3D Scene Understanding

Momentum

27 papers in the last four weeks, up 200% on the four weeks before. 0.3% of all new papers.

Jul 13Week of Sep 28

Latest papers 188

Jul 23, 2026cs.CV

Engine-Native Editable 3D World Reconstruction with Objects and Lighting

Editable 3D scene creation requires object instances and lights that can be inspected, moved, and imported into standard engines, yet existing single-image methods largely stop at room-scale geometry, baked/global illumination, or text-driven generation. We introduce Lumera (Light-aware Unified Engine-native Reconstruction and Assembly), a benchmark and reference pipeline for engine-native, light-aware 3D scene parsing from a single image. Lumera-2K is built from 2,513 UE5 projects and provides 3.73M components, 63M object instances, 102.6K engine-native parametric lights, and 95.1K camera views. On this data, Lumera-Box and Lumera-Light adapt VLM to parse object boxes and parametric light tuples (x,y,z,r,g,b,I), which are assembled with per-object mesh reconstruction, HDR environment estimation, and a bounded agentic refinement loop. In a sanitized box benchmark against DetAny3D, SpatialLM, N3D-VLM, and WildDet3D, Lumera-Box obtains the strongest overall detection, geometry, semantic, and layout scores (merged mAP 0.1141, IoU-B 0.2472, F-score 0.2762), while WildDet3D remains stronger on anchor recall. For lights, Lumera-Light recovers almost all non-empty scenes (recall 0.998) but remains limited at individual-light localization (F1 0.209 at 0.5 m); matched lights have median position error 0.261 m, median ΔE2000 4.59, and intensity Pearson r=0.628. These results establish parametric lights as a measurable editable-scene target and expose remaining bottlenecks in relation structure, light recall/intensity, and cross-engine generalization.
Jul 22, 2026cs.CV

Extending a Large View Synthesis Model for Multi-view Panoptic Segmentation

Large view synthesis models synthesize novel views through cross-view attention without explicit 3D representations, and recent studies have shown that they learn accurate spatial correspondence from RGB supervision alone. We observe that this correspondence generalizes beyond appearance. When non-photorealistic signals such as binary encoded panoptic labels are passed through the model, they are propagated to novel views with consistent spatial structure. These results indicate that the correspondence learned for RGB view synthesis can also propagate view-independent per-pixel labels. From this observation, we present the first work to extend large view synthesis models beyond appearance rendering to 3D scene understanding. We propose a panoptic segmentation pipeline that reuses a frozen view synthesis model to propagate panoptic labels from input views to novel views, without 3D reconstruction or any segmentation-specific training of the view synthesis model. Given panoptic labels on the input views, we encode them into binary channel representations and pass them through the same model to render target-view segmentation. On ScanNet, our method achieves segmentation quality on par with Gaussian based approaches requiring explicit 3D reconstruction, while outperforming them in novel view synthesis by more than 7 dB. The label propagation also transfers across datasets, surpassing these approaches on Replica without any fine-tuning.
Jul 21, 2026cs.CV

IGGT4D: Streaming 4D Instance-Grounded Geometry Transformer

Real-world spatial intelligence requires agents to understand scenes from continuous video streams, where objects move, persist, disappear, and reappear over time. While recent spatial foundation models have enabled generalizable feed-forward 3D reconstruction, most streaming methods remain geometry-centric and lack temporally consistent object-level understanding. Meanwhile, existing semantic reconstruction and 3D-aware vision-language methods largely rely on externally extracted 2D semantic cues or loosely coupled geometry inputs, limiting unified geometry-instance learning in long dynamic scenes. In this paper, we propose IGGT4D, a streaming instance-grounded geometry Transformer for online 4D scene understanding. IGGT4D processes video frames sequentially, reuses historical context through causal spatial-temporal modeling, and incrementally updates a unified representation of camera motion, geometry, and object identity. This enables long-sequence feed-forward reconstruction with geometry-instance consistency in dynamic environments. To address the lack of high-quality 4D supervision, we further construct InsScene4D-147K, a large-scale dataset spanning real/synthetic and static/dynamic scenes, with RGB images, depth, poses, and temporally consistent instance masks generated by an automated geometry-guided annotation pipeline. Experiments on 3D reconstruction, pose estimation, instance spatial tracking, and open-vocabulary segmentation demonstrate that IGGT4D outperforms existing streaming baselines while maintaining scalable online inference for long dynamic sequences.
Jul 17, 2026cs.CV

MotionForesight: Re-purposing Video Models for Future 3D Scene-Flow Prediction

Humans can infer how objects are likely to move from passive observation: a cup may be lifted, a drawer may slide, and a lid may rotate shut. Such predictions expose the physical consequences of interaction needed to act in the real world. We study how to learn this anticipation from ordinary monocular videos of human-object interaction. Given a short observed video context, MotionForesight predicts future 3D trajectories for points on the manipulated object. This casts interaction prediction as object-centered 3D motion forecasting without any assumptions on the object properties. Our key insight is that video prediction models already encode rich priors about how objects move during human interactions. We redirect these priors from pixel prediction toward future 3D scene flow. We start from a dense 3D tracker built on a pretrained video model, generate pseudo-ground-truth tracks from complete clips, and train the forecaster using only the observed frames. We replace future RGB and geometry with learned mask latents and train a lightweight adapter to turn the retrospective tracking representation into a forward predictor, while freezing the large video and tracking components. Using just 40k human videos and no auxiliary inputs such as language, MotionForesight generalizes across diverse out-of-distribution objects, environments, viewpoints, and interactions. It also outperforms substantially larger models that use over a million training videos. These results show that we can efficiently re-purpose video priors into explicit geometric forecasts for embodied intelligence. https://motionforesight.github.io/
Jul 16, 2026cs.RO

OASIS-Map: Object-Level Change Detection in Multi-Session Mapping using Semantic Correspondence Matching

Map representations which are consistent across repeated visits to a real-world semi-static environment are very useful for long-term robotic inspection. In such settings, the scene may evolve while the robot is absent, with objects appearing, disappearing, moving, or being replaced, quickly making a static map outdated. Existing change-detection methods reason through geometry, category-level semantics, or object persistence. However, achieving reliable object association across revisits remains a key challenge, especially under partial views, occlusion, and imperfect segmentation. In this work, we propose OASIS-Map, a multi-session mapping system that maintains a spatio-temporally consistent object-level map by establishing dense patch-level semantic correspondences between temporal observations. These correspondences detect where the scene has changed and incrementally associate objects across revisits as the robot re-observes the environment. We demonstrate OASIS-Map on three challenging real-world scenarios: object rearrangements in 3RScan, visually similar car replacements in a car park, and large-scale scene changes in an outdoor market. We achieve 0.783 F1 on change detection in a car replacement scenario in a car park and 0.667 F1 on moved object association in 3RScan. https://dynamic.robots.ox.ac.uk/projects/oasis-map/
Jul 16, 2026cs.RO

SoftNav: Injecting 3D Scene Tokens into VLMs for Embodied Navigation

In goal-directed embodied navigation, where an agent must locate a specified target in an unseen environment, 3D scene understanding and navigation reasoning must work in concert. Current approaches transmit 3D scene information to vision-language models (VLMs) through text, suggesting a representation gap in our tested configurations; a controlled ablation confirms that direct embedding-level transfer significantly outperforms the evaluated text serialization formats. We introduce SoftNav, which injects entity-level 3D continuous representations -- one token per detected object or frontier -- into a VLM's hidden space as soft tokens through a lightweight projector. With the 3D encoder and VLM frozen, only ~1,200 samples and ~17M trainable parameters are needed. On HM3D-OVON, SoftNav achieves 74.2%/68.3%/66.7% SR across three splits, surpassing all prior methods in both SR and SPL; the same navigation policy transfers zero-shot to GOAT-Bench (67.2% SR), SG3D (47.2% s-SR), and real-world robot deployment without retraining or architectural modification. Injecting 3D scene tokens directly into VLMs bridges the representation gap, enabling transferable navigation with minimal training.
Jul 15, 2026cs.CV

GeoAnchor: Collaborative Reasoning via Latent Decomposition for 3D Spatial Understanding

Although multimodal large language models (MLLMs) have achieved remarkable progress, understanding 3D spatial relationships from 2D images remains a critical challenge. Existing methods primarily rely on symbolic text tokens, which inherently lack the fidelity to represent continuous geometric information. While recent methods use latent representations to enhance reasoning, relying on a single latent type cannot adapt to the diversity of spatial tasks, leading to misalignment in complex geometric scenarios. To address these limitations, we propose GeoAnchor, an interleaved text-latent reasoning framework. GeoAnchor decomposes 3D spatial information into three complementary components: position latents for object grounding, direction latents for relational orientation, and geometry latents for scene structure. These components are recombined in a structured space to construct local evidence while capturing global context, enabling dynamic and interpretable reasoning. Furthermore, we introduce a collaborative training strategy that guides the model from local spatial perception to comprehensive 3D understanding. Extensive experiments on diverse and complex 3D reasoning tasks demonstrate that GeoAnchor outperforms the state of the art, validating its effectiveness and generalization capabilities.
Jul 11, 2026cs.CV

CoSAG: Compact Semantic Anchor Gaussians via Training-Free Rate-Distortion Coding

