3D Scene Representation

Momentum

26 papers in the last four weeks, up 225% on the four weeks before. 0.3% of all new papers.

Jul 13Week of Sep 28

Latest papers 165

Jul 11, 2026cs.CV

Grassmannian Splatting I: Moving rank-2 Spacetime Surfels for Dynamic Scene Rendering

We introduce Grassmannian splatting, a dynamic scene representation whose primitives are Gaussians supported on 3-planes in spacetime R4\R^4: generically, spatial 2-planes in uniform translation along their normals. Each primitive carries a unit normal n∈S3/{±1}≅Gr(3,4)n \in \mathbb S^3/\{\pm 1\} \cong \mathrm{Gr}(3,4) and an unconstrained factor L∈R4×3L \in \mathbb R^{4 \times 3}, with covariance Σ4D=(PnL)(PnL)T,Pn=I−nnT.Σ_{4\mathrm{D}} = (P_n L)(P_n L)^T, \qquad P_n = I - n n^T. For generic LL and n≠±e0n \neq \pm e_0, conditioning on time returns a rank-2 surfel at every frame. The normal of the disk and its velocity along that normal are read off from nn; the disk shape and the tangential drift of its center are set by LL. Existing native 4D Gaussian splatting methods [\it{Yang et. al. 2023,Duan et. al. 2024}] slice full-rank spacetime covariances, so their per-frame primitive is a volumetric ellipsoid; since conditioning lowers rank by exactly one, a rank-2 surfel in the slice requires a rank-3 spacetime covariance, and the parameterization above realizes exactly these. The motion model is closed form, i.e. no deformation field is learned, and no custom CUDA is required: the conditioned disk feeds a standard 3DGS rasterizer through its precomputed-covariance interface. A soft clamp in the Schur denominator regularizes the static orientation and continuously bridges rank-3 static and rank-2 dynamic behavior, so static and moving primitives form a single continuous family. On the 17 HyperNeRF scenes of MonoDyGauBench, training is fastest among all compared methods (4.9 to 5.6 times faster than the strongest quality baselines), while ranking second in PSNR, MS-SSIM, and LPIPS. Code: https://github.com/PaulCelanCoding/grassmannian-splatting
Jul 6, 2026cs.CV

ReCal3R: Reliability-Calibrated Learning Rates for Streaming 3D Reconstruction

Streaming 3D reconstruction relies on a compact recurrent scene state to process long image streams in linear time and bounded memory. However, repeated updates can gradually corrupt this state, causing reliable historical information to be overwritten by noisy or ambiguous observations. We introduce ReCal3R, a reliability-calibrated learning rate method for recurrent 3D reconstruction. Instead of directly applying a candidate learning rate, our method estimates state token reliability from the maintained scene state and uses it to calibrate a candidate learning rate derived from token alignment, state reconstruction residual, and recent update pressure. The resulting token-wise learning rate interpolates between a conservative base rate and the candidate rate, suppressing aggressive updates on unreliable tokens while preserving adaptation to informative frames. Applied to CUT3R as a training-free calibration rule, ReCal3R reaches strong performance on long sequences in pose, depth, and reconstruction quality, including a 3.7×\times reduction in ATE, with comparable runtime and memory. Code is available at: https://github.com/Powertony102/ReCal3R.
Jul 3, 2026cs.CV

R3D: Quantitative 3D Spatial Reasoning for Egocentric Wearables

Quantitative 3D spatial reasoning from egocentric RGB-D video is a critical capability for next-generation wearable assistants. Yet existing benchmarks do not reflect the challenges of handling (1) natural egocentric video, (2) posed RGB-D video inputs, and (3) challenging quantitative 3D spatial reasoning Q&A. To fill this gap, we introduce R3D-Bench (Reasoning in 3D), a benchmark of 3,033 quantitative spatial reasoning questions across 15 types -- spanning multiple-choice, distance-based, and volumetric reasoning questions -- built on top of 57 egocentric video sequences from Aria Digital Twin. To set a strong baseline on this dataset, we introduce R3D, a model-agnostic spatial tool-calling framework. In contrast to existing approaches that directly embed 3D information into the model's input representation, R3D constructs a 3D scene from video using segmentation and depth-lifted object representations. It provides this information to an LLM through eight composable spatial tools. On R3D-Bench, R3D with Qwen3-VL 235B achieves 73.5% mean relative accuracy, substantially outperforming the best depth-enabled baseline (CuTR+Tools, 61.9%) and the best RGB-only baseline (Gemini 3 Flash, 46.5%).
Jul 2, 2026cs.CV

