Monocular Videos

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11 papers in the last 28 days · 0.2% 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

2 new papers

A weekly snapshot of new work published in Monocular Videos.

Period ending 2026-09-14

4 new papers

A weekly snapshot of new work published in Monocular Videos.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Monocular Videos.

117 papers

Latest in Monocular Videos

Sep 17, 2026cs.CV

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.
Enpeng Li, Yunzhou Zhang, Zhiyao Zhang +4
Sep 14, 2026cs.RO

ProClosure: Hierarchical Room-Object Assignment using Progressive Boundary Closure from Monocular Video

A 3D scene graph groups objects into rooms. When a robot is asked to fetch an object from the kitchen, that grouping is what tells it where to look. An object recorded in the wrong room is not retrievable by a query naming the correct room. We introduce Progressive Boundary Closure, which recovers room layer from a monocular RGB video. A SLAM front end and an open-vocabulary segmenter supply a structural point cloud, camera trajectory and object tracks. The cloud is rasterised into a top-down map, rooms are recovered from it, and each object takes the room holding most of its extent. The difficulty lies in the map itself. Walls are recorded only where the camera looked, so a gap in the boundary may be a doorway or a stretch of wall that was never observed; nothing distinguishes the two. Prior methods treat both as passages, merging rooms that should remain separate. We observe that both require the same treatment: a room should not extend across either, so both are closed and need not be distinguished. Such an opening closes under a small amount of boundary growth, and few sightlines cross it, so points in different rooms rarely see one another. We use the first to recover rooms and the second to assign objects to them. Rooms are obtained by Progressively thickening the boundary inward and freezing each free-space region once it becomes enclosed, so every opening seals at its own scale rather than at a radius fixed in advance. Camera poses are used as seeds, which removes the sampling heuristic and makes the segmentation deterministic. Over 10 floors of 6 HM3D-Semantics scenes, scored against HOV-SG on identical top-down maps, we recover 74 rooms for 72 annotated regions (HOV-SG: 44), raising room F_1 from 0.741 to 0.890 at IoU 0.25 at some cost in precision, and object-to-room ARI from 0.488 to 0.696 (p=0.002, ahead on every floor).
Vinoth Kumar Muthuraj, Soumyadeep Banik, Kushal Sharma +1
Sep 9, 2026cs.CV

Field Converter: Geometry-Initialized Temporal Residual Refinement for World-Grounded Player Pose Estimation from Soccer Broadcasts

Recovering 3D human pose from monocular sports broadcasts remains challenging when players must be localized in a shared metric world coordinate system rather than only reconstructed relative to their own body. We introduce Field Converter, a geometry-initialized temporal residual framework for world-grounded 3D player pose estimation from calibrated soccer broadcasts. Our method first uses camera and pitch geometry to initialize the player root through ray-ground intersection, then predicts a temporal residual correction from pose, image, camera, and geometric cues. On match-disjoint evaluation sequences, residual refinement reduces root error from 49cm with geometry alone to 14cm with a frame-wise MLP and 10cm with a TCN, while a Transformer achieves a comparable 11cm. The resulting world-space MPJPE reaches 13.2cm, and ablations show that residual prediction clearly outperforms direct global-root regression while temporal context matters more than the specific temporal backbone. Failure analysis further identifies airborne motion as the main limitation of the ground-based geometric initialization.
Simon Khan, Laurent Gajny, Jennyfer Lecompte +1
Sep 9, 2026cs.CV

Recovering Biomechanical Signals from Missing Keypoints Using Temporal Interpolation in Monocular Gait Analysis

Monocular pose estimation enables low-cost gait analysis but is sensitive to missing keypoints caused by occlusion, detection errors, or efficiency-driven model reduction. While prior work on recovering missing joints focuses on complex learned models, the effectiveness of simple temporal methods remains underexplored. We evaluate knee-angle estimation under a missing-ankle-keypoint condition and test a first-order temporal interpolation scheme as a recovery mechanism. Across 527 frames of monocular walking video (428 with valid baseline detections), removing the ankle keypoint increased mean angular error to 23.4° +/- 46.7° and collapsed signal variance to near zero. Temporal interpolation reduced error to 1.1° +/- 6.7° and restored variance and smoothness to within a few percent of baseline. These results indicate that gait signals possess sufficient temporal redundancy for a simple, computationally trivial interpolation scheme to recover a critical missing joint, without resorting to learned reconstruction models. The findings support low-complexity, real-time-compatible designs for gait analysis in resource-constrained or occlusion-prone monocular settings.
Shubham Jariwala
Sep 8, 2026cs.CV

DXPR: Depth-Based Vision-LiDAR Cross-Modal Place Recognition Using Vision Foundation Models

We present DXPR, a depth-based cross-modal place recognition (CMPR) framework that uses vision foundation models (VFMs) to match monocular camera queries against a LiDAR map without modality-specific encoders. This enables robots and autonomous vehicles to robustly localize using only cameras within pre-built LiDAR maps, even under severe seasonal, weather, and illumination changes. The key idea is to convert both camera images and LiDAR scans into a unified depth image representation so that a single VFM backbone with an aggregation head can learn modality-invariant global descriptors. To make pairwise metric learning faithful to scene geometry, we introduce a geometry-aware overlap miner: after cross-modal scale alignment of camera and LiDAR depth, we forward-warp measurements between views to compute a pixel-level overlap score. This score relabels ambiguous pairs and adaptively modulates the positive margin in a multi-similarity loss to avoid overfitting on weakly overlapping views. Extensive experiments on KITTI odometry and Boreas demonstrate strong performance and robustness across seasons, weather, and day/night. On KITTI, DXPR achieves near-perfect Recall@1 on most sequences and outperforms prior CMPR baselines. On Boreas, DXPR achieves intra-sequence performance on par with a strong single-modal baseline (DINOv2-SALAD), while showing clear improvements in the more challenging inter-sequence setting. Compared with RangeBEV, our method consistently performs better in both intra- and inter-sequence evaluations, demonstrating robustness under diverse seasonal and illumination changes.
Yungsoo Han, Youngseok Jang, Seungwon Roh +2
Sep 3, 2026cs.CV

VI3: Grounding Pretrained 3D Foundation Models with Inertial Cues

3D foundation models (3DFMs) excel at predicting camera poses and dense depth from multiple views of a scene, showcasing strong zero-shot generalization. However, as metric scale is not observable from monocular images, their absolute scale predictions are typically inaccurate. Inertial measurement units (IMUs), present in most devices, naturally complement monocular cameras by observing scaled motion. We introduce VI3, a model-agnostic framework that metrically anchors a pretrained 3DFM using only IMU readings. VI3 initializes and preintegrates the IMU to obtain a metric motion reference, which is then used to recover the scale of the 3DFM outputs. Our method includes adaptable anchoring strategies tailored to diverse 3DFM architectures. Experiments on synthetic and real aerial datasets demonstrate that VI3 recovers metric scale without ground-truth supervision while preserving geometric consistency, acting as a fine refinement under well-conditioned motion and as a strong prior when motion is less informative.
Ernesto Lozano, Alberto Jaenal, Javier Civera
Sep 1, 2026cs.CV

Beyond the Image Plane: World-Grounded Queries for Multi-Object Tracking

Monocular videos record 3D scenes as sequences of 2D image-plane projections, obscuring depth and spatial relationships. Multi-object trackers localize and associate objects primarily using appearance and geometry observed only in the image plane, inheriting these ambiguities. To address this limitation, we introduce PLANET, an end-to-end multi-object tracker designed to move beyond the image plane. As an enabling step, we lift existing 2D tracking datasets into 3D. We then form world-grounded queries by embedding reconstructed 3D scene geometry into the features and positional encodings used during query formation. An auxiliary 3D location prediction task further encourages the queries to encode object positions during training. A complementary dual-resolution temporal memory preserves this evidence across longer temporal gaps. As a result, PLANET achieves state-of-the-art performance across three diverse benchmarks.
Orcun Cetintas, Guillem Brasó, Tim Meinhardt +1
Aug 31, 2026cs.CV

Analytic Dynamics: Learning Physics-Grounded Representation for Fast Intrinsic Dynamics Inference from Monocular Videos

Inferring object dynamics from visual observations is essential for intelligent agents to reason about and interact with the physical world, yet remains challenging due to the fundamental gap between visual evidence and intrinsic dynamics. Existing methods either rely on costly per-scene optimization, limiting efficiency and scalability, or directly map visual evidence to intrinsic dynamics without intermediate physical abstractions, making them prone to appearance and geometry shortcuts. To bridge this gap, we propose Analytic Dynamics, a feed-forward dynamics inference framework that introduces an intermediate physics-grounded dynamics representation between visual observations and intrinsic dynamics. Specifically, we leverage privileged physical states, including position, displacement, and deformation gradient fields, which are available in simulation, to learn a structured dynamics representation that is difficult to discover from visual observations alone. By aligning visual representations with this space, we equip visual models with a physics-grounded inductive bias, guiding them to capture dynamics-relevant patterns for material model classification and parameter regression. To facilitate this research, we develop a dynamics data generation pipeline and benchmark containing paired physical state trajectories, rendered videos, and ground-truth material models and parameters. Extensive experiments demonstrate that Analytic Dynamics achieves efficient, accurate, and generalizable dynamics inference from monocular videos.
Jailing Lin, Jikuan Zhang, Jianhua Sun
Aug 31, 2026cs.CV

Failure or Drift? Evaluating Monocular SLAM under Synthetic and Real-World Corruptions

Visual SLAM is commonly evaluated on clean trajectories, although deployment failures are often caused by adverse weather, illumination, blur, and sensor artifacts. Controlled corruptions are attractive because they isolate such factors, but a synthetic stress test is useful only when it leads to the same engineering conclusion as the condition it is intended to approximate. This work examines that question for monocular SLAM. We evaluate a classical feature-based system and two learned trackers under image-space, geometry-aware, and compound corruptions, and compare their behavior with adverse conditions from 4Seasons. Rather than reducing robustness to a single trajectory error, the evaluation separates explicit tracking failure from drift accumulated by methods that remain active. The results show that learned trackers largely replace catastrophic loss with sustained, and sometimes severe, drift. More importantly, the apparent ordering of the learned systems changes with the physical fidelity of the corruption: structured rain and fog proxies preserve the real-world ordering, whereas a simple illumination proxy does not. Code is available at: https://github.com/abhaythomas/master_thesis_vslamlab_robustness.
Abhay Skaria Thomas, Shashank Agnihotri, Margret Keuper
Aug 30, 2026cs.CV

OptiGeo: Efficient Monocular Geometry for Embodied Perception in Optically Challenging Scenes

Monocular depth estimation has achieved strong open-domain generalization, yet reliable robotic deployment remains difficult in transparent, reflective, and specular environments, where depth sensors often produce missing or biased depth. Existing methods often handle such optical failures with scene-specific preprocessing, auxiliary modules, or post-hoc fine-tuning. While effective in constrained settings, these designs increase architectural redundancy and can over-specialize general geometry models to narrow optical scenarios. We revisit this problem as a localized failure mode within base-model training and identify sensor-induced supervision bias as a key bottleneck: models inherit sensor failure patterns from biased real-depth supervision in optically challenging regions. We then introduce OptiGeo, a bias-aware training framework that rehabilitates biased real supervision using a clean-geometry teacher and residual-trimmed alignment. We redefine transparency-targeted rendering as a compact source of clean optical geometry, rather than a large domain-specific fine-tuning set. With only a small targeted rendering set, OptiGeo learns the geometric structure of transparent objects and regions, correcting local geometry distortions that real sensors cannot reliably supervise. Despite only 30M parameters, OptiGeo outperforms substantially larger 300M-scale monocular models and billion-scale multi-view baselines on transparent-scene benchmarks, while remaining competitive on general zero-shot depth and boundary sharpness. Real-world navigation cases further validate its practicality as an efficient perception module in optically challenging scenes.
Muxin Liu, Tianbo Liu, Jing Xia +7
Aug 27, 2026cs.CV

DINOcular: Self-Supervised Visuospatial Representations

We introduce a self-supervised framework for learning joint visuospatial representations from RGB-D observations. While modern vision foundation models are trained almost exclusively on RGB images, many embodied systems have access to explicit depth sensing, which provides geometric information that monocular inputs cannot recover. Our method integrates depth-derived geometric priors with a visual backbone through inter-patch and intra-patch fusion, enabling the model to encode both appearance and spatial structure efficiently. The resulting representation shows promising improvements on 3D awareness while preserving semantic transfer: it outperforms prior methods of comparable scale on multiple 3D geometry benchmarks, and remains competitive when probed for standard RGB-D semantic segmentation tasks.
Farkhat Almukhamedov, Sami Azirar, Hermann Blum
Aug 17, 2026cs.CV

LaGSplat: Inferring Physics-Governed Interactive Simulation from Monocular Video Using Latent Lagrangian Gaussian Splatting

We present LaGSplat (Latent Lagrangian Gaussian Splatting), a framework that infers interactive, physics-governed dynamics from one or a few monocular videos. At inference it lets a user push on the filmed object, rigid or deformable, with an external force that was never measured, annotated, or seen during training. This is possible because a low-dimensional latent state qRd\mathbf{q} \in \mathbb{R}^d plays two roles at once: it is the generalised coordinate of a learned dissipative Lagrangian and the conditioning variable of a Gaussian Splatting decoder. The inductive bias of this decoder, whose primitives are explicit points μi(q)μ_i(\mathbf{q}) that move with the object, is what lets a force ff applied in the image pull back into a latent generalised force J(q)fJ(\mathbf{q})^\top f and enter the equations of motion, which pixel-space (CNN) or neural-field (NeRF) decoders cannot do. We validate LaGSplat on test cases of increasing difficulty, from rigid to deformable and from autonomous to forced real systems, combining monocular video and sensor measurements. We further demonstrate interactive use: forces of arbitrary magnitude and direction can be applied to the reconstructed object at any time, its response rendered in real time, in 2D or 3D. Assuming a dissipative Euler-Lagrange equation over a few generalised coordinates trades generality for a bounded, plausible response to unseen forces, where an unconstrained predictor diverges.
Louen Pottier
Aug 12, 2026cs.CV

Map-Det3D: Metric Feed-Forward 3D Reconstruction Prior for Multi-view 3D Object Detection from Streaming Inputs

Metric 3D object detection is a core capability for embodied agents, yet most reliable systems lean on depth sensors, trading away cost, power, and integration simplicity. This motivates monocular 3D detection, which avoids additional constraints, yet it faces a major obstacle: from a single image, depth, and especially absolute scale, are underconstrained. As a result, the prevailing pattern of detecting in 2D and then predicting 3D attributes is often brittle, since modest range errors can dominate 3D localization, and the learned scale prior can fail when cameras, motion, or environments undergo domain shifts. To address this, we propose Map-Det3D, an online multi-view 3D object detection model that brings detection directly into a 3D space reconstructed from RGB. We map a short temporal window into multiple views and repurpose a feed-forward metric 3D reconstruction model as our geometric backbone while tuning its object-aware capabilities. Building on this representation, Map-Det3D directly predicts boxes in metric 3D space, without the widely used 2D-to-3D lifting. Experiments across different benchmarks show that this design supports strong online performance and robust transfer without adaptation, suggesting that training reconstruction priors for detection is a practical route to stable metric 3D detection from monocular video. Code and models are available at https://royyang0714.github.io/Map-Det3D.
Yung-Hsu Yang, Luigi Piccinelli, Samuel Rota Bulò +7
Aug 10, 2026cs.CV

RefineAny3D: Depth Refinement as Semantic Alignment for Monocular 3D Detection

Monocular 3D object detection spans two regimes: closed-set detectors operating within a fixed category vocabulary, and open-vocabulary detectors that localize arbitrary categories by leveraging depth foundation models for 3D geometry. We find that current depth foundation models, despite their strong zero-shot generalization, lack the object-level precision 3D detection demands: substituting a state-of-the-art depth foundation model for a strong detector's predicted depth degrades accuracy, even falling below the detector's own prediction. Rather than pushing detectors or depth models to be more accurate end-to-end, we treat object-level depth refinement as a stand-alone task and present RefineAny3D, a vision-language model that corrects depth without ever predicting a numerical value. Our key insight is that depth error has a direct visual signature in image space: when projected onto the image, a correctly placed box tightly encloses the object, while a too-far box projects too small and a too-close box projects too large. Depth refinement thus reduces to a visual alignment problem rather than a metric regression problem, which we instantiate by extending the VLM's vocabulary with action tokens that replace numerical depth output with categorical decisions, and by supervising the model on a large-scale chain-of-thought dataset that grounds each decision in explicit visual evidence. Applied as a single post-hoc step, RefineAny3D delivers consistent gains across closed-set detectors, open-vocabulary detectors, and 3D auto-labeling tools, and generalizes to novel categories, scenes, and cameras without retraining.
Zhihao Zhang, Gengwei Zhang, Tianlong Chen +1
Aug 8, 2026cs.CV

Ego-OSCAR: Egocentric Open source Stereo CAptuRe System

We present Ego-OSCAR, an open-hardware, low-cost, head-mounted stereo-inertial capture device for egocentric data collection in the wild. EgoOSCAR pairs a hardware-synchronized global-shutter stereo camera with a 6- axis IMU, an embedded Linux SBC for on-device video encoding, and a realtime microcontroller for user feedback and watchdog functions. The complete bill of materials is under USD 200 per unit, using only commercially available components and 3D-printed parts. Alongside the device, we release a complete software stack (hardware-accelerated recording pipeline, IMU sampling daemon, time-synchronization tooling, and watchdog firmware) and roughly 550 hours of egocentric stereo video per camera with synchronized IMU, collected by a distributed contributor network across everyday indoor environments. The release is annotated rather than raw: free-form action captions cover essentially the entire recorded timeline with an open vocabulary, and per-frame 3D hand reconstructions ship alongside per-session stereo calibration. Ego-OSCAR does not aim to match the per-unit fidelity of research-grade systems such as Project Aria; it aims to be the cheapest defensible substrate for crowdsourced egocentric capture, and to lower the activation energy for any team that wants to collect egocentric data at scale. All hardware designs, software, and the dataset are open-sourced
Gunjan Paul, Senthil Palanisamy, Satpal Singh Rathore +3
Aug 6, 2026cs.CV

HOPE: Hand-Object Pressure Estimation from Monocular Videos

Estimating physical pressure from vision is essential for understanding contact-rich hand-object interaction. However, prior vision-based pressure estimation methods are largely limited to planar surfaces and single image input, making them difficult to apply to dynamic hand-object interaction with diverse objects. We instead formulate pressure estimation as a hand-centric video prediction problem with monocular video as input. This formulation predicts temporally evolving per-vertex normal pressure and contact directly on the hand mesh, yielding a unified output space independent of object shape and sensor layout. Building on this formulation, we propose \textbf{HOPE}, a framework with two key components. First, we lift tactile-glove pressure, planar-sensor pressure, and distance-based hand-object contact annotations into a shared hand vertex space, allowing bare-hand contact data to regularize pressure learning where metric labels are unavailable. Second, we introduce a vertex-anchored video transformer that treats each vertex as a persistent token, aggregates visual features and hand pose over time, and uses a contact-gated pressure head to enforce that pressure vanishes without contact. Experiments on OpenTouch, PressureVisionDB, and hand-object contact benchmarks validate HOPE across object-pressure, surface-pressure, and contact-supervised HOI settings. Despite using metric pressure supervision primarily from gloved-hand videos, HOPE generalizes to bare-hand egocentric and in-the-wild videos, producing joint contact and pressure predictions beyond the scope of contact-only or planar-pressure baselines.
Subin Jeon, Byungjun Kim, Hanbyul Joo
Aug 5, 2026cs.CV

An active-learning framework for real-time depth perception from monocular vision streams

Biological visual systems can perceive depth from monocular vision flow, continuously integrating temporal visual cues while maintaining a balance between stability and plasticity in dynamic environments. In contrast, artificial perception models deployed on resource-constrained edge devices are typically trained in a static offline manner and remain frozen after deployment, often suffering severe performance degradation under domain shifts. While large-scale models may encode broad knowledge through massive parameter redundancy, lightweight networks face a static optimization dilemma: forcing compact models to learn universal geometric representations is computationally inefficient and often leads to performance saturation. To resolve this issue, an Online Active Learning (OAL) mechanism is introduced to endow compact neural networks with the capability to adapt continuously during operation. A closed-loop Predict-Evaluate-Correct learning paradigm is established to actively select high-confidence, information-rich signals from streaming visual input. Crucially, Elastic Weight Consolidation (EWC) is employed not merely to prevent catastrophic forgetting, but to enforce Selective Plasticity, preserving parameters that encode globally relevant structural knowledge while allowing local alignment to newly observed environments. Built upon a MobileNetV3-Small backbone, the proposed system achieves approximately a 75% reduction in computational cost while maintaining competitive depth estimation accuracy. Experimental results demonstrate that adaptability is not solely determined by model size, but rather by how effectively parameter plasticity is regulated in dynamic environments.
Xiaorong Zeng, Weiqiang Chen, Peng Shi +4
Aug 5, 2026cs.CV

Cooking beyond Frames: A Stereo Event Camera Dataset in the Kitchen

Event cameras, also known as neuromorphic cameras, have gained significant attention in recent years due to their high temporal resolution, high dynamic range, and low power consumption. While many studies and datasets in neuromorphic vision have focused on automotive and drone applications, human-centric daily-life scenarios remain largely underrepresented, despite their importance for developing and benchmarking event-based perception systems. Moreover, the few existing event-based human activity datasets are typically recorded with scripted human actions, limiting their ability to capture natural human behaviors. In this paper, we introduce EventKitchen, a large-scale stereo event camera benchmark dataset of human cooking activities in the kitchen. EventKitchen is egocentrically collected from 10 participants in 13 diverse kitchens, where the participants wear a helmet with multiple sensors and naturally perform cooking activities, without any scripted actions. EventKitchen comprises 5.5 hours of stereo event recordings with synchronized RGB, depth, and IMU data. We provide human annotations for 10,762 action segments and 13,482 bounding boxes. We train baseline models on EventKitchen to perform multiple event-based tasks, including action recognition, object detection, and stereo depth estimation. By capturing natural, real-world human activities, EventKitchen establishes a challenging benchmark for neuromorphic vision beyond autonomous driving.
Chengming Feng, Hesam Araghi, Liming Zheng +4
Aug 2, 2026cs.RO

OC-VLA++: Monocular Geometry-Guided Cross-View Consistency for Viewpoint-Robust Robotic Manipulation

We propose OC-VLA++, an extension of OC-VLA for viewpoint generalization under limited camera coverage. While OC-VLA grounds robot actions in the camera coordinate system to align action supervision with visual observations, camera-space grounding alone can still overfit to the few viewpoints observed during training. OC-VLA++ addresses this limitation by introducing geometry-guided paired-view supervision and an explicit cross-view action-equivariance objective. Given paired observations of the same manipulation scene from geometrically related viewpoints, the model is trained such that their camera-space predictions correspond to the same robot-frame action. This objective explicitly supervises how action predictions should transform across viewpoints, rather than relying solely on image-level augmentation. Experiments demonstrate substantial improvements in unseen-view generalization under limited camera coverage, with performance degrading more gracefully under increasing camera displacement. These results establish cross-view action equivariance as an effective complement to observation-centric action grounding for robust real-world deployment.
Tianyi Zhang, Ziyang Gong, Zhenjie Yang +2
Jul 30, 2026cs.CV

MonoVoc: Decoupling Geometry and Semantics for Lightweight Monocular Open-Vocabulary 3D Gaussians

Open vocabulary 3D scene understanding is essential for next-generation interactive systems, empowering users to intuitively query and navigate reconstructed environments using natural language. However, current 3D Gaussian frameworks are often bottlenecked by restrictive multiview capture requirements, costly scene-specific optimization, and the massive memory overhead of storing dense language features. We present a novel, training-free pipeline that fundamentally reimagines this paradigm by explicitly decoupling 3D geometric reconstruction from semantic integration. Given a standard monocular video sequence as input, our method efficiently outputs a compