion model not as target material values but as a similarity kernel for optimization: we introduce a regularization loss that penalizes deviations in the optimized material over surface regions where the diffusion predictions are near-constant, while leaving the optimization free to match the input images. Built on this regularizer, our end-to-end pipeline jointly reconstructs geometry, materials, and illumination, yielding high-quality assets that drop into standard rendering pipelines and relight faithfully. On the Synthetic4Relight, Stanford-ORB, and DTC-Synthetic datasets, our method significantly outperforms state-of-the-art baselines in both reconstruction accuracy and relighting quality.
Jingwang Ling, Lifan Wu, Feng Xu +1
Jun 30, 2026cs.CV

Learning Video Dynamics with Predictive Differentiable Rendering

How to accurately predict a high-fidelity future world? While the visual world is inherently continuous, existing deterministic video prediction models operate in discrete pixel space and are mainly optimized with pixel-wise mean squared error (MSE), which often leads to over-smoothed predictions and a lack of fine-grained visual details. To address these limitations, we propose Predictive Differentiable Rendering (PDR), a novel end-to-end video prediction paradigm that bridges the gap between discrete and continuous representations. Inspired by recent progress in 3D reconstruction with 3D Gaussian Splatting, we introduce PredGS, a lightweight and plug-and-play adapter based on 2D Gaussian representation, which could be seamlessly integrated with existing pixel space predictors, significantly improving spatial detail preservation with negligible computational overhead. Furthermore, we develop predgsplat, a CUDA-accelerated differentiable 2D Gaussian renderer supporting arbitrary channels. Each Gaussian is defined by 5 + C learnable parameters (position, scale, rotation, and C channel amplitudes) and achieves up to 10x faster rendering than the baseline. Optimized by a combined L1 and SSIM loss, PDR overcomes the inherent blurring tendencies of MSE Loss, significantly enhancing the prediction performance. Extensive experiments on diverse real-world benchmarks, including TaxiBJ, WeatherBench, KTH, and Human3.6M, demonstrate that PDR consistently surpasses existing methods, delivering superior detail preservation, visual fidelity, and predictive accuracy.
Yujin Tang, Tian Zhou, Xin Lin +5
Jun 29, 2026cs.CV

UnfoldArt: Zero-Shot Recovery of Full Articulated 3D Objects from Text or Image

Articulated 3D objects are essential for interactive environments in embodied AI, robotics, and virtual reality, but reconstructing their structure and motion from sparse observations remains challenging. Existing approaches remain largely constrained by lack of supervised data or lack the priors needed to reliably recover articulation, hidden geometry, and internal object structure. We present the first debate-driven agentic approach to articulated 3D object reconstruction from text or image inputs that both grounds articulation reasoning in concrete motion and exposes the occluded geometry revealed under articulation. High-level agents reason about object semantics and motion using knowledge from vision-language and video models, while low-level agents estimate articulation parameters and interaction points; together, they engage in a two-round structured debate that first exploits global--local disagreement and then grounds the agents in freely generated video. The same video prior, conditioned on the agreed articulation, then drives each part through its motion to expose occluded interiors and geometry that cannot be inferred from a single static view. By combining agentic reasoning with a video generative prior, our approach jointly infers articulation and reconstructs complete 3D articulated objects, producing high-fidelity geometry, internal structure, and motion-consistent states beyond directly observed surfaces.
Mohamed el Amine Boudjoghra, Ivan Laptev, Angela Dai
Jun 29, 2026cs.GR

RenderFormer++: Scalable and Physically Grounded Feed-Forward Neural Rendering

We present RenderFormer++, a scalable and physically grounded feed-forward neural rendering framework for global illumination in mesh scenes. Existing Transformer-based neural rendering methods such as RenderFormer achieve promising cross-scene generalization, but suffer from limited physical consistency and poor scalability due to the quadratic attention complexity of triangle-level tokenization. To address these issues, we introduce Physics-Informed Transport Guidance (PITG), which embeds rendering-equation inductive biases into the attention mechanism and enforces transport consistency loss, enabling physically consistent light transport modeling. We further propose Hierarchical Object-Centric Tokenization (HOCT), which aggregates triangle-level features into compact object-level tokens via cross-attention with learnable queries, substantially reducing computational and memory costs while preserving geometric and radiometric information. Extensive experiments demonstrate that RenderFormer++ achieves scalable, stable, and generalizable feed-forward global illumination rendering across complex large-scale scenes with improved physical accuracy and efficiency over prior neural rendering methods.
Huangsheng Du, Haoran Zhu, Youcheng Cai +2
Jun 29, 2026cs.CV

Clinical Risk-Aware Multi-Level Grading for Coronary Artery Stenosis through Curved Feature Reconstruction

Developing a multi-level grading model for coronary artery stenosis holds great clinical significance for the diagnosis of coronary artery disease. However, designing an effective multi-level deep learning algorithm faces significant challenges. Specifically, utilizing CCTA or 3D SCPR images alone presents inherent shortcomings: CCTA images are difficult to analyze due to the tortuous paths of blood vessels, while 3D SCPR images are prone to abnormal distortions that hinder accurate grading. Furthermore, different stenosis grades are associated with varying clinical risks, and incorporating this association into the algorithm is non-trivial. To address the former problems, we propose the Curved Feature Reconstruction (CFR) module, which uses vessel curves as prior and employs a point-by-point correspondence strategy to precisely align and fuse features from both 3D SCPR and CCTA images. Meanwhile, a Clinical Risk-Aware (CR) Loss is employed to introduce clinical risk relevance into the network training so that the algorithm can better align with the clinical diagnosis. The experimental results on a in-house dataset reveal that our approach significantly outperforms other methods, and several ablation studies also demonstrate the effectiveness of our proposed designs.
Shishuang Zhao, Hongtai Li, Junjie Hou +1
Jun 29, 2026cs.CV

