3D Object Understanding

Recent momentum

+29%

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

Jan 8, 2026cs.CV

DivAS: Interactive 3D Segmentation by Depth-Weighted Voxel Aggregation

Interactive 3D segmentation of a reconstructed scene should not require a representation-specific optimization loop. We observe that the recipe for lifting 2D foundation-model masks into 3D, namely prompting a few views, refining the resulting masks with rendered depth, and fusing the multi-view evidence into a voxel grid, is shared across scene representations. What remains representation-specific is only the depth signal returned by the renderer and the occupancy prior that gates fusion. We present DivAS (Depth-interactive Voxel Aggregation Segmentation), an optimization-free, training-free framework that realizes this recipe as a single interaction-and-fusion skeleton with lightweight, representation-specific adapters, instantiated on both Gaussian Splatting (GS) and NeRF backbones. On standard forward-facing and unbounded benchmarks, the GS instantiation attains segmentation quality competitive with state-of-the-art optimization-based methods, and the best on LLFF, while being the only one to reach this quality within the consumer-hardware memory envelope at standard resolution. Both instantiations run end-to-end around 22x faster than feature-field baselines, with a per-update fusion-kernel cost below 7070 ms. Because segmentation evidence is gathered from a small, bounded set of anchor views, user effort and computation remain independent of the training-set size. The same skeleton applied to a NeRF backbone matches or exceeds the performance of optimization-based NeRF baselines, confirming that the recipe transfers across fundamentally different 3D representations.
Ayush Pande, Mayank Vatsa
Jan 7, 2026cs.CV

G2P: Gaussian-to-Point Attribute Alignment for Boundary-Aware 3D Segmentation

Point cloud segmentation is critical for 3D scene understanding. However, sparse and irregular point distributions provide limited appearance evidence, making geometry-only features insufficient to distinguish objects with similar shapes but distinct appearances e.g., color, texture, and material. We propose Gaussian-to-Point (G2P), which transfers Gaussian attributes from 3D Gaussian Splatting to point clouds for more discriminative and appearance-consistent segmentation. Our G2P addresses the misalignment between optimized Gaussians and original point geometry by establishing point-wise correspondences. By distilling opacity-derived visibility cues, we mitigate the geometric ambiguity that limits existing models. Additionally, Gaussian scale attributes enable precise boundary localization in complex 3D scenes. Extensive experiments demonstrate that our approach achieves competitive performance on standard benchmarks and shows notable improvements on geometrically challenging classes, without pretrained 2D features or language supervision in our segmentation pipeline.
Hojun Song, Chae-yeong Song, Jeong-hun Hong +5
Dec 24, 2025cs.CV

UniPR-3D: Towards Universal Visual Place Recognition with Visual Geometry Grounded Transformer

Visual Place Recognition (VPR) has been traditionally formulated as a single-image retrieval task. Using multiple views offers clear advantages, yet this setting remains relatively underexplored and existing methods often struggle to generalize across diverse environments. In this work we introduce UniPR-3D, the first VPR architecture that effectively integrates information from multiple views. UniPR-3D builds on a VGGT backbone capable of encoding multi-view 3D representations, which we adapt by designing feature aggregators and fine-tune for the place recognition task. To construct our descriptor, we jointly leverage the 3D tokens and intermediate 2D tokens produced by VGGT. Based on their distinct characteristics, we design dedicated aggregation modules for 2D and 3D features, allowing our descriptor to capture fine-grained texture cues while also reasoning across viewpoints. To further enhance generalization, we incorporate both single- and multi-frame aggregation schemes, along with a variable-length sequence retrieval strategy. Our experiments show that UniPR-3D sets a new state of the art, outperforming both single- and multi-view baselines and highlighting the effectiveness of geometry-grounded tokens for VPR. Our code and models will be made publicly available on Github https://github.com/dtc111111/UniPR-3D.
Tianchen Deng, Xun Chen, Ziming Li +5
Dec 24, 2025cs.CV

PanoGrounder: Bridging 2D and 3D with Panoramic Scene Representations for VLM-based 3D Visual Grounding

