3D Scene Understanding
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27 papers in the last four weeks, up 200% on the four weeks before. 0.3% of all new papers.
Latest papers 188
Scene change detection methods built on Gaussian splatting universally follow a render-then-compare paradigm: the pre-change scene is rendered into 2D and compared against post-change images via pixel or feature residuals. This change detection problem with Gaussian Splatting has been treated as a question about pixels; we treat it as a question about primitives. We provide direct evidence that native primitive attributes alone -- position, anisotropic covariance, and color -- carry sufficient signal for scene change detection. What makes primitive-space comparison hard is the under-constrained nature of Gaussian splatting representation: independent optimizations yield primitive solutions whose count, positions, shapes, and colors differ even where nothing has changed. We address this challenge with anisotropic models of geometric and photometric drift, complemented by a per-primitive observability term that reflects the extent to which each Gaussian is constrained by the camera geometry. Operating directly on primitives gives our method, GD-DIFF, two properties that distinguish it from render-then-compare methods. First, change maps are multi-view consistent by construction, where prior work had to learn this through an additional optimization objective. Second, geometric and appearance changes are scored separately, identifying not just where but what kind of change occurred, distinguishing structural changes (e.g., an added object) from surface-level ones (e.g., a color change) without supervision or external model dependencies. On real-world benchmarks, GS-DIFF surpasses the prior state-of-the-art approach by 17% in mean Intersection over Union.
OpenGaFF: Open-Vocabulary Gaussian Feature Field with Codebook Attention
Understanding open-vocabulary 3D scenes with Gaussian-based representations remains challenging due to fragmented and spatially inconsistent semantic predictions across multi-view observations. In this paper, we present OpenGaFF, a novel framework for open-vocabulary 3D scene understanding built upon 3D Gaussian Splatting. At the core of our method is a Gaussian Feature Field that models semantics as a continuous function of Gaussian geometry and appearance. By explicitly conditioning semantic predictions on geometric structure, this formulation strengthens the coupling between geometry and semantics, leading to improved spatial coherence across similar structures in 3D space. To further enforce object-level semantic consistency, we introduce a structured codebook that serves as a set of shared semantic primitives. Furthermore, a codebook-guided attention mechanism is proposed to retrieve language features via similarity matching between query embeddings and learned codebook entries, enabling robust open-vocabulary reasoning while reducing intra-object feature variance. Extensive experiments on standard 2D and 3D open-vocabulary benchmarks demonstrate that our method consistently outperforms prior approaches, achieving improved segmentation quality, stronger 3D semantic consistency and a semantically interpretable codebook that provides insight into the learned representation.
Ilov3Splat: Instance-Level Open-Vocabulary 3D Scene Understanding in Gaussian Splatting
We introduce Ilov3Splat, a novel framework for instance-level open-vocabulary 3D scene understanding built on 3D Gaussian Splatting (3D-GS). Most prior work depends on 2D rendering-based matching or point-level semantic association, which undermines cross-view consistency, lacks coherent instance-level reasoning, and limits precision in downstream 3D tasks. To address these limitations, our method jointly optimizes scene geometry and semantic representations by augmenting Gaussian splats with view-consistent feature fields. Specifically, we leverage multi-resolution hash embedding to efficiently encode language-aligned CLIP features, enabling dense and coherent language grounding in 3D space. We further train an instance feature field using contrastive loss over SAM masks, supporting fine-grained object distinction across views. At inference time, CLIP-encoded queries are matched against the learned features, followed by two-stage 3D clustering to retrieve relevant Gaussian groups. This enables our framework to identify arbitrary objects in 3D scenes based on natural language descriptions, without requiring category supervision or manual annotations. Experiments on standard benchmarks demonstrate that Ilov3Splat outperforms prior open-vocabulary 3D-GS methods in both object selection and instance segmentation, offering a flexible and accurate solution for language-driven 3D scene understanding. Project page: https://csiro-robotics.github.io/Ilov3Splat.