Argus: Metric Panoramic 3D Reconstruction for Indoor Scenes

Metric feed-forward 3D reconstruction for panoramic data remains under-explored due to the lack of large-scale panoramic RGB-D training data. We present Realsee3D, a hybrid dataset of 10K indoor scenes (1K real, 9K synthetic) with 299K panoramic viewpoints and precise metric annotations, and Argus, a feed-forward network trained on it for metric panoramic 3D reconstruction. In the sparse unordered capture setting of Realsee3D, a poorly chosen coordinate anchor can cause global pose drift. Argus addresses this with a learned covisibility module that selects the geometrically optimal reference view to anchor the metric world frame. To further improve multi-task learning, we decompose the bidirectional pixel-to-world mapping into interpretable sub-steps with per-step supervision and cross-coordinate joint constraints, reinforcing geometric consistency across prediction branches. On the Realsee3D benchmark, Argus achieves state-of-the-art metric performance in camera pose estimation, depth estimation, and point cloud reconstruction. Project page: https://argus-paper.realsee.ai.
Xi Li, Linyuan Li, Yan Wu +4
Jun 28, 2026cs.CV

L2D2-GS: Learning to Densify for Feedforward Dynamic Gaussian Scene Reconstruction

High-fidelity reconstruction of dynamic urban environments is a cornerstone of autonomous driving simulation and large-scale world modeling. While 3D Gaussian Splatting (3DGS) has established a new standard for real-time rendering, its reliance on expensive per-scene optimization limits scalability. Conversely, recent feedforward methods that infer Gaussian parameters offer faster speed but face fundamental bottlenecks: they are memory-prohibitive at high resolutions and struggle to fuse dense multi-view observations consistently. This paper presents L2D2-GS, a unified framework that reformulates generalizable reconstruction not as a one-shot regression, but as a robust iterative process of optimization and densification. To resolve the ambiguity of supervision in primitive generation, we propose a self-supervised densification policy that derives explicit reward signals from global reconstruction gains to guide local densification. Furthermore, we mitigate irreversible early-stage artifacts through a geometric regularization mechanism, utilizing reparameterization to constrain the optimization manifold and prevent convergence to poor local optima. Extensive experiments on the PandaSet and Waymo datasets demonstrate that our method achieves state-of-the-art reconstruction fidelity and strong zero-shot generalization, while using fewer primitives than competing baselines.
Zetian Song, Chenming Wu, Junnan Liu +6
Jun 28, 2026cs.CV

HiReFF: High-Resolution Feedforward Human Reconstruction from Uncalibrated Sparse-View Video

Uncalibrated volumetric video streaming for human reconstruction is essential for holographic communication and AR/VR, yet remains challenging due to the need for temporal consistency and computational efficiency from sparse-view inputs. Existing methods rely on per-scene optimization or calibrated cameras, while recent feed-forward models are limited to low-resolution (0.5K) single-frame synthesis. We present HiReFF, a feed-forward method for 2K-resolution 360° human video reconstruction from uncalibrated sparse-view videos. Our framework decomposes the problem into two key tasks: foreground 3D Gaussian reconstruction from sparse-view videos (four views separated by 90°) and computationally efficient high-resolution synthesis. To enable the former, we propose Scale-synchronized Camera Calibration to resolve scale ambiguity for multi-view supervision, and Gaussian-wise Foreground Masking to reconstruct clean foregrounds by modulating Gaussian parameters. For efficient high-resolution synthesis, our High-resolution Side-tuning achieves 2K rendering by augmenting the Gaussian head with supplementary features while keeping the backbone at 0.5K, drastically reducing computational overhead. Experiments demonstrate that HiReFF significantly outperforms existing methods in high-resolution streaming volumetric video reconstruction. https://iridescentjiang.github.io/HiReFF
Yiming Jiang, Hanzhang Tu, Wenfeng Song +5
Jun 28, 2026cs.CV

Occlusion-Robust Multi-Object Decoupling for Physics-Based Robotic Interaction

We propose a mask-free method for lossless multi-object 3D reconstruction from sparse and occluded real-world views, enabling physically plausible robotic interaction via Material Point Method (MPM) simulation. Our key insight is that object coupling stems from occlusion and limited viewpoints, which we address by formulating multi-object decoupling as a sparse-view reconstruction problem. Using 3D Gaussian Splatting as base representation, we first obtain coarse instance partitions with a SAM2-trained segmentation field. Rather than relying on masks, we reconstruct fragmented geometries by leveraging a joint Score Distillation Sampling (SDS) process, which integrates reference-view supervision with novel-view synthesis guided by 2D and 3D diffusion priors to enforce both texture fidelity and 3D consistency. Furthermore, we incorporate geometry-aware priors such as intra-object and inter-object similarity to regularize geometric reasoning. Experimental results demonstrate that our method produces complete, simulation-ready 3D objects without requiring manual masks, enabling realistic dynamic interactions on both synthetic, robotic and real-world datasets.
Xin Dong, Lihan Zhang, Tianru Dai +2
Jun 27, 2026cs.CV

CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video

Reconstructing dynamic human--object interaction scenes from monocular video is difficult because the human, manipulated object, and background obey different motion models while sharing the same pixels. Existing dynamic radiance-field and Gaussian-splatting methods often entangle these components, causing object motion to leak into the human or static scene, and monocular human reconstruction remains underconstrained in regions that are rarely observed. We present CoGS, a compositional Gaussian-splatting framework for monocular human--object scene reconstruction. CoGS decomposes the video into three coordinated branches: an articulated human initialized from a complete canonical prior, a rigid object field driven by an estimated object trajectory, and a static scene field regularized by weak scene-only planar primitives when available. A six-stage optimization schedule first stabilizes the human and object independently, then fuses them with the scene under full-image supervision, visibility-aware human anchoring, object silhouette and motion constraints, and delayed scene regularization. This design keeps each component responsible for its own geometry and motion while allowing photometric evidence to correct the final composite. Experiments on HOSNeRF and NeuMan show that CoGS improves both human--object interaction reconstruction and in-the-wild human--scene rendering, achieving stronger fidelity and perceptual quality across full-frame and human-focused evaluations. Code will be released upon publication.
Jerrin Bright, John Zelek
Jun 26, 2026cs.CV