Open-vocabulary 3D scene understanding is commonly achieved by embedding 2D vision-language features such as CLIP into a 3D Gaussian Splatting scene, turning it into a text-queryable semantic field. However, attaching a high-dimensional feature to each of millions of Gaussians inflates a single scene to gigabytes, which makes storage and deployment the real bottleneck of these fields. Existing compact methods each learn and ship a per-scene codec, an autoencoder, a quantized codebook, or a distilled feature field, entangling field construction with field storage and never compressing the per-Gaussian assignment that holds the bulk of the cost. We argue that construction and storage should be decoupled, and that storage is a rate-distortion problem over the per-Gaussian binding to a small anchor table, a structure no prior open-vocabulary method compresses. We present CoSAG, which constructs the field without any per-scene training through a closed-form transmittance-weighted lift, spatially grounded semantic anchors, and multi-view denoising, and stores it with a spatially predictive entropy coder that ships no decoder. Because the anchors are spatially grounded, the binding is predictable and therefore highly compressible. The transmittance-weighted lift and multi-view denoising yield a clean, view-consistent assignment, so the entropy coder spends almost no rate on correcting noise and instead codes only the residual against its spatial prediction. CoSAG reaches sub-megabyte storage while matching or exceeding the state of the art across the 2D-rendered, 3D-selection, and dense-LSeg protocols, reducing field size by 37 to 76x relative to LangSplatV2 at higher accuracy.
Jul 10, 2026cs.CV

Hydra++: Real-Time Hierarchical 3D Scene Graph Construction With Object-Level Shape Estimation

3D scene graphs provide a hierarchical abstraction of environments by encoding spatial entities, such as objects and places, and their relationships. However, existing scene graph systems model object geometry coarsely, relying on partial point clouds or class-level CAD templates, which limits instance-specific shape detail. This paper presents Hydra++, a system-level investigation into how learning-based object shape estimators can be integrated into a hierarchical 3D scene graph pipeline. Hydra++ incorporates category-agnostic shape estimation and a reprojection-mask consistency check to reject degenerate predictions from partial observations or imprecise segmentation. In its default CRISP-based configuration, Hydra++ performs online scene graph construction; slower estimators such as SAM3D are evaluated as modular alternatives to demonstrate generalization-latency trade-offs. Furthermore, to address the challenges of sparse and noisy depth measurements in outdoor environments, Hydra++ supports a hybrid LiDAR-camera configuration for large-scale operation, improving scene-level reconstruction quality. Experiments in both simulation and real-world outdoor campus scenarios demonstrate that Hydra++ improves object- and scene-level reconstruction quality. Project page is available at https://hydra-plusplus.github.io/.
Jul 10, 2026cs.CV

AnythingReality: Robust Online Gaussian Splatting SLAM for Open-Vocabulary VR Scene Exploration

We present a novel integrated architecture for robust online 3D Gaussian splatting, real-time VR exploration, and speech-driven Vision-Language-Model interaction. Unlike methods assuming clean depth or external poses, our system combines ORB-SLAM3-based pose estimation with online Gaussian reconstruction for noisy real-world data. A VR pipeline enables immersive exploration of incremental reconstructions; a semantic module transcribes voice commands, generates scene descriptions, and records points of interest. Against state-of-the-art online Gaussian splatting methods, we improve image quality on our dataset (+14.5% PSNR, +8.6% SSIM, -14.3% LPIPS) and TUM-RGBD (+11.7% PSNR, +7.8% SSIM, -21.6% LPIPS), with comparable or superior frame rates via quality-speed configurations. We achieve an 88% VLM object-recognition rate.
Jul 9, 2026cs.CV

MultiView-Bench: A Diagnostic Benchmark for World-Centric Multi-View Integration in VLMs

Recent benchmarks for VLMs largely assess single- or limited-view perception, leaving untested the core cognitive ability to integrate observations across viewpoints into a coherent, world-centric (allocentric) 3D mental model. We introduce MultiView-Bench, a diagnostic benchmark expressly designed to evaluate multi-view integration for holistic 3D scene comprehension. Unlike existing datasets that focus on pixel-level mapping or camera-relative navigation, MultiView-Bench requires models to decouple object positioning from transient perspectives and ground them in a fixed global coordinate system. This capability serves as a prerequisite for VLMs before being deployed for downstream tasks such as mechanical part assembly. Our systematic evaluation of frontier VLMs reveals consistent failure modes: strong performance on 2D planar relations from a single image, but marked difficulty with 3D spatial relations and with aggregating information across views. We further identify biases in VLMs, such as struggles with unconventional axis directions and sensitivity to object colorways and texture variations. Acknowledging these limitations, we propose ViewNavigator, a multi-agent framework that actively selects informative viewpoints, perceives, and fuses multi-view evidence, improving diverse base models on MultiView-Bench even under a strict budget-matched comparison (and by 3-5x for the full agent).
Jul 8, 2026cs.CV

