Feed-Forward 3D Reconstruction
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3D foundation models recover video cameras and geometry in one forward pass, but some of the strongest are up to scale. Joint people-scene reconstruction then requires two missing outputs: metric scale and persistent person identity. We ask whether one up-to-scale foundation representation can support both through lightweight adaptation. Exact metric labels are scarce, but unlabeled in-the-wild video is abundant. We use people in curated web video to initialise the solution: a posed metric body and 2D keypoints give an approximate, closed-form scale pseudo-label. These pseudo-labels pretrain a Scale Readout, which is then fine-tuned together with a lightweight adapter using exact metric supervision from standard real-video training splits. At inference the head predicts metric scale from foundation-model tokens, without the ruler or its teachers. For person identity, we probe the pretrained foundation model alone and find evidence that its intermediate query-key features encode person correspondence across frames. In most evaluated moving-person clips, a mid-layer token prefers that person over the vacated location and other people. A tiny projection reads this correspondence; together with metric pelvis motion and proposal confidence, it drives dustbin-aware Sinkhorn association of per-frame bodies. WildHSR combines both readouts to reconstruct metric cameras, scene and people from monocular video. Each window is predicted feed-forward; analytic association and Sim(3) composition connect windows. On EMDB-2, WildHSR is the first feed-forward method in the published comparison to beat the best optimization-based WA-MPJPE and RTE while leading feed-forward methods on all three world-frame metrics. On RICH, it leads feed-forward people-and-scene methods on WA-MPJPE and W-MPJPE. The complete pipeline runs at 10.1 fps on one GPU.
Revisiting Multi-View Stereo: A Sequence-to-Sequence Formulation
Computing accurate geometry from multi-view images is a fundamental problem in computer vision. Recent feed-forward (FF) models jointly estimate 3D geometry and camera parameters, but they typically suffer from geometry distortion caused by reconstruction ambiguity, even when ground-truth camera parameters are supplied. In this paper, we study the multi-view stereo (MVS) problem with known camera parameters and propose a novel approach that bridges conventional MVS and FF methods. Rather than casting MVS as a sequence-to-one mapping that predicts depth only for a single reference view, we reformulate it as a sequence-to-sequence task, akin to FF models, that jointly predicts geometry for all input views. We introduce a global transformer-based architecture with two components that explicitly exploit camera-induced priors: ray-map embeddings that inject camera parameters into image patch tokens, making the transformer camera-aware, and a unified global cost volume that replaces conventional per-view cost volumes to jointly capture 3D structure across all views. Extensive experiments on multiple public benchmarks show our approach achieves state-of-the-art performance, surpassing both MVS and FF reconstruction baselines.
When Wider Views Fail: Stress-Testing Feed-Forward 3D Reconstruction
Feed-forward 3D reconstruction models enable efficient geometry estimation from sparse images, but their pretrained nature can make them vulnerable to distribution shifts beyond their training data. Identifying these failure modes is important for understanding when such models can be reliably deployed in unconstrained imaging settings. We investigate viewpoint variation as a controlled distribution shift by varying the angular span of sparse image inputs while keeping the input budget fixed. Across multiple feed-forward reconstruction models, we observe substantial degradation as viewpoint span increases, with wide spans producing both incomplete surface coverage and geometry unsupported by the observed imagery. These results reveal that viewpoint variation can induce failure modes beyond conventional reconstruction incompleteness, highlighting the need to evaluate pretrained feed-forward models under distribution shifts that challenge their learned geometric priors.
VGGT-Prime: Compute-Adaptive Mixture-of-Heads for Efficient Visual Geometry Transformers
Feed-forward visual geometry models such as the Visual Geometry Grounded Transformer (VGGT) have recently enabled direct 3D reconstruction from multi-view images. Despite their promising performance, these models scale quadratically with the number of input views due to their global attention mechanism, resulting in substantial latency for long sequence inputs. There have been some recent efforts to accelerate VGGT, but they primarily focus on reducing token redundancy through token merging or key/value sparsification. Our work resolves this bottleneck from a different perspective by investigating architectural redundancy in visual geometry transformers. We show that the multi-head attention modules in VGGT's global-attention layers contain substantial architectural redundancy, with only a subset of heads carrying critical geometric information. In light of this observation, we propose VGGT-Prime, a compute-adaptive mixture-of-heads model that resolves this redundancy to accelerate visual geometry transformers while maintaining competitive reconstruction quality. The key idea of VGGT-Prime is to estimate the appropriate computation level for each global-attention head using a lightweight router and then dynamically assign each head to different computation modes. Extensive experiments on multiple datasets demonstrate that VGGT-Prime can achieve an {} inference speedup over VGGT while maintaining competitive performance on camera pose, depth, and point-cloud predictions. We further show that VGGT-Prime is complementary to existing acceleration methods, such as token merging, further improving inference speed by up to over VGGT. An overview of our work is available on our project page.