ReScene: Structured Indoor Scene Reconstruction from Multi-View Captures

Constructing simulation-ready 3D scenes from multi-view captures is a key bottleneck for Embodied Artificial Intelligence, as downstream tasks require object-level structure, explicit inter-object relations, and physical plausibility. Existing approaches either rely on specialized capture hardware, suffer from single-view bias in object reconstruction, or yield layouts that are geometrically reasonable but physically inconsistent. We identify that the problem is not single-object reconstruction but cross-view relation fusion and physically plausible scene assembly. To address this challenge, we present ReScene, a framework that threads multi-view geometry throughout the pipeline as a unifying prior. Our method consists of two main components: HierView prioritizes reconstruction views based on semantic consistency and 3D coverage completeness, replacing the largest-mask heuristic that conflates image occupancy with object coverage; and Relation-Aware Assembly fuses multi-frame relation predictions from a vision-language model with geometric and room-shell priors into a confidence-weighted scene graph, enabling physically consistent scene assembly. ReScene sets a new state of the art across geometry, rendering, and perceptual quality on a set of ScanNet scenes, achieving a 17% reduction in Chamfer Distance and 26% in LPIPS over the strongest prior baseline, while running up to 10x faster than prior multi-view methods. Based on the reconstructed scenes, we also generate an embodied visual question answering dataset, on which fine-tuned Qwen-VL approaches the performance of strong closed-source models on several spatial reasoning tasks.
Haoran Xu, Lechao Zhang, Daoguo Dong +2
Jun 25, 2026cs.CV

Structured-Li-GS: Structured 3D Gaussians Splatting with LiDAR Incorporation and Spatial Constraints

In this study, we develop a Structured framework for Gaussian Splatting (3DGS) with LiDAR integration (Structured-Li-GS). It is a lightweight Gaussian Splatting pipeline that leverages LiDAR-inertial-visual SLAM. Structured-Li-GS achieves high-quality 3D reconstructions with fewer Gaussians by training on accurate, dense, colorized point clouds. Gaussian primitives are anchored using sub-sampled point clouds, and their ellipsoidal parameters are initialized from local surface geometry. Our training strategy integrates a comprehensive set of loss terms, including photometric, flattening, offset, depth, and normal losses, guided by the dense point cloud, enabling accurate reconstruction without Gaussian densification. This approach produces up-to-scale, high-fidelity results with a moderate model size. For experimental validation, we develop a custom hardware-synchronized LiDAR-camera handheld scanner. Experiments on both benchmark datasets and our real-world in-house dataset demonstrate that Structured-Li-GS surpasses state-of-the-art methods while using fewer Gaussians.
Huaiyuan Weng, Huibin Li, Chul Min Yeum
Jun 25, 2026cs.CV

PanoImager: Geometry-Guided Novel View Synthesis and Reconstruction from Sparse Panoramic Views

Panoramic sensing offers wide field-of-view coverage, yet 3D reconstruction from sparse panoramas remains challenging under rotation-dominant, weak-parallax motion. In such regimes, SfM/SLAM initialization is often ill-conditioned and unreliable. We present PanoImager, an SfM-free framework that combines feed-forward pose/depth priors, geometry-conditioned diffusion view completion, and depth-guided 3DGS optimization. Given only a few panoramic images, PanoImager decomposes them into local perspective views, synthesizes auxiliary observations to enrich sparse evidence, and stabilizes Gaussian optimization for improved cross-view consistency. Experiments on multiple benchmarks show improved stability under extreme sparsity, suggesting PanoImager as an offline/background component for map refinement when SfM/SLAM fails to initialize.
Zhisong Xu, Takeshi Oishi
Jun 24, 2026cs.CV

Point Cloud Diffusion with Global and Local Reconstruction for Instance-Level 3D Anomaly Detection

3D anomaly detection in point clouds is critical for high-precision industrial manufacturing. Reconstruction-based methods have laid a strong foundation by detecting 3D anomalies through comparisons between defective inputs and their reconstructed normal counterparts. However, existing methods still suffer from two challenges: 1) the foreground weak defective regions such as scratches are hard to reconstruct and detect, where the anomaly deviations in normalized point clouds can be as small as 10310^{-3}; 2) the background non-defective regions are prone to get positional bias in reconstruction, which leads to false positives. To address these challenges, we propose \textbf{PCDiff}, a point cloud diffusion framework for instance-level 3D anomaly generation and detection. In the generation phase, an instance-level multi-modal attention is embedded into the generation framework, where anomalies are conditioned with texture gradient, image patch, text and mask. The instance-level condition enables the high-quality generation of weak-defective anomalies. In the detection phase, a joint local-global reconstruction algorithm is introduced to ensure local anomaly restoration and global geometric consistency, which preserves background normal structure while restoring the foreground defect. Extensive experiments demonstrate that the proposed PCDiff significantly outperforms state-of-the-art methods in both 3D anomaly generation fidelity and reconstruction quality, leading to substantial improvements in anomaly detection accuracy.
Linchun Wu, Qin Zou, Jiwen Lu +1
Jun 24, 2026cs.CV

PRISM: Feed-Forward Single-Image 3D Reconstruction via Geometric Warp-Residual Modeling

Reconstructing 3D scenes from a single image is a fundamental challenge in computer vision, with broad applications in virtual reality, robotics, and content creation. Recent methods achieve outstanding performance by leveraging camera-controlled video diffusion models, but rely on iterative diffusion sampling, which greatly limits their practical deployment. We observe that geometric forward warping alone can cover the majority of a target view directly from the input image, with only a compact residual left for the encoder to correct. Motivated by this observation, we propose PRISM, a feed-forward framework that decomposes multi-view latent prediction into a parameter-free geometric prior and a learned residual correction, with no diffusion sampling required at inference. To enable generalization from purely synthetic training data, we devise a two-stage training strategy combining latents supervised distillation for geometric generalization and perceptual fine-tuning for appearance quality optimization. Extensive experiments on three benchmarks demonstrate that PRISM achieves competitive reconstruction quality compared with diffusion-based methods, while reducing inference time dramatically to only 36 seconds per scene.
Zhijie Zheng, Xinhao Xiang, Jiawei Zhang
Jun 23, 2026cs.CV

GeoT2V-Bench: Benchmarking 3D Consistency in Text-to-Video Models via 3D Reconstruction

Camera-prompted text-to-video (T2V) models are increasingly used to synthesize virtual camera captures, such as orbiting objects or moving through static scenes. For these outputs, visual plausibility is insufficient: the generated frames should also provide coherent multi-view evidence for a single static 3D scene. We introduce GeoT2V-Bench, a reconstruction-based diagnostic benchmark for evaluating whether camera-prompted T2V clips can support explicit rigid 3D reconstruction. Our pipeline estimates per-frame camera intrinsics and poses with VGGT-style geometry estimation, fits DeformableGS, derives a static MedianGS proxy by temporal-median aggregation, and renders this proxy along the estimated camera path. Instead of producing a pass/fail label or a single scalar score, GeoT2V-Bench reports a continuous reconstruction profile covering apparent image motion, estimated trajectory behavior, MedianGS static rendering error, static-render flow agreement, and the gap between flexible and static fits. On a fair-format four-seed evaluation with 3,840 completed reconstructions from 12 open-weight model configurations and 80 GeCo-Eval static-scene prompts, we find that visible motion, static rendering error, flow agreement, and flexible-vs-static behavior often disagree. GeoT2V-Bench therefore captures complementary failure modes that emerge when generated videos are tested as global static-scene acquisitions.
Chenrui Fan, Paolo Favaro
Jun 23, 2026cs.CV