Unified Panoramic-Gaussian Representation for Monocular 4D Scene Synthesis

4D scene synthesis from monocular videos has made significant progress in recent years. However, existing methods are typically constrained by view interpolation. As a result, they struggle to infer unseen regions beyond the observed views. In this paper, we reformulate the task as 4D scene synthesis with unseen regions, which extends beyond traditional interpolation settings. Camera-conditioned video generation enables unseen region synthesis by guiding generation along specified cameras. However, these methods lack explicit 3D priors and are optimized with random camera trajectories. This design leads to severe inconsistencies under large trajectory deviations. To address this limitation, we build a unified training and inference framework with panoramic trajectory guidance. While this design improves cross-view consistency, the panoramic representation alone fails to model dynamic content effectively. Object motion in panoramic space introduces scale and shape distortions. To address this, we propose PanoGaussian, a unified Panoramic-Gaussian representation that distills the panoramic representation into an explicit dynamic Gaussian representation to capture dynamic physical priors of the 4D scene. Experiments demonstrate that PanoGaussian achieves consistent 4D scene synthesis even under large viewpoint variations.
Jul 1, 2026cs.CV

GaussianFusion: Unified 3D Gaussian Representation for Multi-Modal Fusion Perception

The bird's-eye view (BEV) representation enables multi-sensor features to be fused within a unified space, serving as the primary approach for achieving comprehensive 3D perception. However, the discrete grid representation of BEV leads to significant detail loss and limits feature alignment and cross-modal information interaction in multimodal fusion perception. In this work, we break from the conventional BEV paradigm and propose a new universal framework for multi-modal fusion based on 3D Gaussian representation. This approach naturally unifies multi-modal features within a shared and continuous 3D Gaussian space, effectively preserving edge and fine texture details. To achieve this, we design a novel forward-projection-based multi-modal Gaussian initialization module and a shared cross-modal Gaussian encoder that iteratively updates Gaussian properties based on an attention mechanism. GaussianFusion is inherently a task-agnostic model, with its unified Gaussian representation naturally supporting various 3D perception tasks. Extensive experiments demonstrate the generality and robustness of GaussianFusion. On the nuScenes dataset, it outperforms the 3D object detection baseline BEVFusion by 2.6 NDS. Its variant surpasses GaussFormer on 3D semantic occupancy with 1.55 mIoU improvement while using only 30% of the Gaussians and achieving a 450% speedup.
Jul 1, 2026cs.CV

NoPA: Non-Parametric Online 3D Scene Graph Generation

Classic 3D scene graph generation approaches fail to work in real-time due to the heavy computational cost of environment mapping and the need to generate intermediate point-cloud representations. To alleviate this issue, a recent work eschews point clouds in favor of a lightweight Gaussian distribution for each object. This approximation drastically speeds up inference and enables real-time 3D scene graph generation. However, the representation has two key weaknesses. \textbf{1)} Each object is approximated by a single 3D Gaussian, which causes a severe loss of 3D geometric detail. \textbf{2)} The discrepancy between this approximation and the true object geometry exacerbates the inaccurate merging of object candidates during online inference. To address these issues, we propose \textbf{NoPA}, which represents each object as a separate non-parametric distribution. This formulation retains 3D geometric information while preserving real-time inference of the parametric Gaussian formulation. To build upon our novel object representation, we propose a tailored merging strategy to recover coherent object instances. Specifically, we leverage maximum mean discrepancy on kernel density estimates to enable robust merging of object candidates during online exploration while minimizing added computational complexity. The key is to maintain a fixed particle set per object. Furthermore, to rectify the relation loss caused by misclassified objects, NoPA propagates relationships between objects with high affinity. Experiments show that NoPA substantially outperforms current methods without sacrificing real-time inference speed.
Jun 29, 2026cs.CV