PUF: Plug-and-Play Uncertainty-Aware Fusion for Online 3D Scene Graph Generation

Online 3D scene graph generation builds a persistent, structured representation of a scene by incrementally fusing 2D observations into a global 3D graph. Existing online methods treat this fusion as a fully deterministic pipeline, where we identify three sources of uncertainty that are overlooked: observation, 2D model, and 3D representation. We propose PUF: a Plug-and-play, Uncertainty-aware, and training-free Fusion framework. Scene graph node association is reformulated as a probabilistic likelihood over semantic and spatial factors, replacing binary accept/reject gates. Dirichlet evidence accumulation distributes class and relationship evidence across plausible candidates proportional to association likelihood. An optional class-conditional prior completes edges for sparsely or never co-observed object pairs. We instantiate PUF with both a 3D Gaussian and a 3D voxel backend and observe consistent improvements, demonstrating its ability to generalize across different representations. Experiments on the 3DSSG and ReplicaSSG benchmarks show that our method substantially outperforms existing approaches while maintaining real-time latency. These results establish uncertainty-aware fusion as a principled and effective paradigm for online 3D scene understanding. The source code is publicly available at https://github.com/yyyyangyi/PUF.
Jul 7, 2026cs.CV

CAIRN: Cross-Room 3D Scene Understanding with Topology-Aware Large Multimodal Models

Existing 3D scene-grounded Large Language Models (3D-LLMs) focus on answering questions grounded in simplified single-room 3D scenes, lacking the ability to reason over real-world household environments containing multiple interconnected rooms and diverse object categories. We introduce CAIRN, a topology-aware 3D-LLM for multi-room 3D scene understanding. CAIRN aligns transformer attention with scene hierarchy, giving the model explicit awareness of object-level relations and room-level connectivity. It enriches object tokens with room-local relational context via a graph neural network, introduces learned room tokens for room-level abstraction, and applies a hierarchical attention mask with geometric bias to route information according to scene topology. CAIRN is developed on CAIRN-MR, a benchmark we introduce on HM3D for multi-room 3D scene understanding, covering grounding, captioning, and four question-answering tasks that progressively evaluate from intra-room perception to cross-room reasoning. Experiments show that CAIRN outperforms prior 3D-LLMs by a large margin across all CAIRN-MR tasks while remaining competitive on five single-room benchmarks.
Jul 7, 2026cs.CV

PVCap: Towards Accurate 3D Dense Captioning via PseudoCap and VoxelCapNet

3D dense captioning, an emerging vision-language task, aims to generate descriptive sentences for each object in the 3D scene. Despite the impressive results achieved by previous methods, they suffer from two limitations. First, current research often employs global rigid transformations, such as rotation, to augment scenes without changing their spatial layouts. However, diverse spatial layouts are crucial for training a 3D dense captioning model to describe spatial relations between objects. Second, previous works mainly focus on the design of the caption generation pipeline while utilizing a simple network architecture for other components, i.e., backbone and detection head, which is crucial for extracting rich semantic information for captioning. In this paper, we propose PVCap to alleviate the aforementioned problems. Our PVCap consists of PseudoCap and VoxelCapNet. Specifically, PseudoCap employs a random mixing technique on instances within the dataset, generating numerous pseudo frames with diverse spatial layouts at the instance level. By utilizing a teacher-student framework, PseudoCap obtains pseudo caption labels for these pseudo frames. This data augmentation approach significantly increases the number of training samples and enhances the model's ability to describe the environment effectively. Regarding VoxelCapNet, we introduce a robust caption network that utilizes voxel features and adapts the caption head to the voxel-based network architecture. Our VoxelCapNet can serve as a competitive baseline for future research on 3D dense captioning. Extensive experiments are conducted on two prevalent benchmarks, i.e., ScanRefer and Nr3D. Notably, our method surpasses current state-of-the-art by 11.41% and 13.99% in [email protected], respectively. Codes will be made publicly available.
Jul 6, 2026cs.CV

Beyond Isolated Objects: Relationship-aware Open Vocabulary Scene Understanding via 3D Scene Graph Analysis

Open-vocabulary 3D scene understanding aims to segment 3D scenes beyond predefined categories by transferring semantic knowledge from vision-language models. Existing methods have advanced this task by lifting language-aligned 2D features into 3D, yet they often rely on context-independent semantic representations, leaving object relationships underexplored for contextual refinement. We propose RelGraphOV, a relationship-aware framework that uses 3D scene graphs to enhance open-vocabulary 3D understanding. Our method constructs relational scene graphs from multi-view observations by leveraging vision-language reasoning to infer object relationships and prune geometrically implausible connections, without manual relationship annotations. To aggregate relational context while avoiding feature interference, we introduce an Adaptive Gated Dual-Stream Contextual GAT that separates dense geometric features and semantic CLIP embeddings, performs edge-guided message passing, and adaptively fuses complementary semantics. A hierarchical contrastive objective further promotes instance-level consistency and category-level discrimination. Experiments on ScanNetV2, ScanNet200, ScanNet++++, and Replica demonstrate strong performance and generalization ability. Project Page: https://cxavireh.github.io/relgraphov-projectpage
Jul 5, 2026cs.CV