UniRED: Unified RGB-D Video Frame Interpolation with Event Guidance

High frame-rate RGB-D videos are crucial for a variety of downstream tasks, including motion analysis, dynamic scene understanding, and 3D reconstruction. However, due to hardware and sensing constraints, practical RGB-D cameras are typically limited to low frame rates, making it difficult to capture rapid scene dynamics. Existing video interpolation methods have achieved strong performance on RGB data, but they are not readily applicable to RGB-D scenarios, where they often yield blurry boundaries, visible artifacts, and degraded geometric consistency. Furthermore, motion estimation from only two boundary frames is inherently under-constrained in complex dynamic scenes. Event cameras, by contrast, provide asynchronous measurements with ultra-high temporal resolution, offering dense motion cues. In this paper, we propose a unified multimodal framework for RGB-D video interpolation that jointly exploits RGB appearance, depth geometry, and event-based temporal cues. Specifically, it first extracts and fuses RGB, depth and event cues, then estimates bidirectional flow with motion basis refinement for RGB and Z-axial refinement for depth, and finally synthesizes the target RGB-D frame via bidirectional warping and soft blending. In addition, we construct a new RGB-D-Event dataset to alleviate the scarcity of tri-modal training data. Extensive experiments on a public benchmark and the proposed dataset demonstrate that our method achieves superior photometric fidelity for RGB interpolation and stronger geometric accuracy for depth interpolation than existing approaches.
Yinuo Zhang, Guangshun Wei, Yuanfeng Zhou +1
Jun 23, 2026cs.CV

3DCarGen: Scalable 3D Car Generation via 3D-consistent Multi-view Synthesis

High-quality 3D vehicle assets are essential for autonomous driving simulation. Although multi-view diffusion-based paradigms enable controllable single-image reconstruction, they typically produce limited viewpoints and exhibit cross-view geometric inconsistencies, thereby reducing reconstruction fidelity in real-world scenarios. In this work, we introduce 3DCarGen, a scalable single-view 3D car generation framework designed for real-world images by synthesizing an arbitrary number of 3D-consistent multi-view images. Specifically, given a single image as input, we first synthesize a set of images from fixed viewpoints. These images are then fed into a feed-forward reconstruction model, resulting in a coarse 3D representation based on 3D Gaussian Splatting. Conditioned on this explicit 3D prior, our multi-view diffusion model generates 3D-consistent images from arbitrary camera viewpoints. We further extend a fast mesh reconstruction algorithm by incorporating color-normal joint optimization to recover detailed and coherent 3D vehicle models from the synthesized dense views. Extensive experiments on synthetic and real-world datasets demonstrate that our approach achieves robust geometric consistency and reconstruction fidelity compared to existing methods. Project page: https://honglixiao.github.io/3dcargen.github.io/.
Hongli Xiao, Youjian Zhang, Yaohui Jin +3
Jun 22, 2026cs.CV

DrivingVoxels: Compositional Sparse Voxel Rasterization for Dynamic Driving Scene Reconstruction

Reconstructing dynamic urban scenes remains challenging due to the unbounded nature of driving environments and the presence of multiple dynamic objects. Currently, potentially faster sparse voxel methods are mainly designed for static scenarios. On the other hand, dynamic approaches based on 3D Gaussian Splatting, despite their high-fidelity, are often time-consuming for driving scenarios and exhibit uncontrollable memory growth in large scenes. To address these limitations, we present DrivingVoxels, a compositional sparse voxel rendering framework for dynamic driving scenes. Our method jointly rasterizes sparse voxels from multiple independent octrees within a single rendering pass. Each rigid dynamic object is represented by an octree defined in its local coordinate frame, while a separate static octree models the stationary background. DrivingVoxels adopts a fully explicit, neural-free representation together with a LiDAR-guided structural initialization that efficiently captures scene geometry. We evaluate our framework on the PandaSet benchmark, demonstrating that DrivingVoxels performs on par on perceptual metrics and better on structural metrics for NVS and reconstruction while requiring shorter training times than previous 3DGS-base methods to an efficient optimization workflow anchored by a strong LiDAR prior.
Tania Aguirre, Luis Roldão, Moussab Bennehar +4
Jun 22, 2026cs.CV

Can Single-View Mesh Reconstruction Generalize to Robot Camera Rotation?

Single-view mesh reconstruction predicts object meshes and spatial layouts from a single observation, making it attractive for fast robot spatial reasoning and real-to-sim digital twins. However, robot-mounted cameras naturally rotate during manipulation and navigation, while learned single-view reconstruction models often rely on view-dependent priors and may generalize poorly to out-of-distribution camera rotations. Such rotations can introduce 3D inconsistencies, incorrect layouts, and violations of physical constraints, but this failure mode remains under-evaluated. We introduce an evaluation protocol with controlled axis-wise roll, pitch, and yaw sweeps to trace errors in monocular depth estimation (MDE), canonical object meshes, camera-space layout, and physical plausibility within a representative SAM3D-style pipeline. On the Aria Digital Twin dataset and a real Franka wrist-camera sequence, camera rotations induce MDE distortion, layout drift, and collision penetration, while canonical mesh predictions remain relatively stable. A two-stage SAM3D+FoundationPose pipeline is more robust than one-stage feed-forward layout prediction, and our Gravity-Aware Refinement reduces one-stage pairwise ICP-based layout-orientation error by 47.1%\%. Our evaluation reveals that current single-view mesh reconstruction methods generalize poorly to robot camera rotation, and suggests that explicit gravity cues are important for reliable robotic single-view mesh reconstruction.
Yu Zhan, Guangcheng Chen, Hanjing Ye +4
Jun 22, 2026cs.CV