GaussLite: Online Task-Conditioned 3D Gaussian Splatting for Real-Time Robotic Mapping

Existing 3D Gaussian Splatting (3DGS) systems distribute representation capacity uniformly across a scene, ignoring the fact that many downstream robotic tasks engage only a fraction of the reconstructed geometry. This causes valuable onboard compute to be allocated towards optimizing irrelevant parts of the scene, either limiting online capacity or under-optimizing the most relevant parts of the scene. We introduce GaussLite, a task-driven 3DGS mapping system that conditions its representation density on a natural-language task specification. Given a posed RGB-D stream and a task such as "prepare to pick up the object on the desk," GaussLite uses a one-shot LLM parser to extract target and anchor objects, which are grounded per-frame by an open-vocabulary detector and segmented to produce per-pixel relevance masks in real time. The mapper allocates seeding density, gradient flow and scaling by task relevance. At matched Gaussian budget and real-time mapping at 4 Hz on resource-constrained hardware, GaussLite outperforms baselines on ROI PSNR on the Replica Dataset by an average +2.72 dB and on a real-hardware demonstration in indoor and outdoor settings by +2.23 dB. We further show that two task-specialized agents' maps can be fused into a single shared map via per-voxel voting on active-optimization counts in real time, outperforming concatenation by +3.42 dB while only sharing an average 7.08% of the map.
Jun 29, 2026cs.CV

FastPano3D: Feed-Forward Indoor Panoramic 3D Reconstruction from a Single Image

Recent advances in 3D scene reconstruction have highlighted the intricate trade-offs among rendering quality, inference efficiency, and data dependency. To address the challenge of rapidly reconstructing detailed 3D indoor scenes from minimal input, we introduce FastPano3D, an end-to-end framework that directly generates renderable 3D Gaussian representations from a single panoramic image. Unlike perspective-based methods, panoramic images inherently suffer from equirectangular projection distortions and spatially non-uniform feature distributions, making direct feed-forward Gaussian generation particularly challenging. In contrast to existing Gaussian Splatting based methods that rely on multi-view supervision or per-scene optimization, FastPano3D employs a lightweight feature encoder, adaptive Gaussian sampling, and a point-cloud-guided refinement strategy to achieve efficient and accurate scene generation without any test-time optimization. Our approach reconstructs high-fidelity 3D scenes within seconds, achieving up to 156 times faster inference than prior state-of-the-art methods such as Pano2Room, while using only half the parameters. Extensive experiments demonstrate that FastPano3D delivers rendering quality comparable to NeRF- and 3DGS-based reconstructions, establishing a new benchmark for rapid, single-view 3D scene inference.
Jun 28, 2026cs.CV

Scenes as Objects, Not Primitives: Instance-Structured 3D Tokenization from Unposed Views

A 3D scene is understood through its objects, not the primitives that compose them. Yet feed-forward reconstruction methods output dense, unstructured sets of points or Gaussians, leaving object-level structure to be recovered after the fact. We propose a feed-forward framework that decomposes a scene into instance-structured 3D token groups directly from unposed multi-view images -- compact object-centric units from which reconstruction, segmentation, and manipulation all follow. Each token group pairs an instance token capturing entity-level identity with anchor tokens that encode local geometry and appearance, which are decoded into a set of 3D Gaussians. This two-level factorization decouples object identity from local appearance, making object instances a native interface of the representation rather than a derived product. The token groups are learned through differentiable rendering with joint reconstruction and segmentation supervision, requiring no 3D annotations. Our feed-forward model surpasses per-scene optimization baselines in class-agnostic instance segmentation while remaining competitive in novel view synthesis. Beyond these metrics, the same token groups directly unlock instance-level scene editing -- removing, translating, or inserting objects by operating on their groups -- as well as efficient open-vocabulary 3D instance retrieval, where retrieval complexity scales with the number of instances rather than primitives.
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.
Jun 26, 2026cs.CV