Seeing Once is Enough? Online Geometry-Aware Token Pruning for 3D Question Answering

Recent Multi-modal Large Language Models (MLLMs) have demonstrated remarkable performance on 2D question answering tasks. However, extending these models to the 3D question answering remains challenging, as they typically require multiple views of the scene, which incurs substantial computational cost at inference. To mitigate this issue, existing solutions rely on strategic frame selection or token-merging algorithms that require preprocessing in advance all frames of the scene, i.e., an offline fashion. In contrast, we propose the first online token-pruning method that can be integrated seamlessly with current MLLM models for 3D question answering tasks, without additional training and with lower memory usage.Our key insight is to project each input frame into a shared voxel space using depth information and camera pose, identifying spatially-overlapped regions across frames and selectively pruning redundant image tokens before they enter the language model. Our method enables efficient online processing while reducing up to 50% of token usage. We apply this approach to Qwen2.5-VL-7B and Qwen3-VL-8B, demonstrating improved performance on the ScanQA, SQA3D, and OpenEQA-HM3D benchmarks.
Jul 3, 2026cs.CV

IDEAL-Bench: Indoor Dataset and Evaluation suite for Analyzing 3D Layout reasoning

Spatial question answering is the dominant paradigm for evaluating spatial intelligence in Vision-Language Models (VLMs), but it leaves a complementary axis of spatial competence under-evaluated: holistic 3D layout inference, which predicts every visible object's pose and extent from a single image in a structured form. To this end, we introduce IDEAL-Bench, an evaluation suite that requires VLMs to predict structured 3D layouts on photorealistic indoor scenes across 10 room types, scored along five numerical dimensions and a perceptual render-and-compare protocol. By operating on semantically realistic scenes with full asset substitution under controlled lighting and viewpoint, IDEAL-Bench moves beyond CLEVR-style simple geometric primitives so that any image-space discrepancy reflects spatial reasoning alone. The benchmark is built on IDEAL-Scenes, a procedurally generated dataset of 1,000 re-renderable Blender environments with ground-truth layouts. Evaluating 15 prominent VLMs reveals three findings: the task remains substantially unsolved, with the strongest model reaching only 62.1/100 overall; all models exhibit a sharp asymmetry between object recognition and geometric regression, indicating that current VLMs are trained to describe scenes rather than to measure them; model rankings partially diverge from those on QA-based and primitive-reconstruction benchmarks: top-tier consensus holds, but mid-tier rankings shift substantially. Collectively, these findings establish IDEAL-Bench as a diagnostic suite, targeting the geometric and structural competencies that QA-based evaluation cannot surface, and paving the way towards more rigorous evaluation of spatial intelligence in next-generation VLMs. Together, these findings position IDEAL-Bench as a principled diagnostic for whether future VLMs achieve genuine spatial understanding rather than linguistic approximations of it.
Jul 3, 2026cs.CV

Holo-Captioning: Toward the Text Equivalent of 3D Scenes

This work introduces holo-captioning, a novel task that strives to seek the text equivalent of 3D scenes. As the initial step, we formulate holo-captioning as generating a structured textual description that comprehensively depicts all entities within a 3D scene -- including their semantic tags, spatial locations, attributes, and inter-entity relations. To tackle this challenging task, we first develop an effective captioning engine to produce detailed descriptions of individual entity instances and instance pairs, and contribute a large-scale benchmark comprising over 15K scenes for training and evaluation. Building upon this foundation, we propose HoloScribe, a novel model that features an instance-aware decoupled pipeline for generating structured holo-captions, and further incorporates anchor-aware instance linking to identify relational instance pairs. Additionally, we propose a comprehensive evaluation metric named HoloScore, and provide a human-curated test set to ensure reliable model assessment. Experimental results demonstrate that HoloScribe significantly outperforms state-of-the-art 3D dense captioners and 3D LLM generalists, underscoring the effectiveness of our approach. Project page: https://visual-ai.github.io/holocap/
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.
Jul 2, 2026cs.CV

Consistent Scene Understanding in 3D Gaussian Splatting via Multi-Cue Mask Refinement