Visual Geometry Transformer in the Wild: Distractor-Free 3D Reconstruction

Current end-to-end multi-view 3D reconstruction methods achieve impressive results, but rely on a restrictive static assumption: the scenes is entire distractor-free with perfect cross-view geometry. This reliance on idealized inputs causes even the most advanced methods to fail in real-world settings, where transient distractors and occlusions present. To address this, we propose Visual Geometry Transformer in the Wild (VGTW), an end-to-end framework for robust reconstruction from inconsistent views. At its core, we isolate and suppress distractor-affected regions while preserving the consistent components across views. Specifically, we introduce a Distractor-aware Training (DAT) strategy that separates clean features from distractor-contaminated ones in the attention mechanism while enforcing feature consistency across images. To enable this, we train the model with an auxiliary mask prediction head, using supervision from a new dataset we collected with pixel-level distractor masks. The resulting VGTW model is a feed-forward network that directly outputs clean, distractor-free point clouds. Remarkably, it requires no additional 3D supervision, remains computationally efficient, and is compatible with existing pipelines. Extensive experiments validate our approach, demonstrating state-of-the-art performance and robust generalization in diverse, real-world scenarios.
Tianbo Pan, Xingyi Yang, Shizun Wang +1
Jun 20, 2026cs.GR

Mesh2GS: White-Box 3DGS Construction via Plenoptic Sampling

3D Gaussian Splatting (3DGS) has emerged as a promising method for high-quality, real-time 3D reconstruction. To associate 3DGS with mesh representations, existing methods primarily focus on 3DGS-to-mesh reconstruction from multi-view images. In contrast, the problem of converting a mesh into 3DGS has received comparatively less attention. Instead of relying on heuristic strategies that bind 3D Gaussians to the mesh, we propose a novel white-box 3DGS construction framework, termed Mesh2GS, which generates 3DGS directly from mesh geometry based on plenoptic sampling theory, achieving Nyquist-level performance for high-quality global illumination rendering. Firstly, we propose a plenoptic sampling guided 3DGS construction strategy that theoretically derives the minimum sampling rate of the sampled views and the distribution of 3D Gaussians. Second, we propose a novel 3DGS update procedure with albedo--shading decomposition for efficient global-illumination capture. Finally, we introduce a neural illumination enhancement module to handle non-Lambertian effects. Experimental results demonstrate that our method surpasses state-of-the-art baselines and is practically effective for both real-time shared rendering and non-Lambertian effects capturing specular highlights. The project code will be released upon acceptance.
Haoran Zhu, Youcheng Cai, Huangsheng Du +2
Jun 19, 2026cs.CV

φφ-Scene: Physically Grounded Image-to-3D Scene Reconstruction

Reconstructing compositional 3D scenes from a single image is a fundamental challenge in 3D world modeling. Recent methods can recover high-fidelity, complete 3D objects and predict plausible scene arrangements, but most still treat scene reconstruction primarily as a visual and geometric prediction problem. Their outputs may therefore contain floating objects, interpenetrations, or unstable-contact artifacts, limiting their physical validity and downstream usability in simulation, robotics, and interactive environments. We present φφ-Scene, a physically grounded approach to open-vocabulary and compositional image-to-3D scene reconstruction. The key premise is that a reconstructed scene should not be treated merely as a set of objects with predicted poses, but as a stable physical system. Accordingly, φφ-Scene formulates reconstruction as topology-driven physical assembly: it infers how objects support one another, orders them accordingly, and progressively settles each object against its already stabilized support context. For each object in topological order, SDF-based optimization first resolves penetrations against the pre-settled support context, and rigid-body simulation then settles the object into a stable contact configuration under real-world physical constraints. Experiments on 3D-Front show that φφ-Scene achieves the strongest overall performance among out-of-domain methods and remains highly competitive with in-domain baselines. Human and VLM evaluations further show strong preference for φφ-Scene in visual quality, reference alignment, and physical plausibility. Finally, dedicated physical plausibility metrics covering static contact quality and dynamic stability demonstrate that φφ-Scene substantially reduces penetration artifacts while producing much lower post-simulation drift, indicating more stable and physically grounded 3D scenes.
Haodong Li, Lulu Shao, Haolin Lu +4
Jun 19, 2026cs.CV

Self-Supervised Dual-Frequency Phase Decomposition for Single-Shot Composite Fringe Projection Profilometry

Single-shot fringe projection profilometry (FPP) has been actively studied for real-time measurement, dynamic object reconstruction, and motion-sensitive environments. Composite fringe patterns are advantageous in single-shot FPP because multiple frequency components can be encoded in a single pattern, enabling phase ambiguity resolution. Existing approaches mainly rely on Fourier transform-based methods or supervised deep learning methods. However, Fourier transform-based methods often suffer from limited accuracy and degraded performance in complex regions, while supervised methods require dense phase or depth labels, which are costly to obtain. In this work, we propose a self-supervised phase refinement framework for single-shot composite fringe patterns without requiring phase or depth labels. The proposed method exploits the scale and direction relationships between low- and high-frequency phase gradients, improving the reliability of phase separation. We also introduce a soft edge consistency loss to preserve object boundaries and fine geometric structures. Experimental results show that the proposed method achieves MAE_z and RMSE_z of 0.367 mm and 1.804 mm, respectively, outperforming the best-performing transform-based baseline, which obtains 0.402 mm and 2.785 mm. The proposed method also improves the valid-pixel ratio from 84.75 % to 95.07 %. These results demonstrate the effectiveness of self-supervised dual-frequency phase refinement for reliable single-shot 3D reconstruction without ground-truth label supervision.
Jin-Hyuk Seok, Yatong An, Jae-Sang Hyun
Jun 18, 2026hep-ex

HEPTv2: End-to-End Efficient Point Transformer for Charged Particle Reconstruction