RegVGGT: Sustainable Visual Geometry Grounding for Streaming via Regulated Memory
3D reconstruction from a lengthy video stream input poses a dilemma for feed-forward reconstruction models (FFRMs), that a whole-stream inference context cannot be retained under limited GPU memory.Recent studies seek to resolve this problem via a trade-off between the integrity of inference context and GPU memory usage, which either suffer from a rapid memory inflation or degraded context integrity due to artificially capping memory usage.Driven by our key observation that the initial saliency of a token reliably dictates its long-term importance across the stream, we propose RegVGGT, a training-free token regulation method which aggressively regulates the tokens of incoming frames.By admitting at most 1% of tokens per frame to update the context memory, our method dramatically suppresses memory inflation as the stream progresses.Equipped with a FlashAttention-compatible token saliency estimation scheme, RegVGGT is capable of processing thousands of frames on a consumer-grade GPU with negligible compromise to reconstruction quality.Extensive experiments demonstrate that RegVGGT achieves state-of-the-art performance on long-horizon benchmarks across diverse FFRM prediction tasks, surpassing prior FFRM-based stream reconstruction baselines by a large margin.
GrapeSplat: Geometry-Grounded Reconstruction via Amalgamated Pose-Free Encoding for Feed-Forward 3D Gaussian Splatting
Feed-forward 3D Gaussian Splatting now reconstructs renderable scenes from unposed, uncalibrated images. Yet, most models supervise only photometric consistency and predict Gaussians pixel by pixel, which leaves global structure fragile and ties primitive count to image resolution and view count. To this end, GrapeSplat amalgamates multi-view cues into a voxel-aligned scene representation and decodes Gaussians directly from the learned grid, requiring no per-scene optimization or post-processing. An Atlas Encoder lifts all views into pixel-wise geometry-and-appearance features anchored at predicted 3D points. PEACH-Vox compands the unbounded scene into a bounded sparse grid through a smooth per-axis map with an exact closed-form inverse. The Sparse Decoder then consolidates the grid with sparse convolutions and decodes the full scene as multiple Gaussians per occupied cell. This amalgamated representation exploits sparse voxel occupancy, where the Gaussian count follows the occupied cells and saturates as views cover the scene, while grid resolution sets its ceiling. GrapeSplat turns unposed images into a renderable Gaussian scene in a single forward pass. Trained with 2D and 3D supervision on 8-view sequences, it generalizes zero-shot from 4 to 64 views across indoor and unbounded scenes. Code and trained weights are available at https://github.com/VAISR/GrapeSplat
VoxelTTO: Voxel-Aligned Feed-Forward 3D Gaussian Splatting with Test-Time Optimization
Recent feed-forward 3D Gaussian Splatting (3DGS) methods typically regress pixel-aligned Gaussian primitives, often causing excessive overlap and artifacts, while inaccuracies in predicted camera poses can lead to misalignment in novel-view synthesis (NVS). We present VoxelTTO, a feed-forward framework for reconstructing geometrically accurate 3DGS scenes from an arbitrary number of images and optional camera parameters. VoxelTTO aggregates dense image features into a global voxel representation and decodes Gaussians from voxel features, breaking the pixel-to-Gaussian correspondence. To exploit known camera parameters while keeping the pretrained visual foundation model (VFM) parameters frozen, we introduce test-time optimization (TTO) that adapts lightweight LoRA modules using pose supervision. We further replace vanilla 3DGS rasterization with stochastic solid volume rendering during training and inference, improving geometric fidelity. Training updates only the voxel-aligned Gaussian reconstruction modules, requiring 80 GPU hours. Experiments on Replica, Tanks and Temples, and DTU demonstrate improved RGB-D NVS and camera-pose estimation relative to prior methods.