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

Differentiable rendering has emerged as a powerful approach for 3D reconstruction and novel view synthesis. State-of-the-art differentiable rendering methods combine a variety of custom representations of 3D geometry and appearance with specialized renderers. However, most downstream tasks in computer graphics rely on 3D meshes. While prior work has attempted differentiable rendering with mesh representations, these approaches are limited to object-centric scenes and fail to reconstruct large-scale, unbounded scenes. In this work, we introduce Meshtryoshka, a novel mesh differentiable rendering framework that combines an off-the-shelf triangle rasterizer with a 3D representation that consists of nested mesh shells which resemble a matryoshka doll. In every forward pass, the mesh shells are extracted anew from a 3D signed distance function via iso-surface extraction, and the opacities for each vertex are computed as a function of signed distance. Each mesh shell is then rasterized independently, and the final image is created via alpha compositing. Crucially, mesh vertex positions are updated only indirectly via gradients that flow through the opacity values into the signed distance function, and hence, our method is compatible with off-the-shelf mesh renderers that need not be differentiable with respect to vertex positions. On object-centric scenes, our method performs competitively with surface-based differentiable rendering techniques. Our differentiable mesh rendering method scales to unbounded, real-world 3D scenes, where it yields high-quality novel view synthesis results approaching those of state-of-the-art, non-mesh methods. Our method suggests that it may be possible to solve the differentiable rendering problem without relying on specialized renderers, only using conventional tools from the computer graphics toolbox.
Jun 25, 2026cs.CV

Not All Relations Rotate Alike: Transformation-Aware Decoupling for Viewpoint-Robust 3D Scene Graph Generation

3D Scene Graph Generation (3DSGG) represents 3D scenes as structured object-relation-object graphs, providing a compact relational abstraction for spatial understanding. In embodied intelligence settings, the same 3D scene may be observed by agents from viewpoints that differ by yaw rotations. However, current 3DSGG models often fail to produce relation predictions that follow the expected transformation behavior under such viewpoint shifts. This behavior reveals an empirical mismatch related to predicate-level transformation heterogeneity: directional predicates such as left, front, right, and behind should transform with the observation frame, whereas most contact, support, and semantic predicates such as standing on and attached to should remain stable. To reduce this mismatch, we propose Transformation-Aware Decoupling (TAD), a viewpoint-robust 3DSGG framework that decouples relation reasoning according to predicate transformation behavior and is supported by viewpoint-stable object representations. TAD decomposes relation reasoning into two parts: one learns cues that should stay stable across viewpoints, while the other learns directional cues that should change with the observation frame. The two parts are merged for standard multi-label predicate prediction. Transformation-specific descriptors and group-aware auxiliary supervision encourage the two branches to capture complementary relation cues. Extensive experiments on 3DSSG show that TAD achieves state-of-the-art robustness under yaw viewpoint changes without training-time rotation augmentation, while maintaining competitive performance under the standard benchmark. The project page is available at https://tad-predicate.github.io/.
Jun 24, 2026cs.CV

Neural Voxel Dynamics: Learning Implicit 3D Physics via Volumetric Feature Advection

We present a self-supervised framework for learning implicit 3D physical dynamics directly from video-derived supervisory signals. While current generative video models achieve high visual fidelity, they lack a 3D geometric foundation, often resulting in physical inconsistencies and a failure to maintain object permanence. We address this by shifting the predictive bottleneck from 2D image space to a `lifted' 3D Volumetric Latent Space. Our method unprojects semantic features from a Video Joint-Embedding Predictive Architecture (V-JEPA) into a voxelized grid, grounded by monocular depth priors. This lifting enables a Volumetric Feature Advection to learn an action-conditioned transition operator that treats physics as a spatio-temporal state advection problem, i.e., learn implicit 3D physics. Unlike state-of-the-art hybrid models that rely on explicit classical simulators for training and/or inference, our architecture tracks material states implicitly within high-dimensional V-JEPA features. This allows for the emergent simulation of heterogeneous phenomena (e.g., rigid body motion in fluid flow) within a single, unified pipeline. Supervised solely via end-to-end video-derived signal plus action conditions, without access to physics engine internal states, labels, or surrogate models, our model demonstrates good long-term structural stability and physical plausibility on multiple benchmarks (CLEVERER, PhysInOne, PhysGaia). We believe that this work opens a scalable pathway toward general-purpose dynamic world models that internalize the 3D invariants of the physical world solely through passive observation of monocular videos.
Jun 24, 2026cs.RO

KRVF: A Source-Aware Semantic Voxel World Representation for Edge Mobile Manipulation

Mobile manipulators need world models that are current, queryable, semantically meaningful, and usable under edge-compute constraints. This technical report presents KRVF, a source-aware semantic voxel world representation for edge mobile manipulation. Unlike reconstruction-centric mapping pipelines that primarily optimize global geometric fidelity, KRVF represents local world state as task-oriented voxels that encode occupancy, color, semantic evidence, temporal freshness, and evidence source. The representation separates measured occupancy from semantic-prior hypotheses, enabling depth-failure-aware object reasoning without silently corrupting persistent geometry. KRVF also closes a feedback loop between mapping and sensing by rendering map-prior depth for repair, and exposes task-level query operators for semantic objects and grasp candidates. The report formalizes the KRVF representation and documents a ROS 2 implementation that turns online RGB-D observations into a task-facing robot memory.
Jun 23, 2026cs.CV

FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation

Generating explorable 3D scenes from a single image requires strong generative priors and accurate geometric representations suitable for downstream use. Current video diffusion models offer high-quality generation and implicitly encode multi-view geometric structure in latent space. However, existing feedforward latent scene decoders typically output volumetric 3D Gaussians that lack a well-defined surface, limiting their use in simulation or standard graphics pipelines. This motivates decoding surface-aligned primitives that are not only renderable but also closer to explicit geometric assets. We ask whether compressed video diffusion latents can be mapped directly to explicit surface primitives in a single pass. To this end, we introduce FLAT and, for the first time, show that triangle splats can be decoded directly from video diffusion latents. Compared with decoding 3D Gaussians, predicting flat primitives is notoriously more challenging due to high sensitivity to primitive orientations, oftentimes leading to poor gradient flow. FLAT solves with two key ingredients: a ray-centered rotation parameterization for triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering. On standard benchmarks, FLAT achieves significantly better geometric accuracy while maintaining competitive visual quality compared to state-of-the-art feedforward baselines. We further show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation that supports real-time rendering. By evaluating 3DGS, 2DGS, and triangle splatting variants under an identical training setup, we provide the first systematic analysis of representation tradeoffs in feedforward scene generation. The project page is available at https://flat-splat.github.io
Jun 23, 2026cs.CV

FLUX3D: High-Fidelity 3D Gaussian Generation with Diffusion-Aligned Sparse Representation

Sparse voxel representation has emerged as a scalable foundation for image-to-3D Gaussian Splatting (3DGS) generation, yet current methods struggle to preserve high-frequency visual details of input images due to two structural bottlenecks. First, they adopt discriminative 2D features optimized for semantic abstraction to construct sparse voxel latents, which suppress reconstructive cues and induce a representation bottleneck. Second, in the generation stage, standard diffusion transformers lack effective mechanisms to align dense 2D image tokens with sparse 3D voxel latents, resulting in a cross-modal correspondence bottleneck. To address these issues, we propose FLUX3D, a scalable image-to-3DGS framework that boosts both representation learning and cross-modal alignment during generation. We first revisit 2D feature selection for sparse-voxel-based 3D representation learning, propose Diffusion-Aligned Structured Latents (DA-SLAT) and couple it with a decoder-only architecture to improve 3DGS reconstruction fidelity. We also design a sparse-structure-aware diffusion framework, which integrates the Sparse-structure Multimodal Diffusion Transformer (SMDiT) and Modal-Aware Rotary Positional Embedding (MARoPE) to achieve geometry-agnostic 2D-3D alignment. Extensive benchmark experiments demonstrate that FLUX3D yields substantial improvements in appearance fidelity and significantly outperforms all state-of-the-art (SOTA) methods in generating high-quality 3DGS assets.
Jun 23, 2026cs.CV

Deep Learning Approaches for 3D Medical Scene Completion: From Geometric Modeling to Generative Paradigms