Charged-particle tracking -- reconstructing trajectories from sparse detector measurements -- is a fundamental high-energy-physics inference problem and a canonical example of learning under extreme combinatorial ambiguity. At the High-Luminosity Large Hadron Collider (HL-LHC), tracking must remain accurate and efficient despite unprecedented collision densities. Graph neural networks perform strongly, but incur substantial costs from graph construction and processing, while transformer-based approaches rely on auxiliary stages that prevent end-to-end optimization. To address this, we present HEPTv2, an end-to-end point-transformer architecture that reconstructs tracks from detector hits in one trainable pipeline. HEPTv2 combines a locality-aware point encoder with a track decoder that predicts complete trajectories without graph-building, clustering, or filtering. The encoder uses locality-sensitive hashing in detector coordinate space to preserve tracking-relevant geometry while enabling efficient local attention. The decoder resolves ambiguities through sectorized decoding and direct hit-to-track prediction under joint encoder-decoder supervision, allowing the full pipeline to be optimized end-to-end. On TrackML, HEPTv2 achieves 98.6% double-majority tracking efficiency at a 0.8% fake rate, while requiring only \sim15ms inference time and 0.4GB peak memory per event on a NVIDIA A100 GPU. Latency and memory scale approximately linearly for events with up to 5×1055\times10^5 hits. HEPTv2 establishes a new state of the art in the accuracy-latency trade-off, improving efficiency by 4.5% over the strongest prior transformer and by 1.1--2.2% over optimized graph-based pipelines, while reducing latency by factors of 7 and 38--52, respectively. These results show end-to-end transformers can deliver the accuracy and efficiency required for real-time particle reconstruction at the HL-LHC.
Siqi Miao, Shitij Govil, Jack P. Rodgers +5
Jun 18, 2026cs.RO

MMD-SLAM: Structure-Enhanced Multi-Meta Gaussian Distribution-Guided Visual SLAM

3D Gaussian Splatting (3DGS) has significantly boosted novel view synthesis and high-fidelity scene reconstruction, expanding the potential of 3DGS-based Visual Simultaneous Localization and Mapping (SLAM) methods. However, most existing systems fail to fully exploit the underlying structural information, which limits rendering quality and often leads to inconsistent maps. To address these limitations, we propose MMD-SLAM, a structure-enhanced Visual SLAM framework that leverages the Atlanta World (AW) assumption to guide a Multi-Meta Gaussian representation for photorealistic mapping. First, we introduce a point-line fusion strategy for pose optimization, where 3D line segments are incorporated to improve tracking robustness and provide additional constraints for mapping. Second, we design a Multi-Meta Gaussian representation with dominant directions, explicitly encoding structural priors from the AW hypothesis. Finally, we propose a Gaussian evolution strategy that adapts to scene geometry and incorporates structural cues into global optimization. Extensive experiments demonstrate that these innovations enable MMD-SLAM to achieve state-of-the-art performance in both tracking accuracy and mapping quality. e.g., our method achieves a 48.56% reduction in ATE RMSE on ScanNet and a 5.71% improvement in PSNR on Replica, compared with MonoGS.
Fan Zhu, Ziyu Chen, Peichen Liu +6
Jun 17, 2026cs.CV

NeuMesh++: Towards Versatile and Efficient Volumetric Editing with Disentangled Neural Mesh-based Implicit Field

Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability. Project page: https://zju3dv.github.io/neumeshplusplus/
Chong Bao, Yuan Li, Bangbang Yang +5
Jun 17, 2026cs.CV

FlowObject: Flow Steering for Bridging Generative Priors and Reconstruction Fidelity

Recovering complete 3D representations of objects from few casual image captures remains a significant challenge. Recent 3D generative models, particularly those based on Flow-Matching (FM), can synthesize high-quality textured assets; however, they often suffer from ''synthetic bias'' where learned priors override observational evidence, alongside a lack of alignment with the observed instance. Conversely, optimization-based methods like 3D Gaussian Splatting (3DGS) provide high fidelity on visible surfaces but fail to reason about unobserved geometry. In this paper, we present FlowObject, a framework that reformulates sparse-view 3D reconstruction as a training-free, guided inverse problem. Our approach applies a dual-space guidance strategy to steer the Ordinary Differential Equation (ODE) trajectory of a flow-matching model, enabling the completion of unseen regions through learned generative priors while enforcing strict consistency with real-world observations. By integrating a 3DGS refinement stage, FlowObject further bridges the gap between ''synthetic-looking'' generative outputs and photorealistic reconstructions. Comprehensive benchmarks on synthetic and real-world datasets demonstrate that current state-of-the-art methods often struggle to achieve geometric completeness and observational consistency simultaneously, especially under severe occlusions. In contrast, our method significantly outperforms state-of-the-art generative models and optimization-based frameworks in both geometric completeness and view-dependent appearance fidelity.
Yuchen Rao, Xuqian Ren, Yinyu Nie +4
Jun 17, 2026cs.DC

Splaxel: Efficient Distributed Training of 3D Gaussian Splatting for Large-scale Scene Reconstruction via Pixel-level Communication

3D Gaussian Splatting (3DGS) enables high-fidelity and real-time 3D scene reconstruction, but scaling training to large-scale scenes requires optimizing hundreds of millions of Gaussians across multiple GPUs. Existing distributed approaches either partition scenes into isolated regions, causing global inconsistency, or rely on global Gaussian-level exchanges, which lead to substantial growth in inter-GPU communication and quickly dominate iteration time. We propose Splaxel, a communication-efficient distributed 3DGS training framework based on pixel-level local rendering and global composition. Instead of synchronizing Gaussians, each GPU renders its local subset and exchanges only partial pixel values, maintaining mathematical consistency while keeping communication cost stable as the scene size increases. Splaxel further reduces pixel-level redundancy through geometric and transmittance visibility prediction and improves GPU utilization via conflict-free camera-view consolidation. Evaluated on large-scale datasets with up to 120M Gaussians, Splaxel achieves up to 7.6×\times speedup over the state-of-the-art distributed 3DGS framework while preserving high reconstruction quality.
Wenqi Jia, Zhewen Hu, Ying Huang +10
Jun 16, 2026cs.CV

Future Dynamic 3D Reconstruction: A 3D World Model with Disentangled Ego-Motion

Forecasting the evolution of dynamic environments is crucial for autonomous agents. While generative world models have recently achieved high photorealism in 2D video synthesis by mixing ego-motion and environmental dynamics within the image plane, they exhibit physical inconsistencies, such as morphing or vanishing objects, especially over long time horizons. In this paper, we propose FR3D, a world model that predicts a persistent 3D latent representation for future dynamic 3D reconstruction. Unlike prior works that treat the world as a sequence of image-based features, FR3D explicitly decouples the 3D evolution of the scene from the agent's trajectory, treating the inferred ego-motion as a latent proxy for action. This disentanglement resolves the ambiguities between self-motion and world-motion, ensuring geometric consistency into the future. Furthermore, we introduce a teacher-student distillation strategy that leverages the spatial "common sense" of off-the-shelf foundation models, leading to robust zero-shot generalization. Extensive experiments demonstrate FR3D's strong performance for future dynamic 3D reconstruction from monocular observations across multiple datasets, even 2 seconds into the future. Project page: https://fr3d-wm.github.io.
Nils Morbitzer, Jonathan Evers, Artem Savkin +4
Jun 16, 2026cs.GR