Noctif3R: Feed-Forward Monocular Real-Time SLAM for Photon-Limited Scenes on Embedded Hardware
Robots carrying out tasks in dark environments need to localize from a single RGB camera, in light so low that the per-pixel signal approaches the sensor's own noise, on a power-constrained onboard computer, in real time. Each of these constraints has matured pipelines, but the intersection does not. Offline low-light reconstruction now recovers structure below -4 dB but is far too slow to run in real time, while the real-time monocular systems a robot can actually carry (DROID-SLAM, DPV-SLAM, etc.) degrade or fail when SNR gets low. We measured how they fail: across the nine lowest darkness levels of our scenes, DROID-SLAM returns a full-length trajectory carrying no information about the camera's motion on all nine, VGGT-SLAM and CUT3R on eight, pi^3 on seven, and DPV-SLAM on four. We present SYS, a monocular pipeline built on a low-light feed-forward pointmap front end with an explicit match gate, which returns three tracked trajectories and no uninformative ones, at the lowest error of any method where it tracks (24-47% of the no-information ceiling against 56-73% for the strongest baseline), and at the narrowest coverage. On a real robot video take in which 86.5% of delivered frames are entirely black, every configuration of ours stops after the lit beginning, while DROID-SLAM and DPV-SLAM each emit a pose for all 1178 frames. Our method contribution is an embedded execution path for the Jetson AGX Orin: running the map, keyframes and backend at 384 pixels with tracking at 256, together with two fixes to the per-frame pose solve, is a replicated Pareto improvement, 1.28x throughput at 0.964x error on one scene and 1.42x at 0.68x on a second, with 47% less peak GPU memory and 29% less energy per pose. We evaluate on a calibrated, bit-exact regenerable noise ladder, on relabelled real-world dark exposures, and on a new dark-room video ladder recorded from a Boston Dynamics Spot robot.
PhGS: Post-Hoc Pruning and Refinement of Single-View Feed-Forward 3D Gaussian Reconstructions
Recent single-view feed-forward 3D Gaussian Splatting (3DGS) generation predicts a fixed number of Gaussians per camera ray, introducing severe spatial redundancy. Most existing compaction strategies target multi-view setups to exploit cross-view consistency and are incompatible with single-image models. Instead of retraining the base feed-forward network to directly output compact representations, our insight is to keep the base models frozen and apply post-hoc pruning and recurrent refinement to the generated Gaussians. Consequently, we propose a backbone-agnostic compaction pipeline for single-view feed-forward 3DGS that couples an importance-score-based pruning mechanism with a trainable, lightweight recurrent refinement module, which iteratively updates the surviving primitives to restore image quality. Our results demonstrate seamless integration with existing baselines while preserving novel-view rendering fidelity and achieving high memory reduction. Furthermore, our method supports flexible inference-time keep ratios for application needs.
GRF-Recon: Global Ray-Field Optimization for Long-Sequence Feed-forward Reconstruction
Feed-forward 3D reconstruction provides an efficient paradigm for scene modeling from image sequences. Scaling these models to large monocular scenarios are constrained by excessive GPU memory footprint, degraded local geometry, and long-term trajectory drift. Existing chunk-based optimization strategies provide limited geometric constraints and fail to maintain global consistency over extended trajectories. We present a unified framework for stable and scalable feed-forward 3D reconstruction from long monocular sequences. Our approach builds on coarse-to-fine trajectory alignment augmented by lightweight geometric prior injection. Distilling monocular geometric cues into the feed-forward backbone via LoRA adaptation improves depth accuracy on fine structures while preserving inference efficiency. We introduce a hybrid-weight sparse ray-field optimization that leverages high-frequency geometric features to guide local point-cloud refinement and enforce consistent inter-frame ray constraints. Unlike prior chunk-based methods, this establishes strong cross-frame geometric coupling while maintaining scalability. Finally, an efficient trajectory stitching strategy with joint ray-error optimization explicitly reduces accumulated drift. Extensive experiments show that our approach achieves competitive trajectory accuracy compared with representative SLAM systems, while maintaining globally consistent 3D reconstruction in large-scale scenarios.
Geometry beneath the Waves: Dense Priors for Sparse-View Underwater 3D Gaussian Splatting
Underwater 3D reconstruction remains challenging under sparse views, where scattering, absorption, and suspended particles degrade feature correspondences and geometric estimation. Although feed-forward geometry foundation models offer an alternative to conventional Structure-from-Motion, their direct application underwater produces noisy and fragmented geometry that limits subsequent 3D Gaussian Splatting (3DGS). We propose a sparse-view underwater reconstruction framework that adapts feed-forward geometry to underwater degradation and exploits its dense geometric priors for view synthesis. First, we adapt VGGT using LoRA and teacher--student distillation, training on synthetically degraded underwater images while preserving clean geometric supervision. This improves robustness to underwater appearance distortions without modifying the pretrained prediction heads. Second, the predicted dense geometry initialises an intermediate 3DGS representation that generates geometry-guided pseudo-views, increasing view overlap and strengthening feature tracks for subsequent RUSplatting optimisation. Experiments on SeaThru-NeRF and Submerged3D demonstrate improved reconstruction quality under sparse-view conditions. On SeaThru-NeRF, our method improves RUSplatting from 24.37 to 27.11 dB PSNR and increases SSIM from 0.7611 to 0.8634, while achieving the best average PSNR and LPIPS on Submerged3D. These results demonstrate the potential of domain-adapted geometric priors for robust sparse-view underwater 3D reconstruction.