Three-dimensional scene completion has evolved as a major problem in computer vision and robotics, and its applications are diverse, including autonomous navigation and augmented reality. In this study, a systematic review has been conducted to compile the research contributions made in the last ten years, i.e., 2016 to 2026, which has revolutionized the field from the voxel semantic completion paradigm represented by SSCNet to the latest paradigm that combines generative diffusion priors with real-time rendering using a Gaussian splatting technique. The evolution in representation paradigms, such as voxel grids, point learning, implicit neural fields, transformer networks, diffusion networks, and the latest paradigm based on rendering-aware 3D Gaussian primitives, has been discussed in this study. A comprehensive analysis has been carried out on the contributions made in the last ten years, and a taxonomy has been developed to provide a clear idea about the contributions made in the field. The study has also discussed the research contributions made in the field, along with the challenges that still need to be addressed. Finally, the study has presented a research agenda that will provide a clear idea about the directions that can be followed in the development of the next-generation system
Jun 23, 2026cs.CV

Geometry-Aware Style Transfer in 3D Gaussian Splatting

In this paper, we present a novel geometry-aware style transfer framework for 3D Gaussian splatting (3DGS) that simultaneously transfers appearance attributes and geometric structures. Unlike prior works that primarily focus on color-based stylization and often overlook structural adaptation, our method explicitly incorporates geometry adaptation through a decoupled optimization scheme that alternately updates color and geometry parameters. This strategy alleviates potential interference between color and geometry updates, leading to stable and consistent scene-level geometry transformation. The decoupled optimization is enabled by the proposed geometry-aware contrastive feature matching (GCFM). GCFM integrates RGB, depth, and edge cues into a contrastive objective and is employed in both optimization phases to effectively transfer structural characteristics from style images to Gaussian primitives. Extensive experiments show that our approach achieves superior performance in both qualitative fidelity and quantitative metrics, significantly outperforming existing 3DGS-based stylization methods. Our code is available at https://github.com/oweixx/gast.
Jun 23, 2026cs.CV

ObsGraph: Hierarchical Observation Representation for Embodied Reasoning and Exploration

Embodied reasoning and exploration are increasingly considered crucial abilities for robots operating in complex and unfamiliar environments. To accomplish tasks in such settings, an agent must identify and acquire the information necessary for the task through exploration. We propose ObsGraph, an observation-centric hierarchical scene graph that unifies scene representation, retrieval, and exploration. It retains visual evidence and organizes it into room-view-object layers: rooms provide coarse semantic anchors, views preserve contextual object covisibility, and objects store fine-grained details. On top of this representation, we perform coarse-to-fine hierarchical retrieval under a bounded budget, and crucially use retrieval outcomes to structure the exploration candidate space--activating room-level exploration, view refinement, or frontier exploration--thereby tightly coupling representation, retrieval, and adaptive multi-scale exploration. Experiments across embodied reasoning and exploration benchmarks demonstrate improved success and efficiency, highlighting the benefits of structured scene representation and more targeted information gathering driven by identified evidence gaps.
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.
Jun 19, 2026cs.GR

Scene-Level Heterogeneous Physics Simulation with 3D Gaussian Splats

3D Gaussian Splatting (3DGS) has achieved state-of-the-art photorealistic rendering, but the representation gap prevents these assets from being physically interactive. Production-grade physics engines do not understand the 3DGS representation, while prior physics-for-3DGS methods are monolithic silos. These prior works are fundamentally limited, demonstrating only object-centric physics in isolated environments, such as on an ideal plane. They are incapable of interacting with complex static collision geometry or heterogeneous assets. We propose a novel framework that, for the first time, bridges this gap by enabling 3DGS assets to participate in scene-level, heterogeneous, multi-solver physical simulations. Our core contribution is a Representation Abstraction Framework that translates all diverse assets, including 3DGS, virtual meshes, and fluids, into a unified physical particle set. This abstraction is key to enabling complex behaviors, such as the non-rigid deformation of 3DGS assets, within a unified physics pipeline. This particle set, along with the static scene collision boundaries derived from scene capture, is processed within a solver-agnostic physics kernel. The physical results are then mapped back to drive each asset's specific visual reconstruction. This architecture unlocks capabilities impossible with prior art. We demonstrate complex, two-way interactions between deformable 3DGS assets, standard CG assets such as fluids and meshes, and large-scale captured static environments, showcasing realistic coupled phenomena that were previously unattainable.
Jun 19, 2026cs.CV

SCOPE: Scale-Consistent One-Pass Estimation of 3D Geometry

We present SCOPE (Scale-Consistent One-Pass Estimation of 3D Geometry), a novel approach for estimating 3D geometry from extended monocular video sequences, where existing methods struggle to maintain both geometric accuracy and temporal consistency across hundreds of frames. Our approach generates affine-invariant 3D point maps with shared parameters across entire sequences, enabling consistent scale-invariant representations. We introduce three key innovations: viewpoint-invariant geometry aligning multi-perspective points in a unified reference frame; appearance-invariant learning enforcing consistency across exponential timescales; and frequency-modulated positioning enabling extrapolation to sequences vastly exceeding training length. Experiments across diverse datasets demonstrate significant improvements, reducing relative point map error by 24.2% and temporal alignment error by 34.9% on ScanNet compared to state-of-the-art methods. Our approach handles challenging scenarios with complex camera trajectories and lighting variations while efficiently processing extended sequences in a single pass. Project page: https://scope3d.github.io/.
Jun 17, 2026cs.LG

3D-DLP: Self-Supervised 3D Object-Centric Scene Representation Learning

We introduce 3D-DLP, a self-supervised object-centric representation learning model that decomposes scene-level RGB-D or voxel observations into a set of 3D latent particles. Building on the Deep Latent Particles (DLP) framework, each particle encodes disentangled attributes, including 3D keypoint position, bounding box dimensions, and appearance features, and represents a distinct entity in the scene. The model learns interpretable per-particle segmentation maps through an end-to-end self-supervised reconstruction objective. We demonstrate on both simulated and real-world datasets that the learned latent space is interpretable and controllable: by manipulating particle positions and decoding, we can generate novel scene configurations. Furthermore, we show that leveraging these compact 3D latent particles for downstream robotic manipulation improves performance over baselines that either lack explicit 3D information or rely on memory-intensive dense 3D inputs without object-centric structure. Code and videos are available at https://eubooks3003.github.io/3d-dlp.
Jun 17, 2026cs.CV

OneCanvas: 3D Scene Understanding via Panoramic Reprojection

Existing approaches to 3D scene understanding in Vision-Language Models (VLMs) either rely on complex, model-specific geometry encoders or large training budgets in pursuit of spatial reasoning. Instead, OneCanvas aggregates patch features from all views onto a single equirectangular panoramic canvas. Namely, each patch is unprojected to a 3D world coordinate using its depth and camera pose, then placed on the canvas at the continuous longitude and latitude of that point as seen from the canvas origin, with no rasterization or aggregation across overlapping views. A 3D position embedding of the patch's metric coordinates is added to its feature, restoring the depth lost when collapsing the world position to an angular canvas coordinate. Patches from all frames thus share one spatial coordinate system with no fusion or major architectural modifications of the backbone. The pretrained VLM consumes this representation as if it were an ordinary image. Because the canvas can be centered on any pose of interest, the same representation directly supports situated reasoning from a specific viewpoint, a common requirement in robotics and embodied AI. Thanks to this representation, we can also introduce a spatial pretraining curriculum: by procedurally placing patch features of objects, drawn from real images, at chosen 3D world positions on an otherwise empty canvas, we generate on-the-fly supervision spanning a broad range of spatial reasoning tasks, with answer distributions controlled to reduce spatial reasoning shortcuts. OneCanvas achieves state-of-the-art results on SQA3D and VSI-Bench and generalizes to out-of-distribution data on SPBench, using an order of magnitude less training compute than its competitors closest in benchmark performance.
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.
Jun 15, 2026cs.RO

3D Scene Graphs: Open Challenges and Future Directions

3D Scene Graphs (3DSGs) have emerged as a powerful representation for spatial AI by combining geometric grounding with semantic and relational abstractions of the environment. Their expressiveness has made them relevant to a broad range of problems in robotics and computer vision, including manipulation, navigation, task planning, scene understanding, and many others. However, the field remains fragmented: different communities adopt distinct formulations, construction pipelines, and evaluation protocols, making it difficult to compare methods, identify common assumptions, and assess remaining challenges for robust real-world deployment. This survey provides a unified and critical review of 3DSGs, with particular emphasis on open challenges and future directions. We first formalize 3DSGs under a common definition and analyze the principal modeling choices that characterize existing formulations, including node and edge attributes, hierarchical structure, dynamic scene representations, and affordance-aware extensions. We then review how 3DSGs are built from raw sensory observations, discussing the most common terminologies, conventions, and techniques. Finally, we examine downstream applications and evaluation strategies, from intrinsic graph quality to task-level performance. To support the community, we also provide a dedicated website that organizes and extends the surveyed content, accessible at https://3dscenegraphs.com/.
Jun 12, 2026cs.RO

SplatlessDF: Continuous Distance Field Mapping with Non-Splatting Gaussians

Recent Gaussian splatting (GS) methods have shown that scenes can be represented efficiently with optimisable Gaussians for high-quality reconstruction and rendering. In this paper, building on this principle, we introduce SplatlessDF, a continuous distance field (DF) mapping framework that uses anisotropic Gaussian elements from a spatial rather than photometric perspective. SplatlessDF directly parameterises the Gaussians and optimises to recover a differentiable DF, enabling distances and gradients to be queried in the spatial domain for downstream robotic tasks such as navigation. Furthermore, SplatlessDF can be coupled with 2D Gaussian splatting (2DGS), providing a unified framework based solely on Gaussian primitives that can learn continuous DF and surface models and supports photometric rendering. We consider two settings: a standalone DF-only formulation and a joint DF-rendering formulation coupled with 2DGS. Experiments show that the standalone formulation provides efficient and accurate distance and gradient queries, while the joint formulation improves rendering geometry and simultaneously models a continuous DF. These results highlight the potential of GS-style representations not only for surface modelling and rendering but also for mapping representations suited to robotic navigation.
Jun 11, 2026cs.CV

World Tracing: Generative Pixel-Aligned Geometry Beyond the Visible

Image-to-3D methods often trade off faithfulness and completeness: depth estimators are anchored to input pixels but stop at the visible surface, while image-to-3D models generate complete shapes that are often misaligned with the input. We introduce World Tracing, a generative pixel-aligned geometry representation that predicts 3D points aligned with observed pixels while completing geometry beyond the visible surface. For each input pixel, World Tracing predicts an ordered stack of camera-space 3D points, where the first layer represents the visible surface and subsequent layers represent front-to-back intersections with occluded surfaces. We instantiate this representation with a world-tracing diffusion transformer, WT-DiT, which treats multiple geometry layers as separate denoising tokens coupled through factorized and global attention. WT-DiT is trained with pixel-space flow matching and a mixed noise schedule that balances visible-surface reconstruction with occluded-geometry generation. World Tracing achieves strong performance on visible-surface reconstruction and complete geometry generation across object, scene, and dynamic benchmarks, outperforming both depth predictors and image-to-3D generators. It also preserves 2D-to-3D correspondence, enabling text-driven 3D scene editing, geometry-conditioned novel-view video synthesis, and training-free integration with textured-mesh generators.
Jun 9, 2026cs.CV

ManiSplat: Manipulation Trajectory Synthesis from Monocular Video via Decoupled 3D Gaussian Splatting

Reconstructing dynamic and interactive 3D scenes from real-world observations remains a fundamental challenge in computer vision and robotics. While recent advances in 3D Gaussian Splatting have enabled high-fidelity static reconstruction, extending it to interactive environments with articulated robots and manipulable objects remains difficult due to complex contact interactions and abrupt pose changes. To address these challenges, we introduce ManiSplat, a unified framework that reconstructs controllable and decoupled Gaussian digital twins directly from monocular ego-view robotic videos. Our method introduces a Graph-Structured Disentangled Representation that separates the robot, objects, and background into independently optimizable Gaussian subfields organized within a scene graph. To ensure stability, we propose a Task-Oriented Spatio-Temporal Alignment module that leverages the inherent logic of manipulation tasks-alternating between Motion and Skill phases-to construct accurate pseudo-ground-truth trajectories. Finally, a joint photometric-geometric optimization ensures the reconstructed scenes are temporally coherent, physically consistent, and simulation-ready. Extensive experiments demonstrate that our approach reconstructs interaction-driven dynamic scenes with high fidelity and controllability, effectively supporting downstream robotic tasks and policy learning.
Jun 9, 2026cs.CV

3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis

Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.