Blended Chart Surfaces: A Seamless Explicit Representation for Smooth Surface Fitting

A surface representation suitable for geometry processing should be compact and explicit, provide global smoothness guarantees, support a wide range of surface topologies, and offer reliable access to differential quantities such as normals and surface energies, while remaining compatible with modern differentiable optimization. Existing neural representations typically sacrifice one or more of these properties: implicit fields typically require iso-surfacing for downstream use, while explicit neural maps are constrained by canonical-domain parametrizations or exhibit seam artifacts between local charts. We introduce Blended Chart Surfaces, a compact, network-free, explicit representation that is smooth by construction and anchored to user-provided topology. Given a coarse proxy mesh encoding the intended surface topology and approximate geometry, Blended Chart Surfaces jointly optimize for a polynomial map at each proxy vertex using an off-the-shelf optimizer to fit to an implicit target shape, avoiding the need for an input parametrization. Neighboring maps are fused using a smooth 'one-ring coordinate' blending scheme, decoupling topology and coarse geometry (carried by the proxy) from geometric details (carried by the local patches). The surface is globally smooth, fully differentiable, and enables stable evaluation of derivatives, making differential quantities and surface energies directly accessible. Additionally, our construction is equivariant to rigid motions and scaling of the proxy mesh. We evaluate Blended Chart Surfaces on various topologies and geometric complexity, and compare against explicit alternatives including interpolating-function baselines and mesh-displacement MLPs. Across these, Blended Chart Surfaces achieve a favorable trade-off among compactness, simplicity, access to differential quantities, and expressivity while remaining smooth across patch boundaries.
Romy Williamson, Niloy Mitra
Jun 16, 2026cs.CV

MoonSplat: Monocular Online Gaussian Splatting with Sim(3) Global Optimization

Online 3D reconstruction from monocular image sequences is a challenging and ongoing research topic. 3D Gaussian Splatting (3DGS), leveraging its high-quality real-time rendering capability, empowers online 3D reconstruction to represent dense scenes with enhanced expressiveness, and thus holds great promise for a wide range of applications such as robotics and AR/VR. However, existing online 3DGS methods still suffer from some key challenges: fragile camera pose estimation due to the lack of global optimization, and low optimization efficiency in large-scale or long-sequence scenarios. To address these issues, we propose a robust and efficient online voxelized 3DGS reconstruction framework integrated with global Sim(3)\text{Sim}(3) optimization, which enables reliable camera tracking and efficient global loop closure for both camera poses and voxelized 3DGS. To accelerate the convergence of the voxelized 3DGS, we further introduce a color residual learning strategy, which not only boosts optimization speed but also enhances rendering quality. Extensive experiments on diverse indoor and outdoor datasets demonstrate that our method achieves state-of-the-art performance in both camera pose estimation accuracy and rendering quality, while retaining real-time efficiency. Additionally, we develop and deploy a real-world UAV-based active reconstruction system grounded on our proposed method, validating its robustness and generalizability for practical online 3D reconstruction tasks. Our code and data are available at https://github.com/TrickyGo/MoonSplat.
Guo Pu, Yixuan Han, Haofeng Li +3
Jun 16, 2026cs.CV

GeneralVLA-2: Geometry-Aware Reconstruction and Governed Memory for Robot Planning

Generalist vision-language-action systems need object-centric 3D evidence and reusable manipulation experience to plan reliable robot trajectories. GeneralVLA provides a hierarchical interface for converting language and RGB-D observations into 3D end-effector paths, but two bottlenecks remain. First, monocular SAM3D-style object reconstruction can hallucinate pose and unseen geometry, while manipulation benefits from stable object shape when calibrated multi-view observations are available. Second, the original KnowledgeBank mainly retrieves semantically similar snippets and appends new knowledge, which makes it difficult to control memory quality, conflicts, confidence, and geometric relevance. To address the first challenge, we introduce GeoFuse-MV3D, a geometry-prior-guided MV-SAM3D reconstruction branch that verifies external geometry cues with input-view masks, applies soft visual-hull support, performs axis-wise refinement, and fuses only geometry while preserving appearance. To address the second challenge, we upgrade KnowledgeBank into a governed long-term memory system with explicit quality, confidence, lifecycle, verifier, and conflict metadata, together with precision-oriented retrieval. Finally, we evaluate the reconstruction branch on GSO-30 and the memory module on Terminal-Bench 2.0 and SWE-Bench Verified; GeoFuse-MV3D improves over the MV-SAM3D baseline by reducing CD and LPIPS by 2.20% and 2.02% while increasing PSNR and SSIM by 2.36% and 1.03%, and KnowledgeBank improves over ReasoningBank by 4.53% on Terminal-Bench SR and 3.73% on SWE-Bench resolve rate, while reducing AS by 4.95% and 5.65%, respectively. Code: https://github.com/AIGeeksGroup/GeneralVLA-2. Website: https://aigeeksgroup.github.io/GeneralVLA-2.
Haoyu Wang, Guoqing Ma, Zeyu Zhang +3
Jun 16, 2026cs.CV

Contact-Based Fringe Projection Profilometry for High-Resolution 3-D Surface Measurement of Reflective and Transparent Objects

This paper presents a contact-based 3-D surface measurement method based on a Digital Fringe Projection (DFP) system, belonging to the vision-based tactile sensing family pioneered by the commercially successful GelSight sensor. Such sensors have proven effective for robotic fingertip manipulation and contact sensing. However, because GelSight employs photometric stereo with RGB LEDs, it does not measure absolute depth directly but instead infers it by integrating estimated surface gradients, which can accumulate reconstruction errors; in addition, it becomes increasingly difficult to calibrate as the sensing area grows, and its depth accuracy is challenged on highly reflective or transparent objects. To overcome these drawbacks, we propose a fringe-projection-based contact measurement technique that performs triangulation-based 3-D reconstruction on a coated silicone contact surface, providing dense per-pixel surface geometry and full-field 3-D shape measurement over the contact region. By integrating high-accuracy digital fringe projection into the sensor, our approach simplifies calibration over larger areas and enhances depth precision for complex surfaces. Experimental results, including a direct comparison with a GelSight Mini sensor, a sphere-fitting accuracy evaluation, and an uncertainty analysis, confirm that the proposed method significantly improves the accuracy and stability of structured-light-based 3-D measurements, allowing reliable reconstruction of objects with diverse optical properties.
Ingu Yeo, Hyung-Gun Chi, Jae-Sang Hyun
Jun 15, 2026cs.CV