3D Visual Grounding (3DVG) is a critical bridge from vision-language perception to robotics, requiring both language understanding and 3D scene reasoning. Traditional supervised models leverage explicit 3D geometry but exhibit limited generalization, owing to the scarcity of 3D vision-language datasets and the limited reasoning capabilities compared to modern vision-language models (VLMs). We propose a generalizable 3DVG framework, PanoGrounder, that couples multi-modal panoramic representation with pretrained 2D VLMs for strong vision-language reasoning. Panoramic renderings, augmented with 3D semantic and geometric features, serve as an intermediate representation between 2D and 3D, and offer two major benefits: (i) they can be directly fed to VLMs with minimal adaptation and (ii) they retain long-range object-to-object relations thanks to their 360-degree field of view. We devise a three-stage pipeline that places a compact set of panoramic viewpoints considering the scene layout and geometry, grounds a text query on each panoramic rendering with a VLM, and fuses per-view predictions into a single 3D bounding box via lifting. Our approach achieves state-of-the-art results on ScanRefer and Nr3D, and demonstrates strong generalization to unseen 3D datasets and text rephrasings.
Seongmin Jung, Seongho Choi, Gunwoo Jeon +2
Dec 16, 2025cs.CV

Elastic3D: Controllable Stereo Video Conversion with Guided Latent Decoding

The growing demand for immersive 3D content calls for automated monocular-to-stereo video conversion. We present Elastic3D, a controllable, direct end-to-end method for upgrading a conventional video to a binocular one. Our approach, based on (conditional) latent diffusion, avoids artifacts due to explicit depth estimation and warping. The key to its high-quality stereo video output is a novel, guided VAE decoder that ensures sharp and epipolar-consistent stereo video output. Moreover, our method gives the user control over the strength of the stereo effect (more precisely, the disparity range) at inference time, via an intuitive, scalar tuning knob. Experiments on three different datasets of real-world stereo videos show that our method outperforms both traditional warping-based and recent warping-free baselines and sets a new standard for reliable, controllable stereo video conversion. Please check the project page for the video samples https://elastic3d.github.io.
Nando Metzger, Prune Truong, Goutam Bhat +2
Dec 6, 2025cs.CV

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at ∼\sim9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/
Ramazan Fazylov, Sergey Zagoruyko, Aleksandr Parkin +2
Dec 5, 2025cs.CV

LeAD-M3D: Leveraging Asymmetric Distillation for Real-Time Monocular 3D Detection

Real-time monocular 3D object detection remains challenging due to severe depth ambiguity, viewpoint shifts, and the high computational cost of 3D reasoning. Existing approaches either rely on LiDAR or geometric priors to compensate for missing depth or sacrifice efficiency to achieve competitive accuracy. We introduce LeAD-M3D, a monocular 3D detector that achieves state-of-the-art accuracy and real-time inference without extra modalities. Our method is enabled by three key components. Asymmetric Augmentation Denoising Distillation (A2D2) transfers geometric knowledge from a clean-image teacher to a MixUp-noised student via a quality- and importance-weighted depth-feature loss, enabling stronger depth reasoning without LiDAR. 3D-aware Consistent Matching (CM3D_{\text{3D}}) improves prediction-to-ground truth assignment by integrating 3D MGIoU into the matching score, yielding stable and precise supervision. Finally, Confidence-Gated 3D Inference (CGI3D_{\text{3D}}) accelerates inference by restricting expensive 3D regression to confident regions. Together, these contributions set a new Pareto frontier for monocular 3D detection: LeAD-M3D achieves state-of-the-art accuracy on KITTI and Waymo, and the best reported car AP on Rope3D, while running up to 3.6 ×\,\times faster than prior high-accuracy models (e.g., MonoDiff). LeAD-M3D demonstrates that high fidelity and real-time monocular 3D detection is simultaneously attainable, without LiDAR, stereo, or strong geometric assumptions.
Johannes Meier, Jonathan Michel, Oussema Dhaouadi +7
Nov 26, 2025cs.CV

FlowerDance: MeanFlow for Efficient and Refined 3D Dance Generation

Music-to-dance generation aims to translate auditory signals into expressive human motion, with broad applications in virtual reality, choreography, and digital entertainment. Despite promising progress, the limited generation efficiency of existing methods leaves insufficient computational headroom for high-fidelity 3D rendering, thereby constraining the expressiveness of 3D characters during real-world applications. Thus, we propose FlowerDance, which not only generates refined motion with physical plausibility and artistic expressiveness, but also achieves significant generation efficiency on inference speed and memory utilization. Specifically, FlowerDance combines MeanFlow with Physical Consistency Constraints, which enables high-quality motion generation with only a few sampling steps. Moreover, FlowerDance leverages a simple but efficient model architecture with BiMamba-based backbone and Channel-Level Cross-Modal Fusion, which generates dance with efficient non-autoregressive manner. Meanwhile, FlowerDance supports motion editing, enabling users to interactively refine dance sequences. Extensive experiments on AIST++ and FineDance show that FlowerDance achieves state-of-the-art results in both motion quality and generation efficiency. Code will be released upon acceptance.
Kaixing Yang, Xulong Tang, Ziqiao Peng +4
Nov 18, 2025cs.CV

Let Language Constrain Geometry: Vision-Language Models as Semantic and Spatial Critics for 3D Generation

Text-to-3D generation has advanced rapidly, yet state-of-the-art models, encompassing both optimization-based and feed-forward architectures, still face two fundamental limitations. First, they struggle with coarse semantic alignment, often failing to capture fine-grained prompt details. Second, they lack robust 3D spatial understanding, leading to geometric inconsistencies and catastrophic failures in part assembly and spatial relationships. To address these challenges, we propose VLM3D, a general framework that repurposes large vision-language models (VLMs) as powerful, differentiable semantic and spatial critics. Our core contribution is a dual-query critic signal derived from the VLM's Yes or No log-odds, which assesses both semantic fidelity and geometric coherence. We demonstrate the generality of this guidance signal across two distinct paradigms: (1) As a reward objective for optimization-based pipelines, VLM3D significantly outperforms existing methods on standard benchmarks. (2) As a test-time guidance module for feed-forward pipelines, it actively steers the iterative sampling process of SOTA native 3D models to correct severe spatial errors. VLM3D establishes a principled and generalizable path to inject the VLM's rich, language-grounded understanding of both semantics and space into diverse 3D generative pipelines.
Weimin Bai, Yubo Li, Weijian Luo +4
Nov 4, 2025cs.RO

3D Cal: An Open-Source Software Library for Depth Reconstruction on Vision-Based Tactile Sensors

Tactile sensing plays a key role in enabling dexterous and reliable robotic manipulation, but realizing this capability requires substantial calibration to convert raw sensor readings into physically meaningful quantities. Despite its near-universal necessity, the calibration process remains ad hoc and labor-intensive. Here, we introduce 3D Cal, an open-source library that transforms a low-cost 3D printer into an automated probing device capable of generating large volumes of labeled training data for calibrating vision-based tactile sensors. 3D Cal also provides an end-to-end, user-friendly pipeline for training custom convolutional networks to produce high-quality depth reconstructions. Using 3D Cal, we systematically explore the relationship between training data volume and spatial reconstruction performance on two commercially available sensors, DIGIT and GelSight Mini, and derive practical, empirically-grounded guidelines for calibrating these sensors. Finally, we demonstrate depth reconstruction performance on the DIGIT and GelSight Mini comparable to state-of-the-art methods, achieving average reconstruction errors of 156 μm\mathrm{μm} and 205 μm\mathrm{μm} on unseen objects, respectively. By automating tactile sensor calibration, 3D Cal can accelerate tactile sensing research, simplify sensor deployment, and facilitate the integration of tactile sensing in robotic platforms.
Rohan Kota, Kaival Shah, J. Edward Colgate +1
Nov 4, 2025cs.CL

Apples on the Table? Evaluating Text-Guided 3D Scene Synthesis via Fine-Grained Constraint Verification

Accurately synthesizing 3D scenes from user-provided text descriptions is crucial for developing embodied agents. Despite the importance of scene-description alignment, existing evaluation methods for such text-guided 3D scene synthesis either capture only coarse similarity between the synthesized scene and the user description, or ignore the spatial reasoning for verifying object placement. None of them addressed the fine-grained constraints (e.g., X needs to be in the scene in a Y manner) implied by the description from users. To address this, we introduce LEGO, a benchmark dataset that pairs each user description with human-annotated constraints and a reference scene, and LEGO-Eval, an evaluation framework that decomposes a description into atomic constraints and verifies each one using tools that ground textual references to 3D objects and reason about their spatial relationships. We show that (i) LEGO-Eval evaluates misalignment far more accurately than existing methods and (ii) current scene synthesis approaches achieve at most 10% success rate in LEGO-Eval.
Minseok Kang, Dongwook Choi, Gyeom Hwangbo +3
Sep 10, 2025eess.IV

Deep Unrolling of Sparsity-Induced RDO for 3D Point Cloud Attribute Coding

Given encoded 3D point cloud geometry available at the decoder, we study the problem of lossy attribute compression in a multi-resolution B-spline projection framework. A target continuous 3D attribute function is first projected onto a sequence of nested subspaces Fl0(p)⊆⋯⊆FL(p)\mathcal{F}^{(p)}_{l_0} \subseteq \cdots \subseteq \mathcal{F}^{(p)}_{L}, where Fl(p)\mathcal{F}^{(p)}_{l} is a family of functions spanned by a B-spline basis function of order pp at a chosen scale and its integer shifts. The projected low-pass coefficients Fl∗F_l^* are computed by variable-complexity unrolling of a rate-distortion (RD) optimization algorithm into a feed-forward network, where the rate term is the sparsity-promoting ℓ1\ell_1-norm. Thus, the projection operation is end-to-end differentiable. For a chosen coarse-to-fine predictor, the coefficients are then adjusted to account for the prediction from a lower-resolution to a higher-resolution, which is also optimized in a data-driven manner.
Tam Thuc Do, Philip A. Chou, Gene Cheung
Jul 29, 2025cs.CV

Ov3R: Open-Vocabulary Semantic 3D Reconstruction from RGB Videos

We present Ov3R, a novel framework for open-vocabulary semantic 3D reconstruction from RGB video streams, designed to advance Spatial AI. The system features two key components: CLIP3R, a CLIP-informed 3D reconstruction module that predicts dense point maps from overlapping clips while embedding object-level semantics; and 2D-3D OVS, a 2D-3D open-vocabulary semantic module that lifts 2D features into 3D by learning fused descriptors integrating spatial, geometric, and semantic cues. Unlike prior methods, Ov3R incorporates CLIP semantics directly into the reconstruction process, enabling globally consistent geometry and fine-grained semantic alignment. Our framework achieves state-of-the-art performance in both dense 3D reconstruction and open-vocabulary 3D segmentation, marking a step forward toward real-time, semantics-aware Spatial AI.
Ziren Gong, Xiaohan Li, Fabio Tosi +4
May 12, 2025cs.CV

Towards Accurate State Estimation: Motion Dynamics Kalman Filter for 3D Multi-Object Tracking

Precise 3D state estimation in multi-object tracking (MOT) is critical for self-driving cars, particularly for objects occluded. Motion modeling in the Kalman filter with a constant motion assumption is widely used in MOT methods, but it neglects the continuous changes in objects' motion caused by traffic in urban environments. Although recent research introduces a multimodel Kalman filter that incorporates multiple motion models, these approaches incur significant computational overhead from the simultaneous processing of multiple models. To this end, this work introduces a motion-dynamics Kalman filter (MD-KF) that overcomes the constant-motion assumption while preserving the singularity of the motion model. MD-KF models the changes in objects' motion over successive measurements as Gaussian distributions, and adaptively adjusts a weighted motion model to account for these variations. MD-KF consistently outperforms constant and multimodel KF across multiple datasets with a significant reduction in computation latency compared to multimodel approaches. The proposed approach demonstrates its superiority in trajectory estimation during occlusion and state estimation stability for stationary objects.
Mohamed Nagy, Naoufel Werghi, Bilal Hassan +2
Apr 19, 2025cs.GR

SEGA: Drivable 3D Gaussian Head Avatar from a Single Image

Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
Chen Guo, Zhuo Su, Liao Wang +8
Date pendingcs.CV

EgoFun3D: Modeling Interactive Objects from Egocentric Videos using Function Templates

We present EgoFun3D, a coordinated task formulation, dataset, and benchmark for modeling interactive 3D objects from egocentric videos. Interactive objects are of high interest for embodied AI but scarce, making modeling from readily available real-world videos valuable. Our task focuses on obtaining simulation-ready interactive 3D objects from egocentric video input. While prior work largely focuses on articulations, we capture general cross-part functional mappings (e.g., rotation of stove knob controls stove burner temperature) through function templates, a structured computational representation. Function templates enable precise evaluation and direct compilation into executable code across simulation platforms. To enable comprehensive benchmarking, we introduce a dataset of 517 egocentric videos featuring challenging real-world interactions with paired 3D geometry, segmentation over 2D and 3D, articulation and function template annotations. To tackle the task, we propose a 4-stage pipeline consisting of: 2D part segmentation, reconstruction, articulation estimation, and function template inference. Comprehensive benchmarking shows that the task is challenging for off-the-shelf methods, highlighting avenues for future work.
Weikun Peng, Denys Iliash, Manolis Savva
Date pendingcs.LG

Surrogate Modeling of 3D Rayleigh-Benard Convection with Equivariant Autoencoders

The use of machine learning for modeling, understanding, and controlling large-scale physics systems is quickly gaining in popularity, with examples ranging from electromagnetism over nuclear fusion reactors and magneto-hydrodynamics to fluid mechanics and climate modeling. These systems - governed by partial differential equations - present unique challenges regarding the large number of degrees of freedom and the complex dynamics over many scales both in space and time, and additional measures to improve accuracy and sample efficiency are highly desirable. We present an end-to-end equivariant surrogate model consisting of an equivariant convolutional autoencoder and an equivariant convolutional LSTM using GG-steerable kernels. As a case study, we consider the three-dimensional Rayleigh-B'enard convection, which describes the buoyancy-driven fluid flow between a heated bottom and a cooled top plate. While the system is E(2)-equivariant in the horizontal plane, the boundary conditions break the translational equivariance in the vertical direction. Our architecture leverages vertically stacked layers of D4D_4-steerable kernels, with additional partial kernel sharing in the vertical direction for further efficiency improvement. We demonstrate significant gains in sample and parameter efficiency, as well as a better scaling to more complex dynamics. The accompanying code is available under https://github.com/FynnFromme/equivariant-rb-forecasting.
Fynn Fromme, Hans Harder, Christine Allen-Blanchette +1
Date pendingcs.CE

Influence of Extruded Filament Shape on Buildability in 3D Concrete Printing: A Geometry-Informed Deep Learning-FEM Approach

The geometric morphology of deposited filaments can significantly influence the structural performance and stability of 3D concrete-printed (3DCP) structures. However, most finite element (FEM)-based approaches for buildability assessment represent printed layers as simplified rectangles, potentially limiting predictive accuracy. This study proposes a geometry-informed modelling framework that integrates the deep-learning-based filament shape prediction tool ShapeGen3DCP with a layer-activation FEM approach to investigate the effect of realistic filament geometries on buildability. The framework generates geometry-aware numerical models directly from material and process parameters, eliminating the need for experimental filament characterization or computationally intensive fluid-flow simulations. Validation against experimental data and a parametric study of rectilinear walls demonstrate that extrusion parameters and the resulting filament geometry can significantly influence buildability predictions. Realistic filament representations are particularly important for free-flow deposition, whereas layer-pressing strategies are less sensitive to geometric simplifications. Among the investigated representations, an elliptical approximation provides an effective balance between geometric fidelity and modelling simplicity. When rectangular representations are preferred to enable regular computational meshes for faster simulations, defining their dimensions based on volume conservation improves prediction reliability compared with calibrating them using either the maximum filament width or the interlayer contact width. Overall, the proposed methodology demonstrates the importance of incorporating filament geometry into 3DCP simulations and provides practical guidance for selecting efficient and accurate geometric representations for buildability assessment.
Giacomo Rizzieri, Saif-Ur-Rehman, Jörg F. Unger +1
Date pendingcs.CV

Reconstruction of a 3D wireframe from a single line drawing via generative depth estimation

Reconstructing 3D geometry from 2D engineering line drawings is an inherently ambiguous problem: while visible strokes determine the object's projected structure, they do not specify the depth of each stroke. Rather than treating this problem as sketch-based asset generation, where models often infer unobserved structure, we study projection-faithful wireframe reconstruction: lifting a user-provided drawing into 3D according to its visible strokes. We formulate this task as conditional depth estimation over line drawings, predicting a depth value for each drawn pixel to produce a 3D wireframe. To model the ambiguities of orthographic projection, we implement a Latent Diffusion Model with spatial conditioning on the input sketch and optional partial-depth conditioning for iterative reconstruction. We train and evaluate our models on over three million synthetic image-depth pairs derived from CAD wireframes, including a newly curated corpus of roughly 90,000 shapes. Across varying shape complexities, our framework achieves robust reconstruction performance; scaling from 256 to 512 resolution with a retrained latent space roughly halves reconstruction error, reaching a 3.9% best-of-five (7.0% average) normalized depth error. These results demonstrate the potential of projection-faithful depth estimation as a user-controlled approach for iterative 3D wireframe creation in engineering design.
Elton Cao, Hod Lipson