GeoCond: A Conditioning-Aware Reliability Adapter for Feed-Forward 3D Reconstruction
Feed-forward 3D foundation models such as VGGT predict cameras, depth, and point maps in a single pass, but can fail silently under low overlap, low parallax, and extreme relative rotation. Stratified analyses over these factors show that these failures are governed by geometric conditioning and are poorly captured by native aleatoric confidence. We introduce GeoCond, a lightweight reliability adapter for frozen feed-forward 3D backbones. GeoCond reads the backbone's predicted geometry and outputs pose-level uncertainty and a refinement gate. During training, it can be supervised by frame-permutation orbit variance, ground-truth pose error when labels are available, or cycle residuals from unlabelled independent pose graphs. At inference, the default head requires only one backbone pass and a small MLP. On VGGT, GeoCond improves out-of-distribution (OOD) AUSE (area under the sparsification-error curve; lower is better) from to over native confidence, transfers zero-shot to outdoor extreme-view scenes, and avoids the collapse caused by applying bundle adjustment uniformly. Across multiple backbones, cycle-distilled variants provide a ground-truth-free adaptation route, including cases where permutation variance vanishes on equivariant models. The same reliability signal supports gated refinement, pose-graph weighting, calibration, curation, and capture decisions. Reliable feed-forward 3D reconstruction requires not only predicting geometry, but also knowing when that geometry should be trusted.
SURE-Map: Self-Correcting Streaming Geometric Foundation Models
Streaming geometric foundation models are emerging as a compelling alternative to SLAM systems. Yet this streaming nature introduces a fundamental issue: each prediction is made from limited context, which is vulnerable to dynamic objects and weak textures. Small local errors accumulate into severe geometric distortion and long-horizon scale drift. We argue that reliable streaming reconstruction requires geometric foundation models to be not only predictive, but also self-correcting. We introduce SURE-Map, a self-correcting framework built upon two complementary principles. First, we explicitly model cross-view geometric uncertainty. Unlike conventional depth or point confidence, which primarily reflects the reliability of individual-view prediction, our uncertainty directly measures whether the jointly predicted pose and depth induce geometrically consistent cross-view pixel correspondences. Second, because local correction alone cannot eliminate slowly accumulating scale errors, we introduce multi-timescale self-correction: fast consecutive-frame inference preserves streaming efficiency, while sparse keyframe-window inference provides longer-range geometric evidence to periodically recalibrate the scale of recent trajectories. SURE-Map establishes new state-of-the-art performance for online feed-forward reconstruction across long-horizon benchmarks, reducing ATE-RMSE from 24.00 to 17.24 m on KITTI, 5.11 to 4.74 m on Oxford Spires, and 31.37 to 28.58 m on VBR, with further improvements to 15.17, 4.63, and 22.12 m when incorporating loop-closure refinement. Project page: https://mingkai-liu.github.io/projects/sure-map/.
Tele360: Real-Time Feed-Forward Human Reconstruction from Sparse Unposed Cameras
Live free-viewpoint visualization of real humans is critical for immersive communication and interactive digital experiences. Existing methods either rely on computationally expensive optimization or require calibrated cameras and low-resolution inputs, making real-time high-resolution deployment impractical. In this work, we present Tele360, the first real-time feed-forward system for dynamic human reconstruction and live free-viewpoint visualization from sparse, unposed RGB streams. Our system jointly estimates camera poses and reconstructs a dynamic 3D Gaussian representation for each time instance in a single forward pass. To achieve this, we start by designing a lightweight sparsity-aware multi-view transformer backbone that tokenizes foreground human regions while preserving global context through a shared scene token. We then employ a fully transformer-based Gaussian decoder to mitigate convolution-induced over-smoothing while keeping decoding sparse and efficient. In addition, we introduce a hybrid feature pyramid that injects multi-scale appearance cues into geometry prediction. We further introduce a lightweight differentiable Levenberg-Marquardt camera refinement layer to enhance multi-view consistency and geometric alignment. Moreover, to stabilize learning under sparse, unposed inputs, we transfer multi-view geometry priors from a large visual-geometry foundation model via teacher-student distillation. Finally, the predicted Gaussian maps are streamed with video codecs to remote devices for interactive free-viewpoint rendering. Extensive experiments show that Tele360 achieves state-of-the-art visual quality on studio benchmarks while supporting real-time 2K input-to-rendering at over 25 FPS on a single consumer GPU. Additional captured sequences illustrate its performance across varied subjects, clothing, and motions under our multi-camera setup.
FFVO: A Feedforward Pose Decoder for Long-Horizon Visual Odometry
Stable and reliable 4D spatial understanding is fundamental for autonomous driving systems. While feedforward reconstruction networks can estimate camera motion and 3D structure in one pass, pose estimation over long videos remains challenged by computational cost, long-context ambiguity, and temporal instability. To address these challenges, we propose Feedforward Visual Odometry (FFVO), a pose-specialized adaptation of joint reconstruction architectures for efficient and temporally stable camera-pose estimation. FFVO uses (i) a compact camera-token representation for computationally efficient temporal aggregation, (ii) a hierarchical local-to-global temporal decoder that mitigates geometric ambiguity by separating short-range motion aggregation from sequence-level integration, and (iii) intermediate trajectory supervision that promotes temporal stability. Extensive evaluation on the Waymo Open Dataset (WOD), KITTI, and a large-scale proprietary benchmark demonstrates that our method performs favorably against existing feedforward approaches, and greatly reduces jitter and drift. These results support FFVO as an effective feedforward camera-pose decoder in long-horizon visual odometry settings.
RIGOR: Rig-Informed Geometry for Omnidirectional Reconstruction
Recent developments in feed-forward 3D reconstruction resulted in models which can recover dense scene representations and camera motion solely from an image stream. However, such predictions are prone to becoming inconsistent over long trajectories, specifically in demanding environments with repetitive structures, weak textures and dynamic objects or people. One way to mitigate those challenges is to use an omnidirectional camera, which provides wide spatial coverage and captures richer visual information. Yet, the majority of models do not offer support for 360-degree imagery or require additional fine-tuning. To bridge these two aspects, we present RIGOR: a large-scale reconstruction pipeline for gravity-aligned omnidirectional videos that retains a frozen feed-forward perspective backbone and exploits each panorama as a four-view virtual rig. The rig structure is used to detect and repair locally inconsistent predictions, to retrieve loop closures through cyclic four-view consensus, and to geometrically verify candidate revisits before global optimization. Verified constraints drive a Sim(3) pose graph that corrects accumulated rotation, translation, and scale drift along the sequence. We demonstrate that the proposed consistency mechanisms improve both trajectory accuracy and reconstructed geometry over a feed-forward baseline on challenging construction-site sequences. The code is made available under this link: https://github.com/TangentH/RIGOR.
VS-Splat: Voxel-Selective feed-forward Gaussian Splatting for end-to-end 3D object reconstruction from sparse-views
Feed-forward Gaussian splatting models have demonstrated remarkable effectiveness in reconstructing three-dimensional (3D) objects from a few two-dimensional (2D) images, even if they are unseen. As existing methods typically predict Gaussian primitives uniformly across the 3D space, most primitives are placed in non-object regions. This may hinder the representation of fine object details. This paper proposes a Voxel-Selective Gaussian Splatting model (VS-Splat), a new end-to-endfeed-forward Gaussian splatting framework that predicts many primitives only within selected voxels that are likely to belong to an object, without 3D structural supervision. To achieve this, we propose a new learnable voxel selection approach that identifies object-centric voxels only with 2D rendering supervision. Our sparse-view rendering experiments with three benchmark datasets show that proposed VS-Splat outperforms several state-of-the-art methods. We further demonstrate its effectiveness as a backbone for an existing densification method and show that anoptional extension improves its robustness to inaccurate camera pose estimates.
AnimalLift: Reconstructing Animatable 3D Animals from a Single Image by Learning Canonical Shape, Texture, and Fur Maps
Reconstructing a fully animatable 3D animal from a single image remains challenging because animation-ready assets require not only plausible geometry, but also a unified topology, editable appearance, and fur representations compatible with deformation and simulation. Existing image-to-3D approaches often rely on implicit or loosely structured representations that are difficult to rig or edit, while parametric animal models support animation but cannot capture detailed texture and fur appearance. We present AnimalLift, a framework for reconstructing structured, animation-compatible 3D animal assets with explicit fur from a single image. Our method lifts an input image into a shared canonical space with a consistent topology and UV parameterization across the dataset, enabling joint prediction of canonical geometry, texture, and fur in a unified feed-forward architecture. A key component of our representation is a UV-aligned fur map that encodes strand geometry in a surface-aligned canonical domain, allowing explicit fur reconstruction compatible with mesh deformation and fur simulation. To train the model, we introduce a procedural data generation pipeline that provides large-scale supervision with aligned geometry, texture, and fur across diverse animal species and appearances. Experiments on synthetic and real-world datasets demonstrate strong reconstruction quality and generalization across animal categories. Beyond reconstruction, our structured representation directly supports downstream applications including animation, pose transfer, fur editing, and simulation-compatible rendering.
RoMa-: What Feed-Forward 3D Models Know About Image Matching
Learned image matching has experienced significant progress in recent years, culminating in robust and accurate matchers such as RoMa, whose robustness is often attributed to its use of frozen DINO features. In a parallel development, feed-forward reconstruction models, such as VGGT, have been trained on ever-growing datasets to accurately regress dense 3D point maps and camera poses. The distinction between matchers and feed-forward reconstruction models has become increasingly blurred with the introduction of matching losses in models such as MASt3R and VGGT-. This raises a natural question: what do feed-forward 3D models know about image matching? In this work, we answer this question by analyzing three scenarios: (i) zero-shot matching of patch features, (ii) direct matching of 3D point predictions, and (iii) training a full matcher on top of the learned representations. We find that, despite performing poorly in zero-shot matching, especially in later layers, feed-forward reconstruction models provide strong representations for linear probing and full matching pipelines. We further show that, even without any training, their raw predictions alone enable competitive matching, albeit only under moderate viewpoint changes and modality gaps. Based on these insights, we retrain RoMa v2 by replacing its DINO backbone with VGGT-. Our resulting model, \ours, outperforms state-of-the-art matchers on a wide range of benchmarks, e.g. +8.1 mAA compared to RoMa v2 on WxBS.
FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute
We present FIRE3D, a unified framework that transforms a single RGB image or casual video into interactable 3D scene assets for games and interactive applications in under a minute for up to twelve textured instances including preprocessing. At the core of FIRE3D is a feed-forward inference pipeline that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for detected objects. By modeling the scene as a collection of discrete entities, FIRE3D produces amodal object assets that can be independently edited and used in interactive applications. Our framework requires no test-time optimization, runs substantially faster than the compared reconstruction systems, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate leading detection accuracy, strong geometry reconstruction, and competitive rendering quality on the evaluated benchmarks, with substantial runtime gains.
Leveraging Visual and Geometric Priors for Metric-scale and Complete Vehicle Gaussian Reconstruction from Limited Views
High-fidelity vehicle assets are essential for controllable traffic scene generation, particularly for synthesizing rare and safety-critical long-tail scenarios. However, reconstructing a reusable vehicle representation from in-the-wild onboard images remains challenging for two reasons. First, image-to-3D generation methods generally produce models without reliable metric scale. Second, onboard cameras usually observe only one side of a target vehicle, making conventional multi-view reconstruction incomplete on unobserved regions. To solve these problems, we propose a feed-forward vehicle asset reconstruction method, which leverages two complementary priors to reconstruct 3D Gaussian representations for vehicles using sparse one-sided observations. To achieve metric-scale reconstruction, a visual foundation model is first utilized to serve as a visual prior for Gaussian initialization. The Gaussian attributes are then estimated by a learnable encoder-decoder module. A symmetry-aware cloning strategy is presented to complete the unobserved side directly in Gaussian space, which exploits the bilateral structure of vehicles as a geometric prior. Experiments on the public dataset demonstrate that the proposed method significantly outperforms existing approaches in both vehicle asset completeness and geometric accuracy.
MedGSSR: Generalizable Medical Image Super-Resolution 3D Reconstruction via Hierarchical Feed-forward Gaussian Splatting
High-resolution volumetric medical imaging is critical for clinical diagnosis, yet acquisition is often limited by scanner hardware, scan time, and for CT, radiation dose. Medical 3D Super-Resolution (Med3DSR) offers a computational alternative, but existing methods commonly rely on per-subject optimization, pretrained priors, or coordinate-based implicit representations, which compromise anatomical fidelity and limit efficiency. To address these limitations, we present MedGSSR, a fully end-to-end feed-forward framework that represents volumes as an explicit 3D Gaussian field for Med3DSR. Unlike coordinate-based implicit functions, our explicit 3D Gaussian representation naturally enhances signal continuity and local high-frequency fidelity. Specifically, MedGSSR explicitly decouples the reconstruction process into coarse-grained structural preservation and fine-grained textural refinement through the proposed Pyramid Anatomical Encoder and a Hierarchical Gaussian Projector. To support arbitrary-scale super-resolution, we introduce sub-voxel Gaussian decomposition and a Differentiable Gaussian Voxelizer that directly queries the continuous 3D intensity field, reducing discretization artifacts. Extensive experiments on MRI and CT benchmarks demonstrate that MedGSSR significantly outperforms state-of-the-art methods. Notably, our framework exhibits robust generalizability across unseen datasets without requiring per-subject optimization, enabling fast inference and high-fidelity volumetric super-resolution in practical clinical settings. Our project webpage, including code, is at https://william2ai.github.io/medgssr
AVSplat: Dense-View Feed-Forward 3D Gaussian Splatting with Assist-View Preconditioning
Pose-free feed-forward 3D Gaussian Splatting enables novel view synthesis from uncalibrated multi-view images. Although more views should improve performance, existing methods often degrade with dense-view inputs because global aggregation spreads attention over many tokens, and naive voxel fusion averages many Gaussians into overly smooth representations. We present AVSplat, a framework that turns additional views into reliable signals for both aggregation and representation. Before global attention, each view performs a single lightweight interaction with a small set of Assist Views chosen for relevance and diversity, and the cached features provide a focused scene context that stabilizes correspondence. For representation, we use adaptive temperature-aware voxel fusion that sharpens attribution under high occupancy, guided by occupancy and point confidence. Crucially, AVSplat restores positive view scaling where performance remains stable or improves as more input views are added, instead of degrading in the dense-view regime. Ablations show that Assist View Preconditioning is primarily responsible for preventing dense-view degradation, while Occupancy-guided Voxel Fusion contributes most of the single-point image-quality gains.
