Large-Scale 3D Reconstruction

Latest papers

17 papers2 papers in the last four weeks, against 2 the four weeks before. 0.0% of all new papers.

Oct 19, 2026

SpaRV: Sparse Radiance Voxels for Scalable Geometrically Consistent LiDAR-Visual Mapping and Rendering

Robotic simulation, navigation, and inspection need photorealistic and geometrically accurate maps. Radiance fields achieve photorealism, but building them from robot data raises three challenges. A robot's trajectory serves its task, not reconstruction, so images from few viewpoints leave the geometry under-constrained. Residual errors in camera poses and intrinsics blur the map. The map's GPU memory grows with scene size, which limits its level of detail in large scenes. We present SpaRV, a Sparse Radiance Voxel map rendered by differentiable ray marching, which lets irregular LiDAR scans supervise it alongside images. LiDAR depth and occupancy anchor the under-constrained geometry, and normal and smoothness regularizers keep it smooth between LiDAR points. To correct camera errors, SpaRV alternates map training with photometric optimization of the camera poses and focal lengths. To bound GPU memory in training and rendering, SpaRV holds one submap at a time at full resolution and the rest at coarser octree levels. Experiments show that SpaRV keeps the geometry consistent away from the captured trajectory and sharpens textures by optimizing the camera parameters. On one 24,GB GPU, SpaRV reconstructs a university campus captured in 63{,}582 images and simulates other cameras and LiDARs. Our code will be released at https://github.com/hku-mars/SpaRV.
Oct 13, 2026

WorldRecon: Generative Multi-View Mesh Reconstruction for Large-Scale 3D World

Reconstructing complete, high-quality meshes of large-scale scenes from unposed multi-view images requires faithful geometric grounding while plausibly completing surfaces that are unobserved or only sparsely captured. We present WorldRecon, a generative multi-view reconstruction framework for recovering complete, large-scale 3D scene meshes from unposed RGB images. WorldRecon uses a coarse, noisy global point cloud and camera poses estimated from the input images by a reconstruction model as a global scaffold for whole-scene generation and partitions it into overlapping spatial blocks. To robustly leverage these imperfect geometric priors, we equip the native 3D generative model TRELLIS.2 with a dedicated reconstruction-based conditioning architecture that generates each block from its local point-cloud crop and block-relevant image observations, producing sparse structure, detailed geometry, and PBR materials. To maintain scene-level coherence, we introduce neighbour-aware latent inpainting and a causal world-generation procedure that propagates structural, geometric, and material context across overlapping blocks. Together, these designs scale multi-view generative reconstruction to large-scale scenes, yielding coherent, unified meshes. Extensive experiments demonstrate that WorldRecon achieves state-of-the-art reconstruction performance, reducing Chamfer distance by 14.9% and 43.1% while improving F-score by 17.3% and 12.0% over the strongest baselines on synthetic and real-world indoor scenes, respectively, thereby demonstrating faithful and complete generative reconstruction as well as strong sim-to-real generalization. Project page: https://kszpxxzmc.github.io/WorldRecon-website/.
Oct 2, 2026

T3lescope: Arbitrary-Resolution High-Fidelity Generative Surface Reconstruction from Images

We reconstruct high-fidelity 3D scene meshes from posed multi-view images without per-scene optimization, across scales ranging from single objects to large outdoor scenes. Per-scene optimization methods lack the learned 3D prior needed when observations are sparse or surfaces are glossy or transparent. Existing generative methods leverage such priors to complete geometry in sparsely observed regions, but typically operate at a fixed resolution over a limited spatial extent, trading spatial coverage against detail. Reconstructing a large scene therefore often requires partitioning it into independently processed overlapping local regions, making it difficult to maintain global geometric consistency. To address these issues, we propose T3lescope, which applies a single fixed-resolution generator across scene scales in an inference-time coarse-to-fine cascade. A coarse level establishes the scene layout, and finer levels perturb and denoise geometry inherited from the coarser level within progressively finer spatial cells to recover surface detail. The model is trained on individual cells at multiple scales and shares its weights across all levels, so no hierarchy is fixed during training, and the number of levels, cell scales, and cell locations are determined at inference time. On indoor, outdoor, and city-scale scenes, T3lescope outperforms feed-forward and generative baselines, matches or surpasses per-scene optimization, and recovers fine structures as well as glossy and transparent surfaces. These results show that our method generalizes across diverse scenes, view counts, and image resolutions. Project page: https://pfnet-research.github.io/t3lescope/
Sep 19, 2026

VDGS: Visibility-Driven Large-Scale 3D Gaussian Splatting for Aerial Scene Reconstruction

Large-scale scene reconstruction is a critical foundational technology in robotic autonomous systems such as 3D mapping and autonomous driving. In recent years, 3D Gaussian Splatting (3DGS) has demonstrated remarkable advantages in both visual quality and computational efficiency, making it a promising representation for large-scale scene reconstruction. However, it still faces challenges in large-scale scenes, including excessive memory consumption and uneven viewpoint coverage caused by UAV acquisition, limiting its real-world applications. To address this, we propose VDGS, a novel 3DGS framework that incorporates camera distribution into scene modeling. VDGS introduces visibility-driven statistics for scene anchors to quantify supervision strength. These statistics are further leveraged for scene partitioning and for gradient compensation in under-optimized regions, thereby promoting balanced optimization across different regions. Extensive experiments on multiple large-scale aerial scene datasets demonstrate that, under imbalanced viewpoint distributions, VDGS consistently outperforms existing methods, while maintaining competitive performance in scenarios with more uniform view distributions.
Aug 28, 2026

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.
Aug 10, 2026

Multi-Submap Implicit Neural SLAM with Local-to-Global Loop Closure for Large-Scale Scene Reconstruction

Neural Radiance Fields (NeRF)-based SLAM has demonstrated impressive results in small-scale scene reconstruction, yet scaling these methods to extensive, complex environments remains challenging due to catastrophic forgetting and accumulated trajectory drift. This paper presents a robust, large-scale neural SLAM system featuring a multi-submap architecture and a dual-tier loop closure mechanism. Specifically, we propose a progressive mapping strategy that dynamically allocates neural submaps to maintain high-fidelity representations without memory explosion. For robust pose estimation, an optical-flow-based tracking module is integrated to handle aggressive motions. To address global consistency, we introduce a local-to-global loop closure framework leveraging the foundation model for high-performance global descriptor extraction, significantly enhancing relocalization accuracy under varying viewpoints. Furthermore, an inter-submap online distillation algorithm is designed during back-end optimization to enforce geometric and appearance consistency across overlapping submap boundaries. To validate the system, we developed a customized handheld mechatronic platform and conducted extensive evaluations on both public benchmarks and our large-scale indoor-outdoor datasets. Experimental results, including direct deployment on an onboard computing unit, demonstrate that our approach outperforms state-of-the-art neural SLAM methods in reconstruction quality and localization robustness, providing a scalable solution for real-world robotic perception and digital twinning. We will release the code publicly on https://github.com/dtc111111/MSN-SLAM .
Jul 23, 2026

GLAM-SLAM: Real-time Gaussian Large-scale Mapping via Flow Densification and Spatial Decomposition

Existing Gaussian-splatting-based monocular Simultaneous Localization and Mapping (SLAM) systems are either tailored to short sequences, are not real-time, or suffer from prohibitive GPU memory requirements, limiting their applicability in realistic, long-horizon scenarios. To address this, we present GLAM-SLAM, a real-time, decoupled Gaussian-splatting SLAM system designed for large-scale outdoor scenes. We ensure lightweight tracking using a robust, feature-based SLAM frontend, while for mapping, we adopt a structured, sparse anchor grid representation that ensures scalable operation and maintains scene coherence across long-term sequences. To satisfy the dense initialization requirements of 3D Gaussian Splatting (3DGS), we introduce a geometry-based flow-densification anchoring strategy using epipolar constraints. Furthermore, by treating mapping as a multi-scene problem, we propose a scene-partitioning strategy that introduces a strong spatial inductive bias via MLP initializations to generate localized Gaussians. We evaluate our system on the challenging, long-sequence KITTI Odometry, Oxford RobotCar, and M'alaga datasets. Extensive ablations and comparisons demonstrate a 15% improvement in reconstruction quality over the second-best performer, while maintaining real-time performance and the ability to scale to longer sequences. Code is publicly available for the benefit of the community.
Jul 10, 2026

Glob3R: Global Structure-from-Motion with 3D Foundation Models

Recent 3D geometric foundation models, such as VGGT, provide robust feed-forward 3D reconstruction by directly predicting camera poses and 3D scene points from input images. However, their results remain inaccurate, and scaling them to long sequences or large unordered image sets typically requires chunk-wise processing, which can introduce drift and inconsistency. We present Glob3R, a global SfM-style reconstruction built on 3D foundation models. Our key idea is to explicitly optimize feed-forward geometric predictions. To this end, we augment a frozen Pi3X backbone with a lightweight dense matching head that predicts image warps between selected reference frames and neighboring views. These dense warps are converted into sparse but reliable multi-view feature tracks, which provide correspondence constraints for global optimization. We further introduce a keyframe-based sliding-window association strategy that propagates tracks and relative poses across overlapping windows, enabling scalable reconstruction. Finally, we perform global motion averaging and bundle adjustment to refine camera poses, reduce scale inconsistencies, and recover dense scene geometry. Extensive experiments on indoor, outdoor, large-scale driving, and unordered SfM benchmarks demonstrate that Glob3R achieves robust and accurate reconstruction. It consistently improves over feed-forward foundation-model baselines and recent scalable reconstruction methods, while being more robust than classical SfM pipelines. The refined poses also lead to higher-quality neural rendering, validating the benefit of combining foundation-model priors with global geometric optimization. Project page: https://junyuandeng.github.io/Glob3r
Jul 2, 2026

Signal Structure-Aware Gaussian Splatting for Large-Scale Scene Reconstruction

3D Gaussian Splatting has demonstrated remarkable potential in novel view synthesis. In contrast to small-scale scenes, large-scale scenes inevitably contain sparsely observed regions with excessively sparse initial points. In this case, supervising Gaussians initialized from low-frequency sparse points with high-frequency images often induces uncontrolled densification and redundant primitives, degrading both efficiency and quality. Intuitively, this issue can be mitigated with scheduling strategies, which can be categorized into two paradigms: modulating target signal frequency via densification and modulating sampling frequency via image resolution. However, previous scheduling strategies are primarily hardcoded, failing to perceive the convergence behavior of scene frequency. To address this, we reframe the scene reconstruction problem from the perspective of signal structure recovery and propose SIG, a novel scheduler that synchronizes image supervision with Gaussian frequencies. Specifically, we derive the average sampling frequency and bandwidth of 3D representations, and then regulate the training image resolution and the Gaussian densification process based on scene frequency convergence. Furthermore, we introduce Sphere-Constrained Gaussians, which leverage the spatial prior of initialized point clouds to control Gaussian optimization. Our framework enables frequency-consistent, geometry-aware, and floater-free training, achieving state-of-the-art performance by a substantial margin in both efficiency and rendering quality in large-scale scenes. The code is available at: https://github.com/weiyixue999/Signal_Structure_Aware_Gaussian
May 28, 2026

City-Mesh3R: Simulation-Ready City-Scale 3D Mesh Reconstruction from Multi-View Images

City-scale 3D surface reconstruction from multiview images for downstream 3D simulation, poses highly challenging problems due to the scale and complexity of urban scenes. Existing city-scale 3D reconstruction methods based on NeRF, Gaussian Splatting etc. often fail to recover 3D meshes ready for simulation due to incomplete/missing geometry and irregular, noisy surfaces. Scaling existing small-scale 3D reconstruction methods to arbitrarily large urban scenes is highly infeasible due to their computational complexity. We present City-Mesh3R, a scalable framework for reconstructing watertight surface meshes directly from large unordered image collections. Unlike recent methods which use global sparse SfM point-cloud initialization followed by a distributed 3D dense reconstruction of large-scale scenes, our method follows an end-to-end images-to-mesh 3D reconstruction approach using a divide-and-conquer strategy. The sparse city map is reconstructed via topological image clustering, cluster-wise independent sparse SfM and map merging, without need for exhaustive image feature matching. Then this map is partitioned spatially to perform geometry-aware camera selection, followed by dense surface reconstruction and surface refinement using curvature-aware adaptive vertex density remeshing. These partition meshes are then stitched together to produce the global mesh of the city. The proposed end-to-end framework is evaluated on city-scale reconstruction datasets. As demonstrated by our qualitative and quantitative results, our proposed method yields high-fidelity watertight 3D meshes with regular geometry, capturing fine surface details, and is suitable for scaling to arbitrarily large scenes owing to the end-to-end processing in a distributed setting.
Apr 21, 2026

AnyRecon: Arbitrary-View 3D Reconstruction with Video Diffusion Model

Sparse-view 3D reconstruction is essential for modeling scenes from casual captures, but remain challenging for non-generative reconstruction. Existing diffusion-based approaches mitigates this issues by synthesizing novel views, but they often condition on only one or two capture frames, which restricts geometric consistency and limits scalability to large or diverse scenes. We propose AnyRecon, a scalable framework for reconstruction from arbitrary and unordered sparse inputs that preserves explicit geometric control while supporting flexible conditioning cardinality. To support long-range conditioning, our method constructs a persistent global scene memory via a prepended capture view cache, and removes temporal compression to maintain frame-level correspondence under large viewpoint changes. Beyond better generative model, we also find that the interplay between generation and reconstruction is crucial for large-scale 3D scenes. Thus, we introduce a geometry-aware conditioning strategy that couples generation and reconstruction through an explicit 3D geometric memory and geometry-driven capture-view retrieval. To ensure efficiency, we combine 4-step diffusion distillation with context-window sparse attention to reduce quadratic complexity. Extensive experiments demonstrate robust and scalable reconstruction across irregular inputs, large viewpoint gaps, and long trajectories.
Apr 9, 2026

Scal3R: Scalable Test-Time Training for Large-Scale 3D Reconstruction

This paper addresses the task of large-scale 3D scene reconstruction from long video sequences. Recent feed-forward reconstruction models have shown promising results by directly regressing 3D geometry from RGB images without explicit 3D priors or geometric constraints. However, these methods often struggle to maintain reconstruction accuracy and consistency over long sequences due to limited memory capacity and the inability to effectively capture global contextual cues. In contrast, humans can naturally exploit the global understanding of the scene to inform local perception. Motivated by this, we propose a novel neural global context representation that efficiently compresses and retains long-range scene information, enabling the model to leverage extensive contextual cues for enhanced reconstruction accuracy and consistency. The context representation is realized through a set of lightweight neural sub-networks that are rapidly adapted during test time via self-supervised objectives, which substantially increases memory capacity without incurring significant computational overhead. The experiments on multiple large-scale benchmarks, including the KITTI Odometry~\cite{Geiger2012CVPR} and Oxford Spires~\cite{tao2025spires} datasets, demonstrate the effectiveness of our approach in handling ultra-large scenes, achieving leading pose accuracy and state-of-the-art 3D reconstruction accuracy while maintaining efficiency. Code is available at https://zju3dv.github.io/scal3r.
Mar 30, 2026

TerraSky3D: Multi-View Reconstructions of European Landmarks in 4K

Despite the growing need for data of more and more sophisticated 3D reconstruction pipelines, we can still observe a scarcity of suitable public datasets. Existing 3D datasets are either low resolution, limited to a small amount of scenes, based on images of varying quality because retrieved from the internet, or limited to specific capturing scenarios. Motivated by this lack of suitable 3D datasets, we captured TerraSky3D, a high-resolution large-scale 3D reconstruction dataset comprising 50,000 images divided into 150 ground, aerial, and mixed scenes. The dataset focuses on European landmarks and comes with curated calibration data, camera poses, and depth maps. TerraSky3D tries to answer the need for challenging dataset that can be used to train and evaluate 3D reconstruction-related pipelines.
Mar 27, 2026

Scene Grounding In the Wild

Reconstructing accurate 3D models of large-scale real-world scenes from unstructured, in-the-wild imagery remains a core challenge in computer vision, especially when the input views have little or no overlap. In such cases, existing reconstruction pipelines often produce multiple disconnected partial reconstructions or erroneously merge non-overlapping regions into overlapping geometry. In this work, we propose a framework that grounds each partial reconstruction to a complete reference model of the scene, enabling globally consistent alignment even in the absence of visual overlap. We obtain reference models from dense, geospatially accurate pseudo-synthetic renderings derived from Google Earth Studio. These renderings provide full scene coverage but differ substantially in appearance from real-world photographs. Our key insight is that, despite this significant domain gap, both domains share the same underlying scene semantics. We represent the reference model using 3D Gaussian Splatting, augmenting each Gaussian with semantic features, and formulate alignment as an inverse feature-based optimization scheme that estimates a global 6DoF pose and scale while keeping the reference model fixed. Furthermore, we introduce the WikiEarth dataset, which registers existing partial 3D reconstructions with pseudo-synthetic reference models. We demonstrate that our approach consistently improves global alignment when initialized with various classical and learning-based pipelines, while mitigating failure modes of state-of-the-art end-to-end models.
Mar 4, 2026

ZipMap: Linear-Time Stateful 3D Reconstruction via Test-Time Training

Feed-forward transformer models have driven rapid progress in 3D vision, but state-of-the-art methods such as VGGT and π3π^3 have a computational cost that scales quadratically with the number of input images, making them inefficient when applied to large image collections. Sequential-reconstruction approaches reduce this cost but sacrifice reconstruction quality. We introduce ZipMap, a stateful feed-forward model that achieves linear-time, bidirectional 3D reconstruction while matching or surpassing the accuracy of quadratic-time methods. ZipMap employs test-time training layers to zip an entire image collection into a compact hidden scene state in a single forward pass, enabling reconstruction of over 700 frames in under 10 seconds on a single H100 GPU, more than 20×20\times faster than state-of-the-art methods such as VGGT. Moreover, we demonstrate the benefits of having a stateful representation in real-time scene-state querying and its extension to sequential streaming reconstruction.
Mar 2, 2026

MERG3R: A Divide-and-Conquer Approach to Large-Scale Neural Visual Geometry

Recent advancements in neural visual geometry, including transformer-based models such as VGGT and Pi3, have achieved impressive accuracy on 3D reconstruction tasks. However, their reliance on full attention makes them fundamentally limited by GPU memory capacity, preventing them from scaling to large, unordered image collections. We introduce MERG3R, a training-free divide-and-conquer framework that enables geometric foundation models to operate far beyond their native memory limits. MERG3R first reorders and partitions unordered images into overlapping, geometrically diverse subsets that can be reconstructed independently. It then merges the resulting local reconstructions through an efficient global alignment and confidence-weighted bundle adjustment procedure, producing a globally consistent 3D model. Our framework is model-agnostic and can be paired with existing neural geometry models. Across large-scale datasets, including 7-Scenes, NRGBD, Tanks & Temples, and Cambridge Landmarks, MERG3R consistently improves reconstruction accuracy, memory efficiency, and scalability, enabling high-quality reconstruction when the dataset exceeds memory capacity limits.
Feb 26, 2026

VGG-T3^3: Offline Feed-Forward 3D Reconstruction at Scale

We present a scalable 3D reconstruction model that addresses a critical limitation in offline feed-forward methods: their computational and memory requirements grow quadratically w.r.t. the number of input images. Our approach is built on the key insight that this bottleneck stems from the varying-length Key-Value (KV) space representation of scene geometry, which we distill into a fixed-size Multi-Layer Perceptron (MLP) via test-time training. VGG-T3^3 (Visual Geometry Grounded Test Time Training) scales linearly w.r.t. the number of input views, similar to online models, and reconstructs a 1k1k image collection in just 5454 seconds, achieving a 11.6×11.6\times speed-up over baselines that rely on softmax attention. Since our method retains global scene aggregation capability, our point map reconstruction error outperforming other linear-time methods by large margins. Finally, we demonstrate visual localization capabilities of our model by querying the scene representation with unseen images.
Feb 23, 2026

tttLRM: Test-Time Training for Long Context and Autoregressive 3D Reconstruction

We propose tttLRM, a novel large 3D reconstruction model that leverages a Test-Time Training (TTT) layer to enable long-context, autoregressive 3D reconstruction with linear computational complexity, further scaling the model's capability. Our framework efficiently compresses multiple image observations into the fast weights of the TTT layer, forming an implicit 3D representation in the latent space that can be decoded into various explicit formats, such as Gaussian Splats (GS) for downstream applications. The online learning variant of our model supports progressive 3D reconstruction and refinement from streaming observations. We demonstrate that pretraining on novel view synthesis tasks effectively transfers to explicit 3D modeling, resulting in improved reconstruction quality and faster convergence. Extensive experiments show that our method achieves superior performance in feedforward 3D Gaussian reconstruction compared to state-of-the-art approaches on both objects and scenes.