FUS3DMaps: Scalable and Accurate Open-Vocabulary Semantic Mapping by 3D Fusion of Voxel- and Instance-Level Layers
Open-vocabulary semantic mapping enables robots to spatially ground previously unseen concepts without requiring predefined class sets. Current training-free methods commonly rely on multi-view fusion of semantic embeddings into a 3D map, either at the instance-level via segmenting views and encoding image crops of segments, or by projecting image patch embeddings directly into a dense semantic map. The latter approach sidesteps segmentation and 2D-to-3D instance association by operating on full uncropped image frames, but existing methods remain limited in scalability. We present FUS3DMaps, an online dual-layer semantic mapping method that jointly maintains both dense and instance-level open-vocabulary layers within a shared voxel map. This design enables further voxel-level semantic fusion of the layer embeddings, combining the complementary strengths of both semantic mapping approaches. We find that our proposed semantic cross-layer fusion approach improves the quality of both the instance-level and dense layers, while also enabling a scalable and highly accurate instance-level map where the dense layer and cross-layer fusion are restricted to a spatial sliding window. Experiments on established 3D semantic segmentation benchmarks as well as a selection of large-scale scenes show that FUS3DMaps achieves accurate open-vocabulary semantic mapping at multi-story building scales. Additional material and code will be made available: https://githanonymous.github.io/FUS3DMaps/.
Multi-Scale Gaussian-Language Map for Zero-shot Embodied Navigation and Reasoning
Understanding the geometric and semantic structure of environments is essential for embodied navigation and reasoning. Existing semantic mapping methods trade off between explicit geometry and multi-scale semantics, and lack a native interface for large models, thus requiring additional training of feature projection for semantic alignment. To this end, we propose the multi-scale Gaussian-Language Map (GLMap), which introduces three key designs: (1) explicit geometry, (2) multi-scale semantics covering both instance and region concepts, and (3) a dual-modality interface where each semantic unit jointly stores a natural language description and a 3D Gaussian representation. The 3D Gaussians enable compact storage and fast rendering of task-relevant images via Gaussian splatting. To enable efficient incremental construction, we further propose a Gaussian Estimator that analytically derives Gaussian parameters from dense point clouds without gradient-based optimization. Experiments on ObjectNav, InstNav, and SQA tasks show that GLMap effectively enhances target navigation and contextual reasoning, while remaining compatible with large-model-based methods in a zero-shot manner. The code is available at https://github.com/sx-zhang/GLMap.
VoxAfford: Multi-Scale Voxel-Token Fusion for Open-Vocabulary 3D Affordance Detection
Open-vocabulary 3D affordance detection requires localizing interaction regions on point clouds given novel affordance descriptions. Recent methods extend multimodal large language models (MLLMs) with special output tokens that are decoded into segmentation masks. However, these tokens are produced through autoregressive generation, which models sequential dependencies rather than spatial neighborhood relations, leaving them semantically rich but spatially impoverished for 3D localization. We propose Voxel-enhanced Affordance detection (VoxAfford), which bypasses this bottleneck by injecting multi-scale geometric features from a frozen pre-trained 3D VQVAE encoder into the output tokens after generation. Each output token uses its affordance semantics as a query to retrieve relevant geometric patterns from its paired voxel scale via cross-attention, with a learned compatibility gate controlling the injection strength. The enhanced tokens are then aggregated into a spatially-aware affordance prompt through semantic-conditioned attention and propagated alongside per-point features to generate the final mask. Experiments on open-vocabulary affordance detection tasks show that VoxAfford achieves state-of-the-art performance with approximately an 8% improvement in mIoU, and real robot experiments confirm zero-shot transfer to novel objects.
HERMES++: Toward a Unified Driving World Model for 3D Scene Understanding and Generation
Driving world models serve as a pivotal technology for autonomous driving by simulating environmental dynamics. However, existing approaches predominantly focus on future scene generation, often overlooking comprehensive 3D scene understanding. Conversely, while Large Language Models (LLMs) demonstrate impressive reasoning capabilities, they lack the capacity to predict future geometric evolution, creating a significant disparity between semantic interpretation and physical simulation. To bridge this gap, we propose HERMES++, a unified driving world model that integrates 3D scene understanding and future geometry prediction within a single framework. Our approach addresses the distinct requirements of these tasks through synergistic designs. First, a BEV representation consolidates multi-view spatial information into a structure compatible with LLMs. Second, we introduce LLM-enhanced world queries to facilitate knowledge transfer from the understanding branch. Third, a Current-to-Future Link is designed to bridge the temporal gap, conditioning geometric evolution on semantic context. Finally, to enforce structural integrity, we employ a Joint Geometric Optimization strategy that integrates explicit geometric constraints with implicit latent regularization to align internal representations with geometry-aware priors. Extensive evaluations on multiple benchmarks validate the effectiveness of our method. HERMES++ achieves strong performance, outperforming specialist approaches in both future point cloud prediction and 3D scene understanding tasks. The model and code will be publicly released at https://github.com/H-EmbodVis/HERMESV2.
Featurising Pixels from Dynamic 3D Scenes with Linear In-Context Learners
One of the most exciting applications of vision models involve pixel-level reasoning. Despite the abundance of vision foundation models, we still lack representations that effectively embed spatio-temporal properties of visual scenes at the pixel level. Existing frameworks either train on image-based pretext tasks, which do not account for dynamic elements, or on video sequences for action-level reasoning, which does not scale to dense pixel-level prediction. We present a framework that learns pixel-accurate feature descriptors from videos, LILA. The core element of our training framework is linear in-context learning. LILA leverages spatio-temporal cue maps -- depth and motion -- estimated with off-the-shelf networks. Despite the noisy nature of those cues, LILA trains effectively on uncurated video datasets, embedding semantic and geometric properties in a temporally consistent manner. We demonstrate compelling empirical benefits of the learned representation across a diverse suite of vision tasks: video object segmentation, surface normal estimation and semantic segmentation.
Semantic Foam: Unifying Spatial and Semantic Scene Decomposition
Modern scene reconstruction methods, such as 3D Gaussian Splatting, deliver photo-realistic novel view synthesis at real-time speeds, yet their adoption in interactive graphics applications has been limited. A major bottleneck is the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While previous research has attempted to impose semantic decomposition on these models, significant challenges remain regarding segmentation quality and consistency. To address this, we introduce Semantic Foam, extending the recently proposed Radiant Foam representations to semantic decomposition tasks. Our approach integrates the natural spatial volumetric decomposition of Radiant Foam's Voronoi mesh with an explicit semantic feature field parameterized at the cell level. This explicit structure enables direct spatial regularization, which prevents artifacts caused by occlusion or inconsistent supervision across views - common pitfalls for other point-based representations. Experimental results show that our method achieves comparable or superior object-level segmentation performance compared to state-of-the-art methods like Gaussian Grouping and SAGA.
ReVSI: Rebuilding Visual Spatial Intelligence Evaluation for Accurate Assessment of VLM 3D Reasoning
Current evaluations of spatial intelligence can be systematically invalid under modern vision-language model (VLM) settings. First, many benchmarks derive question-answer (QA) pairs from point-cloud-based 3D annotations originally curated for traditional 3D perception. When such annotations are treated as ground truth for video-based evaluation, reconstruction and annotation artifacts can miss objects that are clearly visible in the video, mislabel object identities, or corrupt geometry-dependent answers (e.g., size), yielding incorrect or ambiguous QA pairs. Second, evaluations often assume full-scene access, while many VLMs operate on sparsely sampled frames (e.g., 16-64), making many questions effectively unanswerable under the actual model inputs. We improve evaluation validity by introducing ReVSI, a benchmark and protocol that ensures each QA pair is answerable and correct under the model's actual inputs. To this end, we re-annotate objects and geometry across 381 scenes from 5 datasets to improve data quality, and regenerate all QA pairs with rigorous bias mitigation and human verification using professional 3D annotation tools. We further enhance evaluation controllability by providing variants across multiple frame budgets (16/32/64/all) and fine-grained object visibility metadata, enabling controlled diagnostic analyses. Evaluations of general and domain-specific VLMs on ReVSI reveal systematic failure modes that are obscured by prior benchmarks, yielding a more reliable and diagnostic assessment of spatial intelligence.
INSIGHT: Indoor Scene Intelligence from Geometric-Semantic Hierarchy Transfer for Public~Safety
Indoor environments lack the spatial intelligence infrastructure that GPS provides outdoors; first responders arriving at unfamiliar buildings typically have no machine-readable map of safety equipment. Prior work on 3D semantic segmentation for public safety identified two barriers: scarcity of labeled indoor training data and poor recognition of small safety-critical features by native point-cloud methods. This paper presents INSIGHT, a zero-target-domain-annotation pipeline that projects 2D image understanding into 3D metric space via registered RGB-D data. Two interchangeable vision stacks share a common 3D back end: a SAM3 foundation-model stack for text-prompted segmentation, and a traditional CV stack (open-set detection, VQA, OCR) whose intermediate outputs are independently inspectable. Evaluated on all seven subareas of Stanford 2D-3D-S (70{,}496 images), the pipeline produces Pointcept-schema-compatible labeled point clouds and ISO19164-compliant scene graphs with compression; role-filtered payloads transmit in ,s at 1,Mbps over FirstNet Band14. We report per-point labeling accuracy on 7 shared classes, detection sensitivity for 15 safety-critical classes absent from public 3D benchmarks alongside code-capped deployable estimates, and inter-pipeline complementarity, demonstrating that 2D-to-3D semantic transfer addresses the labeled-data bottleneck while scene graphs provide building intelligence compact enough for field deployment.
ArchSym: Detecting 3D-Grounded Architectural Symmetries in the Wild
Symmetry detection is a fundamental problem in computer vision, and symmetries serve as powerful priors for downstream tasks. However, existing learning-based methods for detecting 3D symmetries from single images have been almost exclusively trained and evaluated on object-centric or synthetic datasets, and thus fail to generalize to real-world scenes. Furthermore, due to the inherent scale ambiguity of monocular inputs, which makes localizing the 3D plane an ill-posed problem, many existing works only predict the plane's orientation. In this paper, we address these limitations by presenting the first framework for detecting 3D-grounded reflectional symmetries from single, in-the-wild RGB images, focusing on architectural landmarks. We introduce two key innovations: (1) a scalable data annotation pipeline to automatically curate a large-scale dataset of architectural symmetries, ArchSym, from SfM reconstructions by leveraging cross-view image matching; and building on the dataset, (2) a single-view symmetry detector that accurately localizes symmetries in 3D by parameterizing them as signed distance maps defined relative to predicted scene geometry. We validate our symmetry annotation pipeline against geometry-based alternatives and demonstrate that our symmetry detector significantly outperforms state-of-the-art baselines on our new benchmark.
GenMatter: Perceiving Physical Objects with Generative Matter Models
Human visual perception offers valuable insights for understanding computational principles of motion-based scene interpretation. Humans robustly detect and segment moving entities that constitute independently moveable chunks of matter, whether observing sparse moving dots, textured surfaces, or naturalistic scenes. In contrast, existing computer vision systems lack a unified approach that works across these diverse settings. Inspired by principles of human perception, we propose a generative model that hierarchically groups low-level motion cues and high-level appearance features into particles (small Gaussians representing local matter), and groups particles into clusters capturing coherently and independently moveable physical entities. We develop a hardware-accelerated inference algorithm based on parallelized block Gibbs sampling to recover stable particle motion and groupings. Our model operates on different kinds of inputs (random dots, stylized textures, or naturalistic RGB video), enabling it to work across settings where biological vision succeeds but existing computer vision approaches do not. We validate this unified framework across three domains: on 2D random dot kinematograms, our approach captures human object perception including graded uncertainty across ambiguous conditions; on a Gestalt-inspired dataset of camouflaged rotating objects, our approach recovers correct 3D structure from motion and thereby accurate 2D object segmentation; and on naturalistic RGB videos, our model tracks the moving 3D matter that makes up deforming objects, enabling robust object-level scene understanding. This work thus establishes a general framework for motion-based perception grounded in principles of human vision.
Seeing Without Eyes: 4D Human-Scene Understanding from Wearable IMUs
Understanding human activities and their surrounding environments typically relies on visual perception, yet cameras pose persistent challenges in privacy, safety, energy efficiency, and scalability. We explore an alternative: 4D perception without vision. Its goal is to reconstruct human motion and 3D scene layouts purely from everyday wearable sensors. For this we introduce IMU-to-4D, a framework that repurposes large language models for non-visual spatiotemporal understanding of human-scene dynamics. IMU-to-4D uses data from a few inertial sensors from earbuds, watches, or smartphones and predicts detailed 4D human motion together with coarse scene structure. Experiments across diverse human-scene datasets show that IMU-to-4D yields more coherent and temporally stable results than SoTA cascaded pipelines, suggesting wearable motion sensors alone can support rich 4D understanding.
Volume Transformer: Revisiting Vanilla Transformers for 3D Scene Understanding
Transformers have become a common foundation across deep learning, yet 3D scene understanding still relies on specialized backbones with strong domain priors. This keeps the field isolated from the broader Transformer ecosystem, limiting the transfer of new advances as well as the benefits of increasingly optimized software and hardware stacks. To bridge this gap, we adapt the vanilla Transformer encoder to 3D scenes with minimal modifications. Given an input 3D scene, we partition it into volumetric patch tokens, process them with full global self-attention, and inject positional information via a 3D extension of rotary positional embeddings. We call the resulting model the Volume Transformer (Volt) and apply it to 3D semantic segmentation. Naively training Volt on standard 3D benchmarks leads to shortcut learning, highlighting the limited scale of current 3D supervision. To overcome this, we introduce a data-efficient training recipe based on strong 3D augmentations, regularization, and distillation from a convolutional teacher, making Volt competitive with state-of-the-art methods. We then scale supervision through joint training on multiple datasets and show that Volt benefits more from increased scale than domain-specific 3D backbones, achieving state-of-the-art results across indoor and outdoor datasets. Finally, when used as a drop-in backbone in a standard 3D instance segmentation pipeline, Volt again sets a new state of the art, highlighting its potential as a simple, scalable, general-purpose backbone for 3D scene understanding.
Feasibility of Indoor Frame-Wise Lidar Semantic Segmentation via Distillation from Visual Foundation Model
Frame-wise semantic segmentation of indoor lidar scans is a fundamental step toward higher-level 3D scene understanding and mapping applications. However, acquiring frame-wise ground truth for training deep learning models is costly and time-consuming. This challenge is largely addressed, for imagery, by Visual Foundation Models (VFMs) which segment image frames. The same VFMs may be used to train a lidar scan frame segmentation model via a 2D-to-3D distillation pipeline. The success of such distillation has been shown for autonomous driving scenes, but not yet for indoor scenes. Here, we study the feasibility of repeating this success for indoor scenes, in a frame-wise distillation manner by coupling each lidar scan with a VFM-processed camera image. The evaluation is done using indoor SLAM datasets, where pseudo-labels are used for downstream evaluation. Also, a small manually annotated lidar dataset is provided for validation, as there are no other lidar frame-wise indoor datasets with semantics. Results show that the distilled model achieves up to 56% mIoU under pseudo-label evaluation and around 36% mIoU with real-label, demonstrating the feasibility of cross-modal distillation for indoor lidar semantic segmentation without manual annotations.
Geometry-Guided 3D Visual Token Pruning for Video-Language Models
Multimodal large language models have demonstrated remarkable capabilities in 2D vision, motivating their extension to 3D scene understanding. Recent studies represent 3D scenes as 3D spatial videos composed of image sequences with depth and camera pose information, enabling pre-trained video-language models to perform 3D reasoning tasks. However, the large number of visual tokens in spatial videos remains a major bottleneck for efficient inference and context management. Existing pruning methods overlook the view consistency of spatial videos and the spatial diversity of the remaining tokens, which prevents them from effectively removing inter-frame redundancy and preserving scene completeness. In this paper, we propose Geo3DPruner, a Geometry-Guided 3D Visual Token Pruning framework. Geo3DPruner first models cross-frame relevance through geometry-aware global attention, and then performs a two-stage pruning process. The intra-voxel stage selects representative multi-view features within each voxel, while the inter-voxel stage preserves spatial diversity by selecting a globally distributed subset of voxels. Extensive experiments on multiple 3D scene understanding benchmarks demonstrate that Geo3DPruner retains over 90% of the original performance while pruning 90% of visual tokens, significantly outperforming existing text-guided and vision-guided pruning methods.
PLAF: Pixel-wise Language-Aligned Feature Extraction for Efficient 3D Scene Understanding
Accurate open-vocabulary 3D scene understanding requires semantic representations that are both language-aligned and spatially precise at the pixel level, while remaining scalable when lifted to 3D space. However, existing representations struggle to jointly satisfy these requirements, and densely propagating pixel-wise semantics to 3D often results in substantial redundancy, leading to inefficient storage and querying in large-scale scenes. To address these challenges, we present \emph{PLAF}, a Pixel-wise Language-Aligned Feature extraction framework that enables dense and accurate semantic alignment in 2D without sacrificing open-vocabulary expressiveness. Building upon this representation, we further design an efficient semantic storage and querying scheme that significantly reduces redundancy across both 2D and 3D domains. Experimental results show that \emph{PLAF} provides a strong semantic foundation for accurate and efficient open-vocabulary 3D scene understanding. The codes are publicly available at https://github.com/RockWenJJ/PLAF.
GTASA: Ground Truth Annotations for Spatiotemporal Analysis, Evaluation and Training of Video Models
Game engines hold what video models struggle to learn: a complete, explicit world state behind every frame. We turn one into a data instrument. GEST-Engine, our production-grade open-source system, deterministically executes Graphs of Events in Space and Time (GESTs), whether procedurally generated or derived from text, into videos of synchronized multi-actor scenarios, recording ground truth as it renders: 3D entity and camera state, pairwise spatial relations, event-to-frame mappings, instance segmentation, and long descriptions, at zero marginal annotation cost. With it we release GTASA, a 938-video sample of what the system can generate at arbitrary scale, carrying, to our knowledge, the densest spatial-relation coverage of any video dataset: a complete entity-pair relation graph at every frame, ~84x denser than the state of the art, frame-for-frame. We validate GTASA both qualitatively, through human evaluation of physical validity and semantic alignment where frontier neural generators, given the same prompts, largely fail, and quantitatively, with GTASA pretraining improving VLM video captioning. Probing six frozen video encoders across 11 spatio-temporal tasks enabled by GTASA's exact 3D ground truth, a previously untestable inter-entity relational probe of frozen video features, reveals that who-is-near-whom barely rises above chance for all of them. We release the engine, the corpus, and the benchmark, making this gap a measurable, trainable target.
RGB-Pointmap Pretraining for Unified 3D Scene Understanding
Pretraining 3D encoders through alignment with Contrastive Language-Image Pre-training (CLIP) has emerged as a promising direction for learning generalizable representations for 3D scene understanding. In this paper, we propose UniScene3D, a transformer-based framework that learns unified 3D scene representations from multi-view RGB-Pointmap inputs by leveraging the priors of a pretrained 2D foundation model. For robust RGB-Pointmap representation learning, we introduce cross-view geometric alignment and grounded view alignment to enforce geometric and semantic consistency across views. Extensive low-shot and task-specific fine-tuning on viewpoint grounding, scene retrieval, scene classification, and 3D visual question answering demonstrates state-of-the-art performance. These results establish UniScene3D as an effective framework for unified 3D scene understanding. Project page: https://yebulabula.github.io/UniScene3D/
LESV: Language Embedded Sparse Voxel Fusion for Open-Vocabulary 3D Scene Understanding
Recent advancements in open-vocabulary 3D scene understanding heavily rely on 3D Gaussian Splatting (3DGS) to register vision-language features into 3D space. However, we identify two critical limitations in these approaches: the spatial ambiguity arising from unstructured, overlapping Gaussians which necessitates probabilistic feature registration, and the multi-level semantic ambiguity caused by pooling features over object-level masks, which dilutes fine-grained details. To address these challenges, we present a novel framework that leverages Sparse Voxel Rasterization (SVRaster) as a structured, disjoint geometry representation. By regularizing SVRaster with monocular depth and normal priors, we establish a stable geometric foundation. This enables a deterministic, confidence-aware feature registration process and suppresses the semantic bleeding artifact common in 3DGS. Furthermore, we resolve multi-level ambiguity by exploiting the emerging dense alignment properties of the AM-RADIO foundation model, avoiding the computational overhead of hierarchical training methods. Our approach achieves state-of-the-art performance on Open Vocabulary Point Cloud Understanding, and highly competitive results on 3D and 2D Object Retrieval benchmarks.
SceneTeract: Probing and Improving Agent-Aware Activity Reasoning in 3D Indoor Scenes
Indoor 3D scenes are ultimately meant to be used: an embodied agent should be able to navigate, reach objects, and complete diverse activities. Yet whether a given scene actually supports these activities for a specific agent profile is rarely verified. Existing evaluations of indoor 3D scenes typically focus on visual quality and semantic plausibility. In contrast, the feasibility of an activity depends on geometric, agent-specific constraints such as reach, clearance, and navigable space availability. These properties are not captured by visual plausibility metrics, and, as we show, VLMs, which are increasingly used to reason about 3D scenes, often fail to determine action feasibility in a single shot. We present SceneTeract, a verification interface that separates semantic action understanding from physical feasibility. Given a scene, an activity, and an embodied agent profile, we decompose the activity into atomic actions on scene objects. Explicit geometric checks then decide whether each step is executable and return a diagnostic trace explaining failures. In synthetic indoor scenes, SceneTeract reveals widespread functional and accessibility failures across diverse agent profiles. Moreover, when benchmarked against our verification, we find that existing VLMs systematically over-predict action feasibility, highlighting limited awareness of embodied functional constraints. In response, we post-train a lightweight VLM with verifier feedback, improving its assessment of physical feasibility. Although trained only on renders of synthetic scenes, we demonstrate that scene understanding improvements also generalize to real-world scenes. We will release our verification suite, benchmark labels, and diagnostic trace datasets.
Industrial3D: A Water-Treatment TLS Point Cloud Dataset and Cross-Paradigm Benchmark for MEP Scene Understanding
Automated semantic understanding of dense terrestrial laser scanning (TLS) point clouds is a prerequisite for Scan-to-BIM, digital twin maintenance, and as-built verifcation. Yet for operational industrial mechanical, electrical, and plumbing (MEP) facilities, this challenge remains largely unsolved: water-treatment TLS scans exhibit extreme geometric ambiguity, severe occlusion, and extreme class imbalance that architectural benchmarks such as S3DIS and ScanNet cannot adequately represent. We present Industrial3D, a terrestrial LiDAR dataset with 612.7 million expert-labeled points at 6 mm resolution from 20 room scenes, 13 dataset areas, and 7 operational water treatment facilities. At 6.6x the scale of the closest comparable MEP dataset, Industrial3D provides the largest industrial MEP testbed for within-domain scene understanding. We further establish a cross-paradigm benchmark of nine methods across fully supervised, weakly supervised, unsupervised, and foundation-model settings. The best supervised method reaches 55.74% mIoU, whereas zero-shot Point-SAM reaches 15.79%, a 39.95 percentage-point gap that quantifes unresolved domain transfer for industrial TLS data. Analysis attributes this gap to a dual crisis: 215:1 statistical rarity and cylindrical geometric ambiguity between tail classes and head-class pipes. The dataset, benchmark code, and pre-trained models will be publicly released at https://github.com/pointcloudyc/Industrial3D.
UniFunc3D: Unified Active Spatial-Temporal Grounding for 3D Affordance Segmentation
Affordance segmentation in 3D scenes requires an agent to ground implicit natural-language instructions into precise masks of fine-grained interactive elements. Existing training-free methods typically rely on fragmented pipelines, which introduce visual blindness during task parsing and limit accuracy through single-scale spatial and temporal processing. We present UniFunc3D, a unified and training-free framework that treats the multimodal large language model as an active observer. By utilizing a unified MLLM backbone, UniFunc3D performs joint semantic-temporal-spatial reasoning to ground task decomposition in direct visual evidence. Our approach introduces active spatial-temporal grounding with a coarse-to-fine strategy. This allows the model to select correct video frames adaptively and focus on high-detail interactive parts while preserving the global context necessary for disambiguation. On SceneFun3D, our UniFunc3D achieves state-of-the-art performance, surpassing prior training-free methods by a large margin with a relative 59.9% mIoU improvement, and even outperforming training-based methods without any task-specific training. Code is available on our project page: https://jiaying.link/unifunc3d.
Generation Models Know Space: Unleashing Implicit 3D Priors for Scene Understanding
While Multimodal Large Language Models demonstrate impressive semantic capabilities, they often suffer from spatial blindness, struggling with fine-grained geometric reasoning and physical dynamics. Existing solutions typically rely on explicit 3D modalities or complex geometric scaffolding, which are limited by data scarcity and generalization challenges. In this work, we propose a paradigm shift by leveraging the implicit spatial prior within large-scale video generation models. We posit that to synthesize temporally coherent videos, these models inherently learn robust 3D structural priors and physical laws. We introduce VEGA-3D (Video Extracted Generative Awareness), a plug-and-play framework that repurposes a pre-trained video diffusion model as a Latent World Simulator. By extracting spatiotemporal features from intermediate noise levels and integrating them with semantic representations via a token-level adaptive gated fusion mechanism, we enrich MLLMs with dense geometric cues without explicit 3D supervision. Extensive experiments across 3D scene understanding, spatial reasoning, and embodied manipulation benchmarks demonstrate that our method outperforms state-of-the-art baselines, validating that generative priors provide a scalable foundation for physical-world understanding. Code is publicly available at https://github.com/H-EmbodVis/VEGA-3D.
O3N: Omnidirectional Open-Vocabulary Occupancy Prediction
Understanding and reconstructing the 3D world through omnidirectional perception is becoming increasingly important for autonomous agents and embodied systems. However, existing 3D occupancy prediction methods are constrained by limited perspective inputs and a predefined training distribution, making them difficult to apply to embodied agents that require comprehensive and safe perception of scenes in open-world exploration. To address this, we present O3N, the first framework for open-vocabulary occupancy prediction from a single omnidirectional RGB image. O3N embeds omnidirectional voxels in a polar-spiral topology via the Polar-spiral Mamba (PsM) module, enabling continuous spatial representation and long-range context modeling across 360°. The Occupancy Cost Aggregation (OCA) module introduces a principled mechanism for unifying geometric and semantic supervision within the voxel space, ensuring consistency between the reconstructed geometry and the underlying semantic structure. Moreover, Natural Modality Alignment (NMA) establishes a gradient-free alignment pathway that harmonizes visual features, voxel embeddings, and text semantics, forming a consistent ``pixel-voxel-text'' representation triad. Extensive experiments on multiple models demonstrate that our method not only achieves state-of-the-art performance on QuadOcc and Human360Occ benchmarks but also exhibits remarkable cross-scene generalization and semantic scalability, highlighting the potential of O3N for scalable open-world 3D scene understanding. The source code will be made publicly available at https://github.com/MengfeiD/O3N.
PanoAffordanceNet: Towards Holistic Affordance Grounding in 360° Indoor Environments
Global perception is essential for embodied agents in 360° spaces, yet current affordance grounding remains largely object-centric and restricted to perspective views. To bridge this gap, we introduce a novel task: Holistic Affordance Grounding in 360° Indoor Environments. This task faces unique challenges, including severe geometric distortions from Equirectangular Projection (ERP), semantic dispersion, and cross-scale alignment difficulties. We propose PanoAffordanceNet, an end-to-end framework featuring a Distortion-Aware Spectral Modulator (DASM) for latitude-dependent calibration and an Omni-Spherical Densification Head (OSDH) to restore topological continuity from sparse activations. By integrating multi-level constraints comprising pixel-wise, distributional, and region-text contrastive objectives, our framework effectively suppresses semantic drift under low supervision. Furthermore, we construct 360-AGD, the first high-quality panoramic affordance grounding dataset. Extensive experiments demonstrate that PanoAffordanceNet significantly outperforms existing methods, establishing a solid baseline for scene-level perception in embodied intelligence. The source code and benchmark dataset will be made publicly available at https://github.com/GL-ZHU925/PanoAffordanceNet.
X-GS: An Extensible Framework for Perceiving and Thinking with 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, subsequently extending into numerous spatial AI applications. However, most existing 3DGS methods operate in isolation, focusing on specific domains. In this paper, we introduce X-GS, an extensible framework that integrates previously isolated 3DGS methods into the perception module of a VLM for spatial tasks, with two major components: the and the . The performs online 3DGS-based SLAM with semantic distillation and outputs semantic Gaussians from unposed video streams. It leverages recent vision foundation models for stronger geometric priors, and we introduce three novel optimizations to improve semantic distillation efficiency. The interfaces diverse VLMs with these semantic Gaussians, unlocking spatial multimodal capabilities such as 3D visual grounding and scene captioning. Experimental results on diverse benchmarks demonstrate the efficiency and newly unlocked multimodal capabilities of the X-GS framework.
I-Perceive: A Foundation Model for Vision-Language Active Perception
Active perception - the ability of a robot to proactively select viewpoints to acquire task-relevant information - is essential for robust operation in real-world environments. However, existing approaches are typically limited to fixed objectives or constrained settings, and struggle to generalize to open-ended perception intents specified in natural language. We propose I-Perceive, a foundation model for language-conditioned active perception in large-scale indoor environments. Given a query image, a set of context images, and a natural language instruction, I-Perceive predicts a 6D camera pose that fulfills the specified perception intent. The model integrates a vision-language pathway for semantic grounding with a geometric reasoning pathway for multi-view 3D understanding, connected via multi-layer semantic fusion to enable language-conditioned geometric reasoning. To support scalable training, we construct a large-scale dataset of language-viewpoint pairs from both real-world scene-scanning data and simulated environments using an automated pipeline. Extensive experiments demonstrate that I-Perceive significantly outperforms strong baselines on prediction accuracy, viewpoint feasibility, and instructions alignment. The model exhibits strong zero-shot generalization to unseen scenes and instructions, and enables closed-loop active perception, progressively refining viewpoints over sequential interactions.
StemVLA:An Open-Source Vision-Language-Action Model with Future 3D Spatial Geometry Knowledge and 4D Historical Representation
Vision-language-action (VLA) models integrate visual observations and language instructions to predict robot actions, demonstrating promising generalization in manipulation tasks. However, most existing approaches primarily rely on direct mappings from 2D visual inputs to action sequences, without explicitly modeling the underlying 3D spatial structure or temporal world dynamics. Such representations may limit spatial reasoning and long-horizon decision-making in dynamic environments. To address this limitation, we propose StemVLA, a novel framework that explicitly incorporates both future-oriented 3D spatial knowledge and historical 4D spatiotemporal representations into action prediction. First, instead of relying solely on observed images, StemVLA forecasts structured 3D future spatial-geometric world knowledge, enabling the model to anticipate upcoming scene geometry and object configurations. Second, to capture temporal consistency and motion dynamics, we feed historical image frames into a pretrained video-geometry transformer backbone to extract implicit 3D world representations, and further aggregate them across time using a temporal attention module, termed VideoFormer [20], forming a unified 4D historical spatiotemporal representation. By jointly modeling 2D observations, predicted 3D future structure, and aggregated 4D temporal dynamics, StemVLA enables more comprehensive world understanding for robot manipulation. Extensive experiments in simulation demonstrate that Stem-VLA achieves an average accuracy of 92.0% across the LIBERO subsets, and 86.0% on the long-horizon LIBERO-Long subset.