MVM-IOD: An Industrial Object-Centric Benchmark Dataset for the Evaluation of 3D Reconstruction Methods

3D object reconstruction, and camera pose estimation in industrial applications are challenging tasks, as errors are costly while the computation time is often limited. The complexity of typical industrial objects further complicates these tasks. Most of the existing datasets in this context do not depict realistic industrial scenarios. Therefore, we introduce the Machine Vision Metrology Industrial Object Dataset (MVM-IOD). Images of typical industrial objects are captured systematically, by moving a camera, mounted at the end effector of an industrial robot arm, on a hemisphere around the objects. MVM-IOD contains reference camera poses and reference 3D point clouds, the acquired RGB images of 9 objects and 2 background choices resulting in 18 scenes, which allows evaluation of all image based methods that compute a 3D reconstruction, camera poses, or novel views of a scene. Based on MVM-IOD, we extensively evaluate current SOTA 3D reconstruction and camera pose estimation methods, such as Structure from Motion, Multi-View Stereo, recent feed forward methods (Visual Geometry Grounded Transformer, π3), and 2D Gaussian Splatting and report our findings as a baseline for future research. The experiments show that capture setups like ours generate out-of distribution images for feed forward methods, leading to suboptimal point clouds and camera poses. However, these out-of-distribution images can be shifted closer to the training distribution by applying simple preprocessing steps. Consequently, in certain industrial applications, feed forward methods should be used with caution.
Robert Langendörfer, Markus Hillemann, Markus Ulrich
Jun 12, 2026cs.CV

MooMIns -- Monocular 3D Reconstruction and Object Pose Estimation from Multiple Instances

Simultaneous 3D reconstruction and 6D object pose estimation from a single monocular image is an inherently ill-posed problem. In industrial settings, however, multiple instances of an object are often randomly arranged in bins, implicitly providing several views of the same object within a single image. We show that this implicit multi-view geometry can be exploited to simultaneously reconstruct the object in 3D and estimate the 6D pose of each visible object instance. We present MooMIns, a new Gaussian-splatting-based approach that inverts the original Gaussian splatting formulation: instead of rendering a single scene from multiple cameras, we render multiple object instances from a single camera. Our method is initialized with SAM3 instance segmentation masks and a modified Structure from Motion (SfM) pipeline. In contrast to learned monocular depth estimation, we perform true geometry-based reconstruction from image evidence, avoiding hallucinations caused by training data priors. We evaluate MooMIns on synthetic and real bin-picking scenarios, and demonstrate accurate reconstruction of previously unseen objects as well as reliable pose estimation of individual instance
Robert Langendörfer, Markus Hillemann, Markus Ulrich
Jun 12, 2026cs.CV

Pano3D: Unified 3D Reconstruction and Panoptic Segmentation

Recent advances in 3D feedforward reconstruction neural networks have achieved remarkable success in dense reconstruction from images without any camera parameters. Yet, equipping these models with robust semantic understanding remains an open problem. Here we introduce an approach that performs 3D reconstruction and 3D panoptic segmentation in a unified framework. We build on existing 3D reconstruction models and augment them with a set-based mask decoder. The approach is jointly trained with a geometric and semantic loss, which are shown to be mutually beneficial. More precisely, the features are initialized from the geometric information and then finetuned to capture jointly geometry and semantics. We demonstrate the generality of our approach by successfully applying our framework both to online and all-to-all attention reconstruction backbones. Our method achieves state-of-the-art performance in 3D panoptic segmentation across ScanNet, ScanNet200, and ScanNet++ datasets. Ablation studies show that such joint training of a unified model equips 3D feedforward reconstruction neural networks with panoptic segmentation and yields mutually beneficial improvements.
Victor Barberteguy, Ahmet Iscen, Mathilde Caron +3
Jun 12, 2026cs.CV

S23DR 2026: End-to-End 3D Wireframe Prediction via DETR-Style Set Prediction with Contrastive Denoising

We present WireframeDETR, our submission to the Structured Semantic 3D Reconstruction (S23DR) 2026 Challenge, which requires predicting a 3D building wireframe from multi-view COLMAP point clouds. Our method applies DETR-style set prediction directly to 3D point clouds, producing wireframes as sets of edge coordinate pairs without any intermediate vertex detection stage. We introduce three technical contributions: (1) contrastive denoising training that stabilises noisy Hungarian matching in early epochs; (2) a multi-scale encoder that aggregates the last encoder layer outputs via learned scalar weights; and (3) progressive auxiliary loss weighting that concentrates gradient signal on the decoder layers that most benefit from it. Our model achieves a public test HSS of 0.575 (F1~=0.664, IoU=~0.516) and a best validation HSS of 0.534 on the cleaned val split.
Nitiz Khanal
Jun 11, 2026cs.CV

Surflo: Consistent 3D Surface Flow Model with Global State

Geometry is invariant to viewpoint, which makes any collection of images a redundant encoding of a single 3D state. Existing feed-forward reconstruction models fail to exploit this: per-view methods emit overlapping, unaligned pointmaps that grow linearly with input count, while global-latent methods commit to a fixed, low-resolution output. We introduce Surflo, which compresses a variable number of unposed RGB views into K latent tokens-one global state-and decodes oriented 3D surface points by independently transporting them from noise onto the surface via flow matching. This frees the output from any fixed grid or token budget: the same latent yields from a few thousand to a million points in a single forward pass. To suppress the local inconsistencies inherent to independent per-point decoding, an inference-time guidance term correlates nearby points by injecting a photometric gradient during ODE integration. Surflo matches or surpasses feed-forward baselines on surface metrics, runs an order of magnitude faster than optimization-based methods that require hundreds of views, and is the only feed-forward approach to combine a global latent with arbitrary-resolution decoding.
Antoine Guédon, Shu Nakamura, Nicolas Dufour +3