On-the-Fly3R: Towards Robust Online 3D Reconstruction with Feed-Forward 3R Models for Large-Scale UAV Scenarios
While feed-forward 3D reconstruction (3R) offers efficient end-to-end modeling, its application in large-scale UAV mapping is hindered by the prohibitive memory cost of Transformer attention. Current scalable streaming 3R methods assume temporally and spatially continuous inputs, rendering them ineffective for the weakly ordered or unordered image streams common in cross-strip UAV operations. To address this, we propose On-the-Fly3R, a training-free, progressive online 3D reconstruction framework for large-scale UAV images that upgrades various 3R backbones for large-scale UAV scenarios. Our method enables reconstruction from unordered inputs via retrieval-guided dynamic subset construction, which adaptively selects spatially relevant images. To further improve the robustness, a validation-rejection-retry mechanism is designed to guarantee global consistency, performing a pre-integration consistency check and automatically rejecting misaligned images and retrying with alternative subset. Finally, inspired by VSLAM, pose graph optimization based on the retrieval loop closure is employed to mitigate camera drift. Evaluations on several UAV benchmarks show that our On-the-Fly3R successfully scales various 3R models to over 5,000 images across square-kilometer UAV scenes, delivering substantially superior accuracy compared to several SOTA streaming 3R methods. Code is available at https://github.com/Sh1nZzz/On_the_Fly3R
Feed-Forward Multi-view Multi-person Reconstruction with Contrastive Human-Aware 3D Representation
Multi-view human reconstruction has been extensively studied under simplified settings, yet robust and efficient multi-person reconstruction in unconstrained environments remains challenging. Existing bottom-up methods often rely on accurate camera calibration and explicit cross-view matching, and therefore struggle with severe occlusions and ambiguities. We propose a new top-down paradigm that maintains a unified, instance-centric human-aware 3D space, enabling simultaneous camera calibration, cross-view association, and human reconstruction via cross-modal contrastive learning. Observations from multiple views are lifted and fused into this shared 3D space, where geometric structure, visual appearance, and human-centric semantic cues are jointly encoded at the instance level. We further introduce a spatial contrastive learning strategy that aligns 3D features corresponding to the same human instance across different views and modalities while separating different instances. This enables correspondence reasoning, semantic aggregation, and instance discrimination to be performed natively in 3D, improving cross-view consistency and robustness under severe occlusions. Finally, structured human body models are recovered in a feed-forward manner by regressing SMPL parameters from instance-level 3D human tokens. Extensive experiments demonstrate robust, accurate, and efficient multi-view human reconstruction in challenging real-world scenarios.
Proximity3D: Shape from Capacitive Proximity on Sensing Manifold
Most shape reconstruction methods assume measurements defined over planar sensing domains, such as RGB images or depth maps. In this paper, we use a curved capacitive textile as a shape sensor, treating its surface as a non-planar sensing manifold. Each scan is represented as a capacitive proximity field on this manifold, induced by the interaction between the curved electrode layout and nearby object geometry. We introduce a multi-view feedforward reconstruction model that aggregates these fields across known sensor views and recovers the observed object shape. Simulated and physical experiments demonstrate robust reconstruction from capacitive proximity signals acquired on curved sensing surfaces, pointing toward a new route to robotic near-field geometric awareness via embodied sensing.
A Calibration Audit of Confidence in Feed-Forward 3D Reconstruction Models
Feed-forward 3D reconstruction models output a per-pixel confidence that is used by downstream systems as an uncertainty signal. The confidence is trained to serve as a weight in the training loss of models. Whether the confidence can be used as an uncertainty magnitude has not been measured. We audit seven backbones on 13 datasets and score the confidence on four properties, i.e., ranking of error, ratio of error to uncertainty on average, slope of this ratio across the confidence range, and coverage of the implied error distribution. Although the confidence ranks error quite well, the uncertainty decoded from the confidence is too small compared to the actual error. The uncertainty has the right size only under the exact training conditions. The median case is off by at least 2.4x across all seven models, while the uncertainty is further off the more confident the model is. Our work shows that the overconfidence appears on unseen scenes even when the model reaches its loss's optimum. As a post-hoc repair we fit a power law on the confidence with two constants per backbone--dataset pair. The repair brings all four audited properties to target at the dataset level, while leaving ranking untouched. Fitted with the target dataset held out, the constants bring the median case from 2.4x off to 1.35x. The repair does not hold below the dataset level, where two-thirds of held-out scenes are still more than five points off in coverage. We attribute what the repair cannot reach to the model, which carries neither the scale of the error nor the shape of its distribution across predictions. We release the audit protocol, its results, and the fitted constants per backbone-dataset pair.
GeoRay: Gauge-Aware Feed-Forward Satellite 3D Reconstruction in the Geodetic Frame
Feed-forward 3D foundation models reconstruct perspective scenes in one pass. Satellite photogrammetry needs a different product, one that domain adaptation alone does not deliver: dense surface height in an absolute geodetic frame under non-central rational polynomial cameras (RPCs). Perspective-pretrained features are not reliably observable along RPC height rays, absolute elevation carries a low-order height--datum gauge exchangeable with sensor bias to first order, and monocular and multi-view cues fail in different regions. \method{} treats all three. Lightweight ray-consistent adapters make a frozen backbone matchable along native RPC rays. An explicit datum mechanism separates relief from absolute level and is equivariant to the vertical origin by construction, so one trained model serves zero-, one-, and sparse-control inference. Calibrated inverse-variance fusion combines the two relief streams. \bench{}, our absolute-frame benchmark of eighteen systems across in-domain, cross-dataset, and cross-city tiers, scores absolute placement without registration or test-reference leakage. On 26 held-out US3D tiles, \method{} attains ,m absolute MAE at coverage, improves completeness-aware accuracy by points over the strongest compliant feed-forward baseline, remains the most accurate such system under both transfer shifts, and runs in ,s model-forward time per tile. Code and models will be released at https://github.com/HIT-SIRS/GeoRay
ReconSplat: Generalizable 3D Scene Reconstruction Beyond Observed Views
We introduce ReconSplat, a feed-forward model for 3D scene reconstruction that aims to address the longstanding trade-off between plausible view generation for unobserved regions and geometric consistency, providing both geometrically aligned novel views and sharp depth estimates. Our approach builds on 3D Gaussian splatting (3DGS) as an intermediate differentiable scene representation and integrates it with a multi-view latent diffusion model (MV-LDM) trained to act simultaneously as a refiner and an inpainter for appearance and scene geometry. We enforce geometric consistency by guiding the diffusion process with variational 3D latent features for appearance and geometry, encoded by the feed-forward 3DGS representation and rasterized to 2D latent space. ReconSplat produces both photorealistic novel views and accurate depth maps on real-world benchmarks, RealEstate10K and DL3DV-10K, outperforming existing methods in challenging extrapolation setups. Notably, ReconSplat allows the extrapolation of unseen and challenging viewpoints jointly with coherent and precise scene geometry.
GeoFF3D: Coordinate-Anchored Feed-Forward Reconstruction for Large-Scale UAV Mapping
Existing feed-forward 3D reconstruction methods typically process a bounded number of images and recover cameras and geometry in local or internally normalized frames. Extending them to large-scale UAV mapping requires scalable multi-chunk processing and reliable aggregation, while full Sim(3) alignment can become unstable for near collinear trajectories. We present GeoFF3D, which combines a coordinate-anchored model with a spatial large-scale reconstruction framework (SLRF). The model uses georeferenced camera translations and optional geometric priors to predict camera poses and dense point maps directly in a gravity-aligned Z-up metric frame. SLRF partitions images into spatially overlapping chunks, propagates shared-view priors, and aggregates local reconstructions hierarchically, while remaining applicable to different bounded-view models. Across nine aerial mapping blocks, GeoFF3D achieves the best average reconstruction quality, improving F@5 from 0.829 for Pi3X + SLRF to 0.877. On long UAVScenes sequences, it reaches 0.848, compared with 0.687 for Pi3X + SLRF and 0.451 for the strongest evaluated SLAM/streaming baseline. GeoFF3D reconstructs 2,000 images in approximately five minutes, demonstrating scalable and robust large-scale UAV reconstruction.The code is available at https://github.com/yanxian-ll/GeoFF3D.