Reliable instance-level scene understanding is a fundamental prerequisite for object-level interactions and high-fidelity 3D representations. While current methods often leverage 2D foundation segmentation models to obtain these priors, their 2D-centric design typically yields fragmented masks and inconsistent predictions across different views. To address these issues, we propose a novel framework that produces consistent 2D instance masks to guide the optimization of 3D Gaussian Splatting (3DGS) feature fields. Our framework consists of three main stages. (1) Multi-Cue Extraction that generates synergistic semantic, geometric, and structural priors from input images. (2) Multi-Cue-Guided Mask Merging process that consolidates fragmented masks using a composite merge score derived from semantic, depth, and edge cues. (3) Cross-View Mask Matching that establishes globally consistent identity assignments across all viewpoints. By transforming viewpoint-specific segments into coherent 3D primitives, our approach enables stable 3D instance segmentation and effective downstream editing tasks. Experiments demonstrate that our method significantly improves cross-view consistency and segmentation stability over existing baselines while maintaining high-fidelity photometric reconstruction.
Jul 2, 2026cs.CV

Bridging 3D Gaussians and Semantic Occupancy for Comprehensive Open-Vocabulary Scene Understanding from Unposed Images

Comprehensive 3D scene understanding from sparse, unposed images requires a model to recover renderable geometry, open-vocabulary semantics, and free/occupied 3D space without relying on external camera calibration. Recent feed-forward Gaussian methods improve pose-free reconstruction and semantic rendering, but their Gaussian primitives are mainly optimized through image-space objectives and remain weakly constrained in unobserved regions. We propose \textit{COVScene}, a pose-free semantic Gaussian framework that couples renderable Gaussian primitives with a dense semantic occupancy field through differentiable volumetric lifting. Instead of converting Gaussians to voxels only at evaluation time, COVScene lifts the predicted semantic Gaussians inside the training computation graph, so volumetric regularization provides gradients to Gaussian opacity, geometry, and semantic features. The framework combines a semantic-aware Geometry Transformer, multi-task Gaussian decoding, geometric foundation distillation, and occupancy entropy regularization to support novel view synthesis, open-vocabulary semantic querying, and semantic occupancy prediction within a single representation. Experiments on ScanNet and ScanNet++ show that COVScene maintains competitive rendering quality, improves open-vocabulary segmentation, and achieves stronger semantic occupancy prediction than the self-supervised baseline without direct voxel-level supervision.
Jul 1, 2026cs.RO

Structured 4D Latent Predictive Model for Robot Planning

Video predictive models are emerging as a powerful paradigm in robotics, offering a promising path toward task generalization, long-horizon planning, and flexible decision-making. However, prevailing approaches often operate on 2D video sequences, inherently lacking the 3D geometric understanding necessary for precise spatial reasoning and physical consistency. We introduce a Structured 4D Latent Predictive Model, which predicts the evolution of a scene's 3D structure in a structured latent space conditioned on observations and textual instructions. Our representation encodes the scene holistically and can be decoded into diverse 3D formats, enabling a more complete and 3D consistent scene understanding. This structured 4D latent predictive model serves as a planner, generating future scenes that are translated into executable actions by a goal-conditioned inverse dynamics module. Experiments demonstrate that our model generates futures with strong visual quality, substantially better 3D consistency and multi-view coherence compared to state-of-the-art video-based planners. Consequently, our full planning pipeline achieves superior performance on complex manipulation tasks, exhibits robust generalization to novel visual conditions, and proves effective on real-world robotic platforms. Our website is available at https://structured-4d-model.github.io/.
Jul 1, 2026cs.CV

DeWorldSG: Depth-Aware 3D Semantic Scene Graph Generation via World-Model Priors

We present DeWorldSG, a novel framework that generates spatio-temporally robust 3D Semantic Scene Graphs from RGB-D sequences. Existing methods often struggle to construct reliable 3D scene graphs due to unstable 3D object representations and missing relations caused by frame-wise inference. DeWorldSG addresses these issues by estimating instance-level geometric 3D Gaussian distributions through depth-guided filtering and representing each object as a probabilistic 3D node rather than a single projected point. To mitigate relational sparsity from frame-wise inference, our framework further aggregates spatiotemporal evidence across object pairs and refines relations using contextual priors derived from a world model (V-JEPA 2). Experiments on the 3DSSG and ReplicaSSG datasets demonstrate state-of-the-art (SoTA) performance in both object and predicate prediction, while producing temporally consistent scene structures. In particular, our method improves triplet recall by 77.4% and predicate recall by 23.2% over prior SoTA approaches, making it suitable for robotic manipulation and AR applications. Our code and models are open-sourced.
Jun 30, 2026cs.CV

