3D Object Understanding

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49 papers in the last 28 days · 0.8% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

16 new papers

A weekly snapshot of new work published in 3D Object Understanding.

Period ending 2026-09-14

12 new papers

A weekly snapshot of new work published in 3D Object Understanding.

Period ending 2026-09-07

18 new papers

A weekly snapshot of new work published in 3D Object Understanding.

439 papers

Latest in 3D Object Understanding

Jul 9, 2026cs.CV

Wat3R: Underwater 3D Geometry Learning without Annotations

Estimating 3D geometry in underwater environments presents unique challenges due to light attenuation, scattering, and the absence of large-scale, high-quality 3D annotations. Pioneering methods rely on massive dense annotations that are impractical in underwater settings. In this paper, we propose Wat3R, a cross-domain semi-supervised learning framework designed to adapt feed-forward 3D reconstruction models from air to underwater scenes. Uniquely, our method eliminates the need for any annotated underwater data following a teacher-student architecture, that learns robust geometry representations merely on abundant unlabeled real underwater video footage. We also design a cross-view consistency loss that leverages geometric cues from other views to compensate for the information degradation in the current view caused by water attenuation and scattering. Furthermore, considering the lack of comprehensive evaluation benchmarks, we construct Water3D, a diverse dataset covering various water bodies and underwater scenarios, designed for geometric task evaluation. Experimental results demonstrate that Wat3R outperforms current state-of-the-art methods in underwater multi-view depth estimation and point cloud reconstruction. The dataset and code are available at https://github.com/LSXI7/Wat3R .
Jiangwei Ren, Xingyu Jiang, Zijie Song +4
Jul 9, 2026cs.CV

Pose-to-Biomechanics: Bridging 3D Human Pose Estimation and Biomechanical Attribute Prediction

Recent progress in 3D human pose estimation has made markerless recovery of skeletal motion increasingly accurate and scalable. However, most pose estimators remain optimized for geometric keypoint accuracy, while many real-world applications in rehabilitation, sports science, ergonomics, and clinical movement analysis require biomechanical quantities that describe how the body moves, loads, and activates. In this work, we propose BioModule, a lightweight plug-in temporal transformer that attaches downstream of any 3D pose estimator and predicts biomechanical attributes from standard 17-joint 3D skeletons. BioModule is estimator-agnostic and requires no modification of the upstream pose model, enabling existing pose estimators to be extended toward physically interpretable motion analysis. To train and evaluate BioModule, we construct a large-scale aligned dataset pairing Human3.6M video and 3D keypoints with the biomechanical label space of Human3.6Mplus. We establish and verify anatomical correspondence between coordinate systems of the two datasets, enabling frame-accurate cross-modal supervision. Using this aligned supervision, BioModule predicts biomechanical quantities. We further benchmark BioModule across seven state-of-the-art 3D pose estimators, providing the first systematic analysis of how upstream pose estimation quality propagates to downstream biomechanical prediction fidelity. The results position BioModule as a compact, modular bridge between vision-based pose estimation and biomechanically meaningful human motion analysis.
Ayda Eghbalian, Kevin Desai
Jul 9, 2026cs.GR

Programming-by-Example for Batch-Editing Collision Meshes in 3D Software

As 3D software proliferates, software artifacts now extend beyond code and 2D user interfaces to include 3D assets. Among these assets, collision meshes are critical as they define the geometry used by physics engines for collision detection and physical interaction. Although existing tools can automatically generate collision meshes from visual meshes, they often fail to capture the intended interaction behavior. As a result, developers need to manually edit many heterogeneous collision meshes, a process that is time-consuming and challenging to scale. To address this problem, we present a neuro-symbolic program synthesis approach for batch-editing collision meshes. We formulate the task as a programming-by-example problem: given a family of collision meshes with the same editing intent and a small number of user demonstrations, our approach synthesizes a reusable program that captures the editing intent and applies it to non-demonstration meshes. We implement this in a tool named MeshForge, and evaluate it across 24 tasks on 600 collision meshes. MeshForge successfully synthesizes 23/24 tasks, requiring 2.2 demonstrations and 3.5 seconds of synthesis time on average.
Gengyang Xu, Dongwei Xiao, Hengcheng Zhu +4
Jul 8, 2026cs.CV

DreamCharacter-1: From 3D Generative Foundation Models to Product-Ready Character Generation

We present DreamCharacter-1, a lightweight post-adaptation framework that calibrates pretrained 3D foundation models toward high-fidelity, production-ready 3D character generation. Building upon a 3D foundation backbone, our pipeline incorporates three task-oriented components: (1) geometry post-training, which enhances fine-grained surface details through geometric preference optimization; (2) texture post-training, which synthesizes high-resolution textures and refines the appearance of occluded regions; and (3) inference acceleration, which enables scalable deployment. Extensive quantitative and qualitative experiments demonstrate that DreamCharacter-1 produces visually compelling and structurally robust 3D character assets, consistently surpassing state-of-the-art character generation methods.
Weizhe Liu, Yunjie Wu, Xiangqian Shu +5
Jul 8, 2026cs.CV

EditVerse3D: High-Quality 3D Object Editing with Region-Aware Learning

Local editing of 3D objects remains a long-standing challenge. When interacting with 3D content, humans naturally tend to specify a coarse region of interest for modification rather than defining precise editing boundaries. However, previous methods rely on fully edited 2D images, precise 3D masks, or redundant pipelines, which present a gap. To bridge this gap, we propose EditVerse3D, a novel 3D editing framework that enables high-quality object editing under such coarse guidance. Our approach takes as input a 3D object to be edited, a coarse 3D bounding box indicating the target region, and a reference 2D image describing the desired modification. It produces a coherent, high-fidelity edited 3D object. To facilitate this editing, we introduce a novel region-aware adaptive loss that emphasizes hard-to-learn regions and balances the objective between target and preserved areas. Complementing our loss function, we enhance model robustness and generalization through targeted data augmentations, such as training with scaled 3D masks and filtering out unrealistic editing pairs. We construct a large-scale 3D editing dataset derived from parts information. Extensive experiments demonstrate that EditVerse3D achieves superior visual quality and quantitative performance compared to existing 3D editing approaches. Please visit our project page at https://editverse3d.github.io.
Youtan Yin, Yanning Zhou, Jiacheng Wei +6
Jul 7, 2026cs.CV

Rail Track Extraction from Rasterized Classified Point Clouds Using a Full-Resolution, Fully Convolutional Recurrent Neural Network

Rail track extraction is essential for effective railway asset management and maintenance, especially in automated inspection and mapping workflows. This paper introduces a novel method for extracting rail tracks from classified 3D point clouds using a fully convolutional recurrent neural network that preserves full spatial resolution and is trained exclusively on synthetically generated data. This approach enhances per-pixel quality and is particularly suited for rail track extraction. The proposed method begins by rasterizing points corresponding to railroad tracks, then applies the neural network to reduce noise and yield a cleaner track representation suitable for vectorization [1]. Subsequent morphological operations further refine the resultant data, enabling accurate track centerline extraction. Next, the extracted centerlines undergo smoothing to eliminate residual irregularities [2, 3]. Finally, the algorithm transfers 3D information from lidar points onto 2D polylines and applies additional vertical smoothing. A single centerline for both tracks is found using the Dynamic Time Warping (DTW) algorithm [4]. The final outcome consists of rail top centerlines and track centerlines derived for rail pairs, with minimal manual intervention. Experimental validation confirms the effectiveness of this method in yielding high-quality rail track extraction.
Alexander Gribov, Jie Chang
Jul 7, 2026cs.CV

ELSA3D: Elastic Semantic Anchoring for Unified 3D Understanding and Generation

Unified 3D foundation models aspire to generate 3D assets and reason about them in language within a single backbone, but their text-3D interaction remains largely implicit. Existing methods concatenate text and 3D tokens into a flat sequence and rely on self-attention, collapsing coarse structural cues and fine geometric details into one undifferentiated representation. We introduce ELSA3D, a unified 3D model that addresses this with elastic semantic anchoring, structuring language and geometric reasoning jointly along matched abstraction scales. ELSA3D represents geometry with a scale-aware octree tokenizer and introduces Anchor Tokens, sparse cross-modal units that select semantic cues, route them to the most relevant 3D scale, retrieve scale-specific geometric evidence, and write the fused signal back into the unified representation, keeping interaction sparse yet precise. A lightweight per-block router makes both computation and reasoning elastic, choosing which text tokens instantiate anchors at which geometric scale so that cross-modal capacity concentrates where alignment is most needed. ELSA3D achieves state-of-the-art performance across image-to-3D generation, text-to-3D generation, and 3D captioning, outperforming the strongest unified baseline while roughly halving FLOPs and inference latency relative to the non-elastic version of the same model.
Tianjiao Yu, Xinzhuo Li, Yifan Shen +4
Jul 7, 2026cs.RO

Lift3D-VLA: Lifting VLA Models to 3D Geometry and Dynamics-Aware Manipulation

Recently, Vision-Language-Action (VLA) models have demonstrated strong generalization across diverse tasks. However, effective robotic manipulation in physical environments fundamentally requires geometric understanding and spatial reasoning. While some VLA approaches attempt to incorporate 3D information, they are constrained by limited data availability and geometric information loss in current 3D encoding pipelines, and fail to jointly capture 3D geometry and temporally structured actions in dynamic environments. To address these limitations, we introduce Lift3D-VLA, a unified VLA framework that equips models with explicit 3D point cloud reasoning and enables temporally coherent action generation. First, building upon our previous work Lift3D, an enhanced 2D model-lifting strategy is proposed to geometrically align 3D points with pretrained 2D positional embeddings. This design enables direct point-cloud encoding within the VLA vision encoder while minimizing spatial information loss. Based on explicit 3D inputs, we propose Geometry-Centric Masked Autoencoding (GC-MAE), a dual-objective self-supervised framework that reconstructs the current point cloud while predicting its future geometric evolution. This formulation allows the 2D vision encoder to internalize both 3D structure and physical dynamics. To fully exploit 3D representations, we further design layer-wise temporal action modeling, which leverages multiple layers of the LLM to collaboratively predict action chunks, enabling temporally consistent predictions. Across 22 simulated tasks and 8 real-world manipulation tasks, Lift3D-VLA achieves 10.8% and 11.1% higher mean success rates on MetaWorld and RLBench than the best-performing prior VLA methods, and outperforms the strongest real-world baseline by 4 percentage points, while exhibiting stronger generalization to out-of-distribution perturbations.
Jiaming Liu, Qingpo Wuwu, Nuowei Han +8
Jul 6, 2026cs.CV

Harnessing Generative Image Models for Training-Free Primitive Shape Abstraction

Representing 3D shapes as compact sets of geometric primitives is fundamental to robotics, simulation, and scene understanding. Generative image models trained at scale have recently emerged as generalist visual learners that can identify and segment object parts directly in the image domain, across arbitrary categories and without task-specific training. Adapting such models to downstream tasks typically requires fine-tuning; we ask whether their pretrained capability can instead be harnessed directly, without any training, and answer affirmatively with a training-free harness. Our pipeline renders multi-view images of a 3D object, uses a vision-language model to analyze its semantic parts, prompts a generative image model to paint a color-coded part segmentation mask, reprojects it onto the geometry, and fits a superquadric primitive to each part via parameter optimization. The approach contains no learned parameters: it is category-agnostic and orientation-invariant, properties that previous learning-based models struggled with. Its accuracy ceiling rises with future generative-model improvements, which we confirm with a ground-truth segmentation study showing that part segmentation, not primitive fitting, is the current accuracy bottleneck. On HumanPrim and Toys4K, our method achieves the lowest Chamfer distance among all evaluated methods, using 5--9 primitives per object on average.
Gregor Kobsik, Tim Elsner, Leif Kobbelt
Jul 6, 2026cs.CV

Rendering-Aware Bayesian 3D Gaussian Splatting with Native Uncertainty and Adaptive Complexity Control

3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control. This is most limiting under sparse views or fixed acquisition budgets, where a model must identify weakly supported geometry and select informative views. We introduce a rendering-aware Bayesian 3DGS framework that tracks Gaussian geometry with a Normal-Inverse-Wishart posterior over means and covariances using renderer-derived surrogate summaries. An optional Dirichlet-process extension adds a probabilistic component-usage signal, and the training schedule makes the closed-form versus approximate inference boundary explicit. Re-rendering posterior geometry samples yields native predictive uncertainty for interval calibration and active view selection. In a fixed-budget 16-to-32 active-view task, native NIW acquisition improves PSNR by +0.453 dB and LPIPS by -0.0146 over a scoring-only 3-member standard-ensemble baseline, winning 29/39 scene-seed pairs and 10/13 scene means; it also improves over PPU-style (+0.355 dB) and NIW-proxy (+0.401 dB) acquisition. NIW native intervals reduce 95% coverage error by about 17x relative to a shared proxy (0.046 vs. 0.796) and are about 10x closer to nominal coverage than a 3-member deep ensemble (0.047 vs. 0.454) at roughly one-third the training cost. As a reconstruction compatibility check, paired NIW-vs-standard analysis over 39 scene-seed runs yields +0.030 dB PSNR with 1.6% additional training time. These results position Bayesian 3DGS as a practical probabilistic scene representation for decision-facing tasks such as active view selection.
Gaoxiang Jia, Vikram Appia, Junzhou Huang +1
Jul 6, 2026cs.CV

Ground3D-LMM: Fine-Grained 3D Point Grounding and Spatial Reasoning with LMM

Natural-language queries about 3D environments become actionable when responses are verifiable and metric. Verifiability requires explicit grounding to the referred 3D region, while metric answers report physical measurements in real-world units (e.g., size, thickness, clearance, and distance). Existing 3D large multimodal models (LMMs) approaches remain limited: conversational systems typically respond without explicit 3D grounding, while 3D grounding models are not designed for interactive, metric-aware dialogue. In this paper, we present Ground3D-LMM, a unified model that takes a point cloud and an optional RGB image as input and supports 3D spatial conversation with (i) point-grounded responses and (ii) metric numeric outputs at both object and part granularity, including multi-object queries. To evaluate this intersection of grounding and measurement, we define the 3D Grounded Measurement task, which requires predicting the referred 3D region and the corresponding metric quantities in real-world units. We introduce a large-scale dataset built on ScanNet and ScanNet++ datasets with dense object and part annotations and roughly 2.5M question-answer pairs spanning eight tasks, along with a manually verified test set. Extensive experiments on multiple datasets and tasks show that our proposed Ground3D-LMM model provides a strong baseline for grounded, metric-aware 3D conversational understanding. Our dataset and model are publicly available.
Amol Harsh, Zongyan Han, Jean Lahoud +5
Jul 6, 2026cs.CV

SynCity 3000: Bootstrapping Scene-Scale 3D Diffusion

We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.
Paul Engstler, Iro Laina, Christian Rupprecht +1
Jul 6, 2026cs.CV

3DMPE: 3D Multi-Perspective Embedding

We study 3D point cloud reconstruction from multiple partially observed 2D projections. Given two or more projections of an unknown 3D point cloud, together with cross-view point correspondences and visibility information, our goal is to recover a consistent 3D configuration when different views contain different subsets of points. We propose 3D Multi-Perspective Embedding (3DMPE), an optimization-based, training-free method that reconstructs the 3D point cloud and, in the variable-projection setting, jointly estimates the projection maps. 3DMPE extends Multi-Perspective Simultaneous Embedding to accommodate missing points and incomplete pairwise distance information across views. We consider both fixed-projection and variable-projection settings. Unlike learning-based reconstruction methods that infer shape from raw images and often depend on training data, 3DMPE operates on geometric observations with established correspondences and does not require category-specific training. Experiments on ShapeNet and Pix3D evaluate reconstruction quality using Chamfer Distance, Earth Mover Distance, and RMSE-Optimize-Align (ROA), and examine the effects of initialization, the number of views, point visibility, and several noise regimes, including noisy distances and erroneous correspondences. The results demonstrate that 3DMPE can effectively reconstruct point clouds from partial multi-view geometric observations.
Vahan Huroyan, Md Rahat-uz-Zaman, Stephen Kobourov
Jul 5, 2026cs.GR

SceneFrom3D: Geometry-Conditioned Outdoor 3D Scene Generation via View Scheduling with Object-Level Control

Geometry-conditioned 3D scene generation enables the creation of 3D environments from user-provided geometry, offering direct control over scene structure and object layout. To generate such 3D scenes, current methods commonly adopt a three-stage design that first defines a view schedule, then synthesizes multi-view observations along the scheduled views, and finally reconstructs a 3D representation from the generated images. However, defining the view schedule becomes a major bottleneck for outdoor scenes, where large, unstructured, and unbounded geometry makes it difficult to obtain views that provide sufficient coverage while supporting stable generation. To address this bottleneck, we present SceneFrom3D, a framework that automatically schedules views from outdoor input geometries. SceneFrom3D constructs a directed generation graph whose nodes represent anchor views and whose edges represent interpolation trajectories, defining which views to synthesize, which view pairs to interpolate, and in which order generation should proceed. Beyond automatic view scheduling, SceneFrom3D further improves controllability through object-level conditioning, assigning each object an identity image for appearance guidance and a geometry-adherence parameter for region-wise control over the input geometry. Experiments demonstrate that SceneFrom3D achieves state-of-the-art geometry-conditioned outdoor 3D scene generation, producing high-quality scenes with controllable object appearance and geometry adherence.
Geonung Kim, Jeongeun Park, Nuri Ryu +2
Jul 5, 2026cs.CV

Sparse4D-Radar: An Efficient and Robust Framework for Surround-View 3D Object Detection via 4D Radar-Camera Fusion

In recent years, 4D imaging radar has gained wide attention in autonomous driving for its robustness against harsh weather and ability to output target velocity. Nevertheless, mainstream 4D radar-camera fusion methods only support front-view perception, lacking mature solutions for surround-view sensing. Directly expanding these pipelines to full 360° coverage introduces excessive computation cost and limits real-world deployment. To tackle these limitations, this work proposes Sparse4D-Radar, an efficient robust surround-view multi-modal fusion framework. We first design a Deformable Fusion module to embed radar-camera features into sparse queries, constructing the lightweight base version Sparse4D-Radar-Base. Two dedicated modules are further introduced to boost localization accuracy and modality stability: Velocity-Consistency Sampling (VCS) refines features via radar velocity cues for motion awareness, and Adaptive Modality Gating (AMG) dynamically adjusts cross-modal fusion weights according to feature confidence. Combining all components, we build Sparse4D-Radar-Acc for high-precision detection demands. Comprehensive experiments on OmniHD-Scenes verify that our approach achieves state-of-the-art surround-view 3D detection performance. Compared with prior arts, our method obtains over 7% mAP and 10% ODS improvements under complex driving scenes while running at nearly 10 FPS, striking a favorable trade-off among detection accuracy, environmental robustness and inference efficiency. Our open-source code is available at https://github.com/Aiuan/Sparse4D-Radar.
Fuyuan Ai, Yuchen Tan, Jiehui Chen +2
Jul 4, 2026cs.CV

InSpace: Structure-Aware 3D Indoor Scene Generation from a Single 360° Image

Recent advances in single image-to-3D generation have enabled high-quality asset synthesis, yet extending these capabilities to indoor scene generation remains challenging. Existing methods focus on asset-level generation while neglecting the structural layout, which is essential for downstream applications and serves as the spatial anchor for grounding assets. However, a single image with a limited field of view lacks the spatial coverage to recover a coherent global layout. To this end, we use a 360° image represented in equirectangular projection (ERP) and propose InSpace, a structure-aware framework for 3D indoor scene generation. InSpace comprises three stages: (1) estimating partial scene geometry as spatial priors, (2) generating coarse scene structure with view-selective cross-attention, and (3) producing detailed layout and asset geometry with textures through a global-local hybrid attention, using flow matching. We also propose ERP-FRONT, a paired ERP-Image-to-3D indoor scene dataset based on 3D-FRONT. Experiments show that InSpace generates complete 3D indoor scenes with structural layout, along with separate textured assets from a single ERP image, achieving strong performance across 3D and 2D metrics. Project Page: https://kookie12.github.io/InSpace-Project-Page/
Gwanhyeong Koo, Hyunsu Kim, Youngji Kim +5
Jul 4, 2026cs.CV

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

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

GALOSH: Blind, Training-Free Denoising of Raw Bayer and sRGB Images by Parallel-Friendly Local Shrinkage

Classical training-free denoisers such as BM3D and non-local means owe much of their strength to search: content-dependent block matching whose memory traffic and data-dependent control flow parallelize poorly and preclude fixed-latency implementations. Learned denoisers reach the highest quality, but they need training data, degrade outside their training domain (which we also observe), and carry per-pixel compute budgets that effectively require a GPU. We present GALOSH (Generalized Anscombe LOcal SHrinkage), a redesign of training-free denoising that removes the search entirely and aims at multi-domain coverage, speed, and quality at once: a blind per-image Poisson-Gaussian noise fit, a generalized Anscombe transform, a two-pass local Walsh-Hadamard shrinkage of luminance, and a luminance-guided local regression of chrominance -- two deliberately different operators for the two perceptually different noise components, each with its own strength control. Every stage is local, data-independent, and regular -- the same computation graph for every pixel of every image. One core serves two domains: raw Bayer mosaics and sRGB/YUV images. On four real-noise benchmarks (SIDD Medium and RawNIND, raw and sRGB) GALOSH is consistently the strongest among the tested blind, training-free methods -- surpassing BM3D- and NLM-family baselines even when those are given an oracle noise level -- and approaches trained networks on raw data while remaining below in-domain trained networks at high ISO in sRGB. Being search-free makes it fast: 7x-650x faster than the DL baselines on the same GPU at full benchmark size, and the only strong method in the comparison that also runs practically on plain CPUs. The fixed, data-independent structure is designed to map naturally onto fixed-point and streaming hardware, supported by an operation-count analysis and a working INT16 fixed-point realization.
Yoshiro Sato
Jul 4, 2026cs.HC

CoGen3D: An Agentic Human-AI Co-Design Pipeline for 3D Asset Generation for Virtual Reality

Creating 3D assets for virtual reality requires modeling expertise, which restricts the authorship of immersive experiences. Existing generative AI tools rely on unconstrained, command-driven prompting, lacking the conversational scaffolding needed for users to articulate their intent and validate designs prior to rendering. To address this, we introduce CoGen3D, an agentic human-AI co-design pipeline that proactively guides users through conversational intent elicitation, a concept image confirmation, and image-to-3D generation that directly deploys to immersive scenes. We evaluated this system through a user study (N=120) across six affectively diverse immersive scenes, observing 60 Design group participants who co-created 3D assets for the scenes, and 60 Validation group participants who experienced the scenes with generated assets. Our findings show that co-designed assets are associated with higher scene engagement and shifted affective responses, while participants generally preferred concept images over the final 3D assets, with no increased leniency toward degradation in their own creations. Analysis of the human-AI conversations further shows that target environments shape users' conversational patterns. Our results suggest that our staged, intent-based co-design can democratize virtual reality authoring and shift immersive content creation from technical execution toward collaborative spatial design.
Weiwei Jiang, Wanyu He, Zheyu Tan +5
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%).
Maxwell Horton, Wei Lu, Quan Tran +6
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/
Kun-Yu Lin, Chengke Bu, Zhenguo Li +1
Jul 3, 2026cs.CV

E-TraMamba: A New Paradigm for Efficient Long-Term 3D Feature Tracking with Event Cameras

Event-based 3D tracking enables low-latency and high-speed perception, while existing CNN- and Transformer-based trackers struggle to capture long-range spatiotemporal dependencies in sparse, noisy event streams, especially under real-time and efficiency constraints. To address these challenges, we present E-TraMamba, the first Mamba-based framework for 3D feature tracking on event data. This new framework adopts a linear state-space model for efficient long-range modeling and integrates a lightweight affine-transform predictor to maintain stable tracking under motion blur and occlusion. We also design an effective scheme to fuse multi-scale cues -- local spatiotemporal patches, correlation maps, and positional embeddings -- into a unified representation that enables stable and smooth 3D tracking. We construct a large-scale synthetic dataset, named EvD-PointOdyssey, which is generated with monocular rendering and provides synchronized event streams, depth maps, and accurate 3D trajectories for training and evaluating event-based 3D tracking models. Extensive experiments on event-based benchmarks demonstrate that E-TraMamba achieves state-of-the-art performance, delivering over 2×2\times longer feature lifetimes under strict accuracy thresholds (e.g., 0.1 m), with higher tracked-feature ratios and lower RMSE than all baselines. These results make E-TraMamba a strong candidate for low-latency visual odometry, real-time SLAM, and interactive robotics.
Juwei Shen, Yujie Wu, Changwen Chen
Jul 1, 2026cs.CV

Ink3D: Sculpting 3D Assets with Extremely Complex Textures via Video Generative Models

Recent 3D generative models can synthesize high-quality geometry but often struggle to reproduce intricate textures from reference images, largely due to the scarcity of large-scale 3D training data with rich surface appearance. In contrast, visual generative models are trained on datasets several orders of magnitude larger and excel at modeling complex visual patterns. Motivated by this gap, we introduce Ink3D, a framework that bridges 3D generation with large-scale video generative models to synthesize extremely complex textures. Ink3D first reconstructs a white-mesh geometry using an off-the-shelf 3D generation model. It then employs OrbitPainter, a conditional video generative model, to produce dense orbit-scan videos capturing object appearance across viewpoints. To convert these views into coherent textures, we introduce TextureOptimizer, a neural baking module that integrates dense multi-view observations while mitigating geometry inconsistencies arising from video generation. By decoupling geometry and texture synthesis and leveraging large-scale pretrained video priors, Ink3D enables significantly richer and more faithful texture generation than prior approaches.
Yue Han, Chong Li, Zhening Liu +5
Jul 1, 2026cs.CV

SuperFlex: Deformable Superquadrics for Point Cloud Decomposition

Superquadrics have proven to provide a compact, geometrically meaningful representation for 3D objects. However, existing methods suffer from limited reconstruction accuracy, are restricted to rigid primitives, and lack robustness to partial point clouds. In this work, we present SuperFlex, an enhanced framework that expands the expressive power and applicability of superquadric decompositions. First, we introduce a novel loss formulation which significantly improves reconstruction accuracy. Second, we include bending and tapering deformations, enabling high-fidelity representation of curved and asymmetric geometries. Finally, we leverage these high-quality decompositions as supervision to train a model that is robust to partial real-world point clouds. Experiments demonstrate substantial improvements in reconstruction accuracy over both optimization- and learning-based baselines while maintaining a highly compact primitive representation.
Gabriel Tavernini, Elisabetta Fedele, Tiago Novello +3
Jul 1, 2026cs.CV

Restore3D: Breathing Life into Broken Objects with Shape and Texture Restoration

Restoring incomplete or damaged 3D objects is crucial for cultural heritage preservation, occluded object reconstruction, and artistic design. Existing methods primarily focus on geometric completion, often neglecting texture restoration and struggling with relatively complex and diverse objects. We introduce Restore3D, a novel framework that simultaneously restores both the shape and texture of broken objects using multi-view images. To address limited training data, we develop an automated data generation pipeline that synthesizes paired incomplete-complete samples from large-scale 3D datasets. Central to Restore3D is a multi-view model, enhanced by a carefully designed Mask Self-Perceiver module with a Depth-Aware Mask Rectifier. The rectified masks learned by the self-perceiver guide an image integration and enhancement phase, helping retain observed shape and texture patterns while refining the generated regions and mitigating the low-resolution limitations of the base model, yielding high-resolution, semantically coherent, and view-consistent multi-view images. A coarse-to-fine reconstruction strategy is then employed to recover detailed textured 3D meshes from refined multi-view images. Experiments on synthetic and real broken-object benchmarks show that Restore3D improves multi-view restoration quality and textured-mesh reconstruction over representative inpainting, completion, and reconstruction baselines in the evaluated settings. Project Page: restore3dx.github.io
Xiaolong Shen, Zongxin Yang, Yi Yang
Jun 30, 2026cs.CV

MVDGC: Joint 3D and 2D Multi-view Pedestrian Detection via Dual Geometric Constraints

The core challenge in multi-view pedestrian detection (MVPD) lies in effective aggregation of visual features from different viewpoints for robust occlusion reasoning. Recent approaches have addressed this by first projecting image-view features onto a Bird's Eye View (BEV) map, where ground localization is then performed. Despite impressive performance, the perspective transformation induces severe distortion, causing spatial structure break and degrading the quality of object feature extraction. The blurred and ambiguous features hinder accurate BEV point localization, especially in densely populated regions. Moreover, the strong mutual relationship between the BEV ground point and image bounding boxes is not capitalized on. Although multi-view consistency of 2D detections can serve as a powerful constraint in BEV space, these detections are commonly treated as auxiliary signals rather than being jointly optimized with the primary task.In this work, we propose \textbf{MVDGC}, a unified framework that \emph{jointly estimates pedestrian locations on the BEV plane and 2D bounding boxes in image views}. MVDGC employs a \emph{sparse set of 3D cylindrical queries} that embraces geometric context across both BEV and image views, enforcing dual spatial constraints for precise localization. Specifically, the geometric constraints is established by modeling each pedestrian as a vertical cylinder whose center lies on the BEV plane and whose projection casts a rectangular box in the image views. These queries function as shape anchors that directly extract 2D features from the intact image-view features using camera projection, eliminating projection-induced distortions. The 3D cylindrical query enables the unification of BEV and ImV localization into a single task: 3D cylinder position and shape refinement. Code is available at: https://github.com/UARK-AICV/MVDGC
Thinh Phan, Hao Vo, Khoa Vo +3
Jun 30, 2026cs.CV

Mesh BDF: Barycentric Dominance Field for 3D Native Mesh Generation

Autoregressive (AR) modeling has recently achieved remarkable progress in native 3D mesh generation, largely due to its natural ability to handle variable-length, discrete data structures. However, the inherent constraints of the AR paradigm severely restrict the generated meshes, leading to limited face counts, bounded vertex resolutions, and difficulties in supporting textures. To overcome these bottlenecks, we propose the Barycentric Dominance Field (BDF), a continuous representation defined on triangular mesh surfaces that elegantly encodes vertex topological connectivity. BDF bridges the fundamental gap between discrete mesh topology and continuous diffusion-based generative modeling by transforming connectivity into a continuous surface signal. As an intrinsic mesh property, BDF shares strong similarities with texture maps, enabling its seamless integration into existing 3D diffusion pipelines without requiring architectural modifications. Extensive experiments demonstrate that BDF empowers diffusion models to generate native meshes with significantly higher quality, greater scalability, and stronger robustness compared to state-of-the-art autoregressive methods.
Gaochao Song, Haohan Weng, Luo Zhang +2
Jun 30, 2026cs.GR

Intrinsic decomposition and editing of 3D Gaussian splats

Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting. We extend intrinsic decomposition to radiance fields represented with Gaussian splatting by proposing solutions to three key aspects of such decomposition. First, we describe how to model the intrinsic decomposition as independent sets of Gaussian primitives, which allows each set to adapt to the characteristics of the layer it represents. Second, we present an optimization procedure guided by data-driven predictions to disentangle multi-view photographs of a scene into the aforementioned intrinsic sets. Finally, we provide an editing workflow where users modify the texture of planar surfaces simply by modifying the albedo of that surface in one image. Capturing this edit within the intrinsic radiance field allows re-rendering of the edited scene with plausible lighting under arbitrary viewpoints.
Alexandre Lanvin, Jeffrey Hu, Simon Lucas +2
Jun 30, 2026cs.CV

Mitigating Positional Leakage in 3D Masked Autoencoders for Robust Representation Learning

Masked autoencoding has emerged as a prominent paradigm for self-supervised learning on 3D point clouds, achieving competitive performance across downstream tasks. Unlike its 2D counterpart, 3D masked autoencoding directly reconstructs spatial coordinates, making it inherently susceptible to positional leakage. In this work, we identify that the decoder in existing 3D MAE frameworks tends to over-rely on positional information, which weakens semantic representation learning and leads to suboptimal feature quality. To address this issue, we propose MPL-MAE, a masked point learning framework that mitigates positional over-reliance while enhancing the utilization of encoder features. Specifically, we introduce a recalibrated positional embedding module that suppresses metric-dominant coordinate signals while preserving geometric topology, together with a gated positional interface module that dynamically regulates positional injection during reconstruction. These designs promote a more balanced interaction between spatial priors and semantic features, yielding robust and informative representations. Extensive experiments across downstream tasks demonstrate that MPL-MAE consistently achieves competitive performance, validating its effectiveness. Code is available at https://github.com/yanx57/MPL-MAE.
Xu Yan, Huiqun Wang, Chen Wang +2
Jun 30, 2026cs.CV

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

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

HSDF-Lane: Height-Aligned Signed Distance Field with Semantic Lane Prior for 3D Lane Detection

Monocular 3D lane detection plays a critical role in autonomous driving, yet recovering reliable 3D geometry from a single image remains challenging due to inherent depth ambiguity. Prior methods project image features into Bird's-Eye-View (BEV) space under a flat-ground assumption, causing geometric distortion on real-world roads. Recent methods instead predict explicit height maps to capture non-planar surfaces, but still rely on sparse anchor-based regression and exploit the recovered geometry merely for spatial transformation rather than semantic understanding. To overcome these limitations, we propose HSDF-Lane, which implicitly models the road surface as a Height-aligned Signed Distance Field (HSDF) over a densely sampled 3D feature volume. Through differentiable rendering, the HSDF jointly produces an accurate height map and surface-aligned features. We further introduce Lane-aware Semantic Positional Encoding (LSPE), which injects a lane-existence prior derived from the surface-aligned features into the transformer queries, coupling geometric structure with semantic guidance. Extensive experiments on the OpenLane benchmark show that HSDF-Lane achieves state-of-the-art performance in both 3D lane detection and height map estimation.
Jiyong Boo, Byeongin Joung, Hyemin Yang +1
Jun 30, 2026cs.CV

Horizon3D: Sparse Radar-Camera Fusion for Long-Range 3D Perception in Autonomous Driving

Long-range 3D object detection is critical for safe autonomous driving at highway speeds, yet existing radar-camera fusion methods remain limited at extended ranges. BEV-based methods capture scene-level context but incur rapidly growing computation and often lose fine-grained object detail, while query-based methods are efficient but provide limited scene-level context. Temporal fusion further requires both multi-frame accumulation for sparse distant observations and object-level motion modeling for fast-moving objects. We propose Horizon3D, a sparse radar-camera fusion framework for long-range 3D object detection that combines Gaussian primitives with sparse BEV features. Horizon3D initializes Gaussian primitives at radar- and camera-estimated object keypoints using Keypoint-Guided Gaussian Initialization, refines them through Object-Centric Sparse Fusion, and splats them onto the BEV plane to fuse object-level detail with sparse radar BEV context. It further introduces Dual-Path Temporal Fusion, which aggregates temporal cues through a BEV path for scene-level accumulation and a Gaussian path for object-level motion propagation. Experiments on TruckScenes show that Horizon3D achieves state-of-the-art radar-camera 3D detection performance. On the validation set, it outperforms the previous best method by +3.0 NDS and +1.6 mAP while maintaining competitive inference speed.
Geonho Bang, Geunju Baek, Dongyoung Lee +2
Jun 29, 2026cs.CV

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

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

Towards in-the-wild Egocentric 3D Hand-Object Pose Estimation

Estimating accurate 3D hand-object pose from in-the-wild egocentric RGB remains challenging due to severe occlusions and ambiguous contact. Existing learning-based methods often struggle to generalise to in-the-wild scenes and are limited by the scarcity of supervision. We address these issues with two contributions. First, we introduce EPIC-Contact, an in-the-wild egocentric dataset of 2.3K clips (62.3K frames) with dense, bijective 3D hand-object contact correspondences and posed meshes. Second, we propose HOPformer, an end-to-end transformer that jointly predicts bi-manual hand and object pose in a single forward pass. A cross-attention decoder conditions object features on hand priors, producing robust pose estimation. We test HOPformer on the in-lab 3D dataset, ARCTIC, as well as our newly introduced EPIC-Contact dataset. HOPformer reaches 82.4% success rate on ARCTIC (+6.2 pts over current SOTA). On EPIC-Contact, it nearly doubles the success rate while reducing contact deviation by 75%. EPIC-Contact, HOPformer code and checkpoints are released: https://sid2697.github.io/epic-contact.
Siddhant Bansal, Zhifan Zhu, Shashank Tripathi +3
Jun 29, 2026cs.CV

3D Scene-Adaptive Trajectory-Controllable Human Image Animation with Camera Movement

Human image animation, which aims to generate a video of a reference subject following a provided action sequence, has received increasing research interest. With the development of diffusion-based/flow-based video foundation models, existing animation works have began to upgrade the guidance information from 2D skeleton/pose to 3D modeling conditions. Despite achieving reasonable results, these approaches face challenges in synthesizing trajectory-controllable human motion within natural scene under changed camera views. In this work, we present a scene-adaptive human image animation framework that controls both human motion and camera trajectories within a reconstructed 3D environment for video generation. To achieve this, we first develop a ground-adaptive 3D motion retargeting approach to enable user-friendly motion trajectory control adapting to the changes of elevations of ground and orientations automatically. Then we design a viewpoint-adaptive latent fusion mechanism to inject point-cloud geometric priors through scene-visibility masking into the generative process, providing precise guidance of viewpoint changes under camera control. Experiments on two standard human image animation benchmark datasets demonstrate remarkable improvements of our method over the state of the arts in related video generation metics. Project page: https://robinhood256100.github.io/web-disp
Deyin Liu, Jicheng Xu, Lin Yuanbo Wu +4
Jun 29, 2026cs.LG

Arko-T: A Foundation Model for Text-to-Structured 3D Generation

Text-to-3D systems can now synthesize a model from a single sentence, yet the result is a shape to render, not a design to edit. We present Arko-T, a 4B-parameter text-to-design model that maps natural-language intent directly into executable, parametric CAD programs. Rather than optimizing for code executability alone, Arko-T aligns every stage of the pipeline to a formal notion of design state, so that data curation, code normalization, and execution-grounded supervision all work to preserve the features, parameters, and construction logic that make a CAD artifact editable. Benchmarked against seven frontier LLMs across 12 metrics, Arko-T attains the best score on 8 and the second-best on 3 more, at roughly one-tenth the per-benchmark cost. The results suggest that targeted design-level training at moderate scale can match frontier general-purpose models on structured CAD generation.
Liang Wang, Zhaoyang Xi, Zekai Xiang +5
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.
Jianqiang Li, Liumei Zhang, Wenjia Guo +5
Jun 29, 2026cs.CV

Variance Reduction on the Camera Axis: Multi-View Score Distillation for 3D

Score distillation turns a pretrained 2D diffusion model into a 3D generator, but the per-step gradient is estimated from a single randomly chosen view: it is high-variance and blind to global shape consistency. Prior work addresses this by retraining the diffusion prior on multi-view data; this improves consistency but makes the sampling contribution inseparable from prior quality. We instead isolate the sampling axis. The per-step gradient is one noisy sample of an expectation over views; aggregating K samples per step at a fixed total UNet budget reduces variance without touching the prior. We introduce Multi-View Aggregated Score Distillation (MV-SDI), which aggregates gradients from K views per step via gradient accumulation, keeping peak memory unchanged and the 2D prior frozen, and draws views as antithetic antipodal pairs, a prior-independent geometric property, for balanced angular coverage. At a fixed 10,000-UNet-call budget, K=2 raises CLIP R-Precision from 74.8% to 83.8% and CLIP score from 0.297 to 0.312, with consistent gains on HPSv2 and ImageReward and a 0.0% divergence rate on the 43-prompt benchmark; optimization steps halve as a consequence. K=4 gives a fourfold step reduction at R-Precision 86.9% and CLIP 0.307, still well above the single-view baseline on every alignment metric. MV-SDI is compatible with gradient-based score-distillation pipelines, including Score Distillation via Inversion, and requires no retraining and no multi-view data.
Marian Lupascu, Mihai Sorin Stupariu, Ionut Mironica
Jun 28, 2026cs.CV

Anomaly Factory 3D: A Modular Framework for Diverse Pseudo-Anomaly Synthesis in Unsupervised 3D Anomaly Detection

Detecting and localizing defects in 3D point clouds is challenging because abnormal samples are scarce and diverse, while training is often limited to normal data. We propose Anomaly Factory 3D (AF3AD), a modular framework that synthesizes diverse pseudo-anomalies from normal point clouds to expand the training data for unsupervised 3D anomaly detection methods that rely on pseudo-anomalies. AF3AD uses a center-conditioned parametric deformation model defined in local PCA frames, with kernel-controlled spatial falloff, anisotropy, directional gating, and normal/tangential displacement fields, enabling a broad set of geometric defect presets. We demonstrate its ease-of-use and effectiveness by integrating AF3AD with an offset-prediction detector and a reconstruction-based anomaly detection method, showing that AF3AD transfers across detection paradigms. Experiments on AnomalyShapeNet and Real3D-AD show consistent improvements in object- and point-level detection and localization, supported by ablations on preset groups and robustness under noise. AF3AD is designed as a standalone synthesis tool to facilitate adoption across different 3D anomaly detection paradigms. Code is available at github.com/vpc-ccg/AF3AD.
Ali Balapour, Faraz Hach
Jun 27, 2026cs.CV

BREIT: A Framework for Brain Stroke Reconstruction using Multi-Frequency 3D EIT

Multi-Frequency Electrical Impedance Tomography (MF-EIT) is a non-invasive, low-cost modality that reconstructs electrical property distributions from boundary voltages. For stroke imaging, progress in 3D deep-learning reconstruction is limited by the lack of large-scale datasets with paired ground-truth (GT) volumes and by non-standardized pipelines for data generation, simulation, and evaluation. We introduce BREIT, a modular framework for 3D MF-EIT stroke reconstruction providing: (i) a neuroimaging-to-EIT pipeline that converts CT/MRI into frequency-dependent GT admittivity volumes; (ii) a self-contained Python 3D Complete Electrode Model (CEM) forward solver for simulating MF-EIT voltages; and (iii) a 3D D-bar implementation supporting non-uniform electrode layouts. Building on BREIT, we propose dFNO-bar, which integrates Fourier Neural Operators into D-bar by learning a mapping from scattering data t(ξ)t(ξ) to conductivity σ(x)=ℜ{γ}σ(x){=}\Re\{γ\}. We evaluate dFNO-bar against D-bar, Deep D-bar, and Gauss--Newton reconstructions on UCLH-matched synthetic data, and observe higher brain SSIM with comparable CC across noise settings.
Djahid Abdelmoumene, Ishak Ayad, Maï K. Nguyen +1
Jun 26, 2026cs.CV

Home3D 1.0: A High-Fidelity Image-to-3D Asset Generation System for Interior Design

We present Home3D 1.0, a modular image-to-3D generation system that produces high-quality 3D assets from a single reference image, targeting interior design and e-commerce applications. Given a photograph of a furniture or decor item, the system outputs a mesh with physically-based rendering (PBR) materials, and the mesh can be decomposed into material-specific components. The pipeline is organized into four tightly coupled modules: Geometry reconstructs a watertight mesh through latent SDF modelling with a geometry VAE and a coarse-to-fine flow-matching DiT; Texture predicts multiview albedo observations, reprojects them onto the mesh, and completes unseen surface regions with a 3D texture field; Material uses MatWeaver to obtain component masks through video-based segmentation and UV-space voting, then retrieves and bakes PBR maps from a curated material library through hierarchical multi-modal matching; and Parts generates material-editable semantic part meshes with a PartVAE and PartDiT, decoding multi-head part-specific SDF fields in one pass. Each module is evaluated independently with dedicated metrics, highlighting both the current system capability and the remaining gaps toward broader deployment.
Yiyun Fei, Guoqiu Li, Jin Song +11
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.
Wanhee Lee, Klemen Kotar, Rahul Mysore Venkatesh +2
Jun 25, 2026cs.CV

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

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

Capacity-Controlled Multi-View Stylization of 3D Gaussian Splatting

While 3D Gaussian Splatting (3DGS) provides an efficient and explicit representation for novel view synthesis, enforcing stylistic coherence across viewpoints remains challenging. Existing 3D stylization methods typically apply 2D feature-matching losses independently per rendered view, which leads to unstable style allocation, many-to-one feature reuse, and limited cross-view consistency. We propose a capacity-controlled framework for multi-view stylization of 3DGS, grounded in optimal transport. Specifically, we reformulate local style matching as a semi-balanced optimal transport problem. By introducing explicit column-capacity constraints with tunable strength, our formulation mitigates many-to-one matching and enables controllable allocation of style features. This transport-based objective provides a principled mechanism for balancing feature coverage and stylistic diversity while maintaining stable correspondences across viewpoints. To further enhance cross-view coherence, we incorporate a novel cross-view matching guidance to constrain correspondences between scene content and style patterns. In addition, we introduce several geometric regularizations to enhance the vanilla 3DGS, thereby enabling optimized Gaussian primitives to represent finer-grained textures during stylization. Extensive experiments demonstrate that our approach significantly improves multi-view stylistic consistency and produces stable, expressive 3D stylizations while preserving the core semantic structure of the scene.
Zhihao Wen, Yixin Yang, Bojian Wu +4
Jun 24, 2026cs.CV

Disease-Centric Vision-Language Pretraining with Hybrid Visual Encoding for 3D Computed Tomography

Vision-language pre-training (VLP) holds great promise for general-purpose medical AI by leveraging radiology reports as rich textual supervision, yet existing methods struggle with 3D CT imaging due to inefficient visual backbones and coarse semantic alignment. To address these issues, we propose a tailored VLP framework featuring three key components: (1) a CNN-ViT hybrid encoder that replaces ViT's patch embedding with a 3D CNN backbone to efficiently capture local anatomical details while preserving global attention and compatibility with pre-trained cross-modal priors; (2) a disease-level contrastive learning mechanism using learnable query tokens to dynamically extract disease-specific semantics from full reports and align them with corresponding visual features, thereby disentangling distinct diseases within the same anatomical region; and (3) a diagnosis-aware prompt strategy that employs real clinical phrases and aggregated disease prototypes to bridge the pre-training-inference gap and enhance zero-shot diagnostic reliability. Our model achieves state-of-the-art performance on CT-RATE (84.4% AUC, +5.1%) and Rad-ChestCT (75.4% AUC, +5.4%), with even larger gains (+9.8% AUC) on a challenging 60-disease benchmark, and demonstrates strong transferability to radiology report generation, underscoring the generality and clinical utility of our approach.
Bowen Shi, Weiwei Cao, Ruifeng Yuan +5
Jun 24, 2026cs.CV

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

Reconstructing 3D scenes from a single image is a fundamental challenge in computer vision, with broad applications in virtual reality, robotics, and content creation. Recent methods achieve outstanding performance by leveraging camera-controlled video diffusion models, but rely on iterative diffusion sampling, which greatly limits their practical deployment. We observe that geometric forward warping alone can cover the majority of a target view directly from the input image, with only a compact residual left for the encoder to correct. Motivated by this observation, we propose PRISM, a feed-forward framework that decomposes multi-view latent prediction into a parameter-free geometric prior and a learned residual correction, with no diffusion sampling required at inference. To enable generalization from purely synthetic training data, we devise a two-stage training strategy combining latents supervised distillation for geometric generalization and perceptual fine-tuning for appearance quality optimization. Extensive experiments on three benchmarks demonstrate that PRISM achieves competitive reconstruction quality compared with diffusion-based methods, while reducing inference time dramatically to only 36 seconds per scene.
Zhijie Zheng, Xinhao Xiang, Jiawei Zhang
Jun 24, 2026cs.CV

Anatomically-conditioned Latent Diffusion Model for Data-Efficient Few-Shot Cross-Domain 3D Glioma MRI Synthesis

Accurate classification of diffuse gliomas is often hindered by domain shifts across centers and a lack of large, annotated datasets. We propose the Anatomically-conditioned Latent Diffusion Model (ALDM), a novel framework for data-efficient, few-shot 3D volumetric MRI synthesis. ALDM utilizes a two-stage approach: a 3D variational autoencoder learns anatomical priors from a data-rich source domain, while a conditional latent diffusion model, guided by tumor masks via a ControlNet, generates structurally coherent volumes for a data-scarce target domain. Evaluated in an extreme few-shot setting with only 16 target images, ALDM outperformed GAN and hybrid baselines, achieving a superior Frechet Inception Distance (FID) of 85.40 and a downstream classification AUC of 0.987. Qualitative results confirm that the model preserves sharp pathology boundaries and cross-modal consistency, with visual fidelity improving progressively during training. By capturing essential diagnostic features, ALDM provides a robust tool for clinical data augmentation in low-resource settings. Our implementation is available at https://github.com/Analytics-Everywhere-Lab/anatomically-conditioned-LDM.
Salman Shaik, Truong Thanh Hung Nguyen, Hung Cao
Jun 24, 2026cs.CV

CoGeoAD: Hierarchical Color-Geometric Fusion with Multi-View Attention for Zero-Shot 3D Anomaly Detection

Zero-shot 3D anomaly detection is essential for industrial quality inspection, where labeled anomaly samples are scarce. Meanwhile, existing methods lack an effective mechanism to fuse complementary 2D color images with 3D geometric structures, limiting their ability to detect both surface and structural defects in a unified framework. To address these issues, we propose CoGeoAD, a unified CLIP-based framework that fuses color and geometric features by constructing pixel-aligned paired multi-view images. The framework introduces a Data-Driven Multi-View Attention (MVA) mechanism to adaptively aggregate 3D features and a Multi-Stage Color-Geometric Fusion (MS-CGF) module to hierarchically integrate multi-level features from both modalities. Extensive experiments on the MVTec3D-AD and Eyecandies benchmarks demonstrate that CoGeoAD achieves state-of-the-art performance, effectively capturing both structural and textural anomalies in complex industrial scenarios. our source code is available at https://github.com/kingdomShu/CoGeoAD.
Ke Xu, Xinle Wang, Yanning Hou +3
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.
Haorui Ji, Weizhe Liu, Hongdong Li +1
Jun 23, 2026cs.CV

MM-TRELLIS: Point-Cloud Guided Multi-Modal 3D Vehicle Generation in Autonomous Driving

Recovering realistic 3D vehicle models from autonomous driving scenes is crucial for synthesizing training data and building simulation environment. However, most existing vehicle generation methods fail to fully exploit multimodal sensors i.e. multi-view images and LiDAR point clouds) and rely on neural rendering based reconstruction, leading to low-quality mesh. Recently, native 3D generative models have made significant progress, yet they are not built for arbitrary multi-view inputs and often struggle with in-the-wild driving images. In this work, we present MM-TRELLIS, a multi-modal version of TRELLIS for in-the-wild 3D vehicle generation that integrates LiDAR and image sensors from autonomous driving datasets into native 3D generative models. Specifically, multi-view images are cycled as conditioning inputs, while LiDAR point clouds provide test-time guidance to ensure geometric accuracy and cross-view consistency. During denoising, we first align the guidance point cloud with the model priors, then enforce consistency between the generated geometry and the guidance point cloud. Finally, we introduce a voxel filtering strategy based on the opacity of 3D Gaussian Splatting to suppress floaters and produce clean meshes. Comprehensive experiments on Waymo dataset demonstrate our method outperforms existing methods in high-fidelity 3D vehicle generation. Code is available at https://github.com/HongliXiao/MM-TRELLIS.
Hongli Xiao, Youjian Zhang, Yucai Bai +5
Jun 23, 2026cs.CV

Social Structure Matters in 3D Human-Human Interaction Generation

Although text-to-motion generation has achieved strong progress in synthesizing realistic single-person motions from language, extending it to text-driven 3D human-human interaction (HHI) remains non-trivial, as HHI requires modeling the underlying \textbf{social structure} that governs phase progression, actor roles, and inter-actor coordination. In this paper, we formulate HHI generation as a social structure modeling and grounding problem: the model must first infer how an interaction unfolds and how the two actors coordinate their roles, and then realize this structure as continuous, physically plausible, and partner-aware 3D motion. To study how such structure should be modeled, we first examine the capability boundary of large language models (LLMs) for HHI generation. Our analysis shows that LLMs can \textit{think} by recovering phase decompositions and partner-aware roles, but cannot directly \textit{move}, as they fail to generate dynamic, physically plausible, and interaction-aware motion. This motivates our planner-executor paradigm, \textbf{Think with LLM, Move with Motion Skill}. The LLM planner converts implicit interaction semantics into motion-aligned social supervision by decomposing interactions into phases, assigning partner-aware actor roles, and aligning them with motion sequence. The motion executor then grounds the planned social structure into coordinated two-person motion by adapting a pretrained solo motion model with LoRA, previous-phase self-conditioning, and ego-relative partner conditioning. Together, our Solo-to-Social framework bridges social organization and motion realization, producing 3D HHI with improved phase consistency, role alignment, and partner-aware coordination.
Zhongju Wang, Beier Wang, Yatao Bian +6
Jun 23, 2026cs.CV

Inclusive Interactive Collisions for Multi-View Consistent Compositional 3D Generation

Recent breakthroughs in 3D generation have advanced notably with the development of text-to-image diffusion model. However, existing methods remain two practical challenges: (1) They primarily generate single 3D object, but struggle to generate multi-object compositional 3D assets due to the lack of the modeling for Gaussian primitives in reasonable interactions. (2) They often suffer from cross-view inconsistency during 3D optimization, as Score Distillation Sampling inherently performs on each single view, inevitably resulting in cross-view hallucinations. To solve above issues, we propose I2C-3D, a novel optimization-based method to generate multi-view consistent compositional 3D assets with reasonable interactions. Specifically, we propose an Inclusive Interactive Collisions strategy to guide Gaussian primitives appearing in reasonable interaction regions naturally, thereby ensuring objects in the compositional scene interact in a physically plausible and visually coherent way. Additionally, to enhance multi-view consistency, Multi-View Adaptive Score Distillation Sampling is devised to distill multi-view consistency prior and layout prior from pre-trained diffusion model by modulating attention map of instance token and spatial token across viewpoints. Benefiting from above elaborate designs, I2C-3D not only generates high-fidelity multi-view consistent compositional 3D assets but also supports 3D editing flexibly, facilitating complex scene generation. Extensive experiments demonstrate our I2C-3D outperforms existing methods in generation quality and multi-view consistency.
Chang Liu, Mingwen Shao, Xiang Lv +5
Jun 22, 2026cs.LG

3D Masked Autoencoders are Robust Learners of Volumetric and Multimodal Cellular Representations for Microscopy

Self-supervised learning in fluorescence microscopy often relies on 2D projections, despite the inherently three-dimensional nature of cells. We present a systematic comparison of 2D and 3D masked autoencoders (MAE-2D vs. MAE-3D) on volumetric microscopy data. Under matched architectures and training protocols, MAE-3D consistently outperforms 2D max-projection and slice-based variants on downstream single-cell tasks. We further align visual representations with a pretrained protein language model (ESM2) and show that cross-modal supervision yields larger gains for volumetric models. Channel cross-attention and frequency-domain regularization are critical for leveraging 3D spatial context. On protein--protein interaction prediction, our best model achieves a ROC--AUC of 0.86, while on protein localization it reaches an AUCmicro_{\text{micro}} of 0.95 and an F1micro_{\text{micro}} of 0.74, demonstrating competitive performance on both tasks. Overall, our findings highlight the potential of volumetric modeling and multimodal alignment for representation learning in single-cell microscopy.
Amirhossein Kardoost, Lion Gleiter, Tingying Peng +1
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/.
Zheng Zhang, Lihe Yang, Tianyu Yang +6
Jun 19, 2026cs.CV

Lightweight 3D Feature Pretraining by Bayesian Inversion of 2D Foundation Models

We present Casper3D, a lightweight probabilistic framework for converting noisy multi-view 2D foundation-model embeddings into a latent 3D semantic representation. We model view-level semantic features as noisy observations of an underlying 3D semantic state and infer this state with a set-based variational model that incorporates relative pose during multi-view reasoning. Casper3D is trained by predicting held-out semantic observations from novel viewpoints, while remaining aligned with visual and text semantic spaces for open-vocabulary 3D understanding. The framework is backbone-agnostic and applies to both language-aligned and self-supervised embeddings. Experiments show that Casper3D produces more stable 3D semantics than simple multi-view pooling, especially in ambiguous and noisy settings.
Marwane Hariat, Gianni Franchi, David Filliat +1
Jun 19, 2026physics.optics

Non-line-of-sight imaging with arbitrary relay surface geometries via 3D Gaussian Transient Rendering

Imaging objects hidden outside the direct line of sight expands the effective field of view and is critical for applications such as autonomous driving and robotic perception. Despite impressive progress in time-of-flight (ToF)-based non-line-of-sight (NLOS) imaging, real-world deployment remains challenging because practical measurements are often collected over spatially limited, arbitrarily shaped relay regions-conditions that violate the planar-wall and dense-sampling assumptions made by most existing methods. To address these limitations, we propose a LOS-guided NLOS imaging pipeline that imposes no geometric assumptions on the relay surface and naturally supports both confocal and non-confocal configurations. Our method represents the hidden scene using 3D Gaussian primitives and couples them with an efficient, differentiable transient rendering model, enabling end-to-end optimization directly from measured transients. We validate our approach on real-world measurements from both a public dataset and a custom-built capture system. Across settings, our method achieves state-of-the-art reconstruction fidelity under spatially limited, sparsely sampled conditions, and significantly outperforms existing methods on complex, arbitrary relay surface geometries.
Yi Wang, Ziyu Zhan, Yuran Wang +5
Jun 19, 2026cs.CV

ACE-GS: Acing the Trade-off with Accurate, Compact and Efficient 3D Gaussian Splatting

3D Gaussian Splatting achieves exceptional real-time rendering, but its substantial computational and storage demands hinder widespread deployment. Existing accelerated paradigms often aggressively prune primitives for rapid convergence, causing severe loss of high-frequency details. To address this, we tackle the fundamental problem of achieving both exceptional rendering quality and ultra-fast reconstruction speed. In this paper, we propose ACE-GS, a progressive optimization framework tailored for accurate, compressed, and efficient scene representation. We realize that precise primitive management is the key to breaking this trade-off. Therefore, we first design a momentum consistency-guided densification strategy, strictly constraining primitive growth onto authentic geometric manifolds to avoid computational waste while significantly accelerating convergence. Building upon this efficient initialization, we deploy a statistical sensitivity-driven sparsification mechanism to precisely prune redundant primitives, yielding a further compressed footprint. Finally, to thoroughly compensate for the risk of micro-structure loss caused by the aforementioned strict primitive control, we introduce a cross-dimensional residual frequency compensation scheme that explicitly back-injects high-frequency error energy into primitive attributes, perfectly restoring sharp geometric details. Extensive experiments validate our superiority. While maintaining a highly compact scene representation, our system achieves up to 3.7 times training acceleration against the rapid framework Speedy-Splat. Requiring only 3 to 5 minutes to converge, ACE-GS secures the highest structural similarity and achieves a peak PSNR improvement of up to 0.89 dB over the original 3DGS, establishing a new benchmark for ultra-fast and high-fidelity novel view synthesis.
Jijian Zhao
Jun 18, 2026cs.CL

Scaling Diverse Language Generation for 3D Visual Grounding

Developing robust models for 3D visual grounding (3DVG), the localization of entities in a 3D scene described in natural language, is important for enabling agents to correspond spatial language with objects in the physical world. However, the lack of diverse descriptions at scale prevents models from generalizing beyond simple linguistic patterns. Recent such attempts lack diversity in the constraint types and language used to ground objects. Captioning methods cannot precisely contrast objects, which is important for visual grounding. We therefore propose ViGiL3D++, a scalable, scene-agnostic method that generates diverse visual grounding queries by combining constraint sampling in scene graphs with the language generation of LLMs. We show that it has greater diversity over existing scaled datasets and improves model performance over several 3DVG benchmarks but also illuminates outstanding limitations of VLMs.
Austin T. Wang, Dongchen Yang, Angel X. Chang
Jun 18, 2026cs.CV

Thinking in Boxes: 3D Editing in Real Images Made Easy

Text and 2D-conditioning interfaces provide weak, ambiguous control over spatial transformations in image editing -- particularly under large object motions and camera changes. Prior work has used 3D primitives such as boxes, but only as loose conditioning signals indicating approximate object location rather than specifying the transformation. We instead use 3D boxes as structured specifications: the user provides the input and output boxes of the edit, casting editing as a well-posed geometry problem. This ``thinking in boxes'' interface, where each box face is color-coded to convey 3D orientation, gives precise control over translation, rotation, scaling, and viewpoint changes in real images while preserving scene and object identity, and recovering previously unseen object regions. To ground transformations in scene appearance, we introduce a depth-aligned planar floor as a global reference frame, shaded with depth-aware cues. Conditioned on this structure, an image generator produces consistent results under large transformations. Trained in two stages -- on synthetic multi-object scenes and a small set of real-world videos from Objectron -- the system generalizes to complex, in-the-wild real images. Our method operates directly on real photographs and substantially outperforms recent state-of-the-art methods on large 3D edits.
Pradhaan S Bhat, Naveen Chandra R, Rishubh Parihar +4
Jun 18, 2026cs.CV

TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields

We present TriFlow, a new generative approach for producing compact 3D meshes with artist-like triangle topology directly from input geometry conditions such as signed distance fields. Our key insight is to represent mesh topology as a nearest-vertex vector field (NVF) defined over the surface, where each point encodes its association to the nearest triangle vertex in the local barycentric frame. We train a latent flow-matching model to synthesize this field, enabling topology generation conditioned on the input geometry. To extract a coherent mesh, we cluster surface regions using the generated NVF and guide a constrained quadric error metric (QEM) mesh simplification with topology-aware optimization. This yields output meshes that closely match the input geometry while exhibiting structured, artist-like connectivity. Experiments demonstrate that TriFlow achieves stronger generalization and significantly improved topology quality compared to state-of-the-art learning-based approaches, alongside 90% lower Chamfer Distance and an 8x speedup.
Haoxuan Li, Ziya Erkoç, Daniele Sirigatti +4