MSNN-LINet: Cross-Modal Learning via Continuous Linear Integration

We present LINet (Linear Integration Network), a Multi-Stream Neural Network (MSNN) for RGB-D scene classification. Current multi-modal architectures treat feature fusion as a discrete, ad-hoc event: early fusion entangles representations prematurely, late fusion isolates them until the final layer, and hybrid or attention-based methods require architectural guesswork to place intermediate fusion blocks. LINet addresses this structural compromise by maintaining three dedicated parallel streams (RGB, depth, and integration) where a novel Linear Integration Convolution (LIConv2d) operator enables continuous cross-modal learning at every layer. The integration stream receives raw filtered signals from both modality streams and combines them before the nonlinear activation threshold, conceptually inspired by somatic integration preceding the neuronal firing decision. Implementing continuous integration exposes a critical initialization pathology: Kaiming initialization of the bridging weights scrambles gradients before they reach the stream backbones, producing a failure mode that resembles overfitting but is corrupted gradient flow. A 1/N constant initialization mitigates this. We employ progressive modality dropout, a curriculum adapted to continuous fusion in which blanking probability increases from zero, preventing pathway collapse, a form of negative co-learning, by forcing robust independent stream representations. Trained from scratch on SUN RGB-D 19-class scene classification, LINet reaches 45.2% mean class accuracy at ResNet18 scale, outperforming prior from-scratch results, and rises to 49.6% with in-domain RGB-D (ScanNet) pretraining.
Jun 29, 2026cs.CV

OP3DSG: Open-Vocabulary Part-Aware 3D Scene Graph Generation for Real-World Environments

3D scene graphs (3DSGs) provide a compact and structured abstraction of 3D environments. Although advances in foundation models have enabled open-vocabulary 3DSG generation, existing approaches remain object-centric and encode limited relational information -- restricting their applicability in real-world scenarios that require fine-grained understanding. We propose OP3DSG, an open-vocabulary part-aware 3DSG generation framework that constructs unified graphs that jointly model objects, interactive parts, spatial relations, functional relations, and affordances. OP3DSG integrates object-part knowledge-guided detection with part-aware 3D fusion to preserve small and interaction-relevant components, and employs a geometry-initialized prior graph with LLM-based refinement to reduce spurious relational predictions while enabling efficient graph construction. To systematically evaluate unified 3D scene graph construction, we introduce UniGraph3D, a benchmark designed for part-aware perception and multi-level relational reasoning. Experimental results show that OP3DSG achieves state-of-the-art performance and demonstrates its effectiveness as a perception backbone in diverse real-world robotics tasks.
Jun 28, 2026cs.CV

VCS-SLAM: Geometry-Validated Semantic Evidence Fusion for 3D Gaussian SLAM

Visual SLAM performance often deteriorates in complex real-world applications. Semantic 3D Gaussian SLAM commonly fuses 2D semantic priors into a persistent 3D map using uniform optimization weights. However, such priors are not equally reliable in online mapping: occlusions, unsupported semantic boundaries, and ambiguous ray geometry can introduce persistent semantic artifacts into the global Gaussian map. We propose VCS-SLAM, a geometry-validated semantic evidence fusion framework for RGB-D 3D Gaussian SLAM. Instead of treating all semantic observations as uniformly valid supervision, VCS-SLAM evaluates their geometric reliability through visibility consistency, surface-supported boundary evidence, and ray-level conflict uncertainty. The resulting reliability-aware objective suppresses occluded semantic updates, reduces unsupported semantic bleeding, and delays premature label assignment in ambiguous regions. Experiments on Replica demonstrate improved semantic consistency, boundary preservation, and reconstruction quality. Results on ScanNet further show that VCS-SLAM maintains competitive tracking performance under real RGB-D inputs
Jun 26, 2026cs.CV

Panoramic Scene Understanding: A Survey from Distortion-Aware Engineering to Sphere-Native Modeling

Panoramic images capture the full visual sphere in a frame, offering context unavailable to conventional cameras. Yet this completeness has an unavoidable geometric cost: the 2-sphere cannot be faithfully mapped to the plane, and every projection introduces distortions that challenge standard vision architectures. This survey traces panoramic scene understanding from projection-based adaptation and distortion-aware engineering to sphere-native modeling, reflecting increasing commitment to spherical geometry. Foundation models form a fourth family, geometry-aware tokenization, which adapts the input interface while reusing perspective-pretrained weights. We review these approaches across five task families: dense prediction, unified multi-task understanding, open-world perception, vision-language reasoning, and dynamic video analysis. Across tasks, the same shift toward spherical geometry recurs. In practice, however, the field has converged not on the strongest sphere-native operators, which are exactly rotation-equivariant but cannot reuse perspective-pretrained backbones and thus have not scaled, but on a compatibility-preserving middle ground combining moderate geometric awareness with large pretrained models. This commitment is uneven: deepest in dense prediction and shallowest in dynamic perception, where methods are spatially sphere-aware yet temporally planar. Foundation-model adaptation has advanced panoramic depth fastest, while layout, surface-normal, and video-level understanding remain largely unexplored. No panoramic foundation model has yet been pretrained on spherical data. We identify five evaluation gaps: spherical-area-weighted metrics, seam-consistency tests, polar-robustness stratification, cross-projection generalization, and standardized open-world protocols. We conclude with a six-point roadmap toward general-purpose panoramic intelligence.
Jun 25, 2026cs.CV

Learning 3D Affordances for Blade Insertion in Cluttered Stowing

Many manipulation tasks require reasoning about free-space affordances: discovering volumes where an extended rigid tool can safely navigate, complementary to surface contact affordances for grasping. Robotic stowing is a canonical instance, where a blade must sweep items aside inside cluttered fabric bins to create insertion space. Production stow systems generate millions of such episodes, but standard approaches with unimodal data infer affordances as SE(3) pose distributions, a geometric question asked in the wrong domain. VulcanVoxel keeps inference spatial: a masked autoencoder over 3D occupancy fields reconstructs blade occupancy conditioned on scene geometry, computing feasibility locally at each voxel and recovering multi-modal predictions from unimodal data. Blade affordances are spatial objects, subsets of 3D space defined by geometric feasibility. Pose parameters carry no structure for reasoning whether unobserved placements are feasible, and standard generative objectives including flow matching faithfully learn the unimodal distribution produced by execution policies and cannot recover geometric alternatives. Trained on 10,000 real warehouse stow episodes without human annotation, VulcanVoxel achieves top-5 coverage of 0.89 versus 0.71 for the best pose-based baseline, with a distilled student providing RGB-to-voxel inference in 30 ms. vs. 1.4 s. for voxel-to-voxel. We have released a dataset of real blade insertion cycles with RGB-D observations and pose trajectories at https://www.armbench.com/blade_insertion. html.
Jun 25, 2026cs.CV

Perceptual 3D Simulation With Physical World Modeling

Predicting how a scene will evolve after a desired 3D transformation from images is a central goal in vision, graphics, and robotics. Yet unlike ideal simulators with full access to 3D geometry and dynamics, real world systems must rely on perceptual inputs and local actions that are inherently partial and incomplete. In this work, we present P3Sim, a physical world modeling system that simulates future scene states under both partial observations and incomplete 3D transformation signals. P3Sim is composed of three interacting components: a learned physical world model, a geometric conditioning module, and a persistent scene memory. The world model interprets perception as probabilistic inference over multimodal scene variables, providing predictions of the distributions of any scene variable conditioned on any combination of others. The geometric conditioning module provides a partial 3D transform signal for conditioning the world model at inference time. The persistent scene memory integrates predictions over time, enabling online updates and consistency under uncertainty. By combining learned inference with explicit geometric structure, P3Sim balances data-driven flexibility with built-in inductive bias. This design yields a flexible perceptual simulator that generalizes across diverse 3D transformation tasks, such as novel view synthesis, object manipulation, and dynamic scene prediction, advancing toward general purpose 3D scene understanding and transformation.
Jun 24, 2026cs.CV

TriViewBench: Controlled Complexity Scaling for Multi-View Structural Reasoning in MLLMs

Multimodal Large Language Models (MLLMs) demonstrate strong performance on standard visual question answering benchmarks, yet their scalability under controlled structural complexity remains poorly understood. We introduce TriViewBench, a controlled three-view visual reasoning benchmark constructed from synthetic 3D scenes with explicitly parameterized object count and occlusion. The benchmark contains 1,923 scenes and over 14K Question-Answer (QA) pairs organized into four complexity levels and three reasoning categories: Local Decision, Object Counting, and Global Recovery. We evaluate 18 open- and closed-source MLLMs under a unified prompting protocol. All 18 models exhibit an identical capability hierarchy without exception (Local Decision > Object Counting > Global Recovery), and performance degrades monotonically with complexity: Local Decision tasks decline modestly (12.11% relative drop), while Object Counting degrades substantially (59.14%) and Global Recovery collapses severely (80.02%). Error analysis on Object Counting reveals two mechanistically independent failure modes: single-view tasks are dominated by undercounting due to occlusion blindness, whereas the multi-view task reverses to overcounting due to cross-view identity confusion. Chain-of-Thought (CoT) prompting yields near-zero overall benefit (Δ=−0.16%Δ= -0.16\%) and its effect on Global Recovery is strongly capability-gated, suggesting that the bottleneck lies in cross-view spatial representation rather than reasoning strategy. These findings reveal fundamental scalability limitations in current MLLMs and position TriViewBench as a controlled diagnostic framework for analyzing structural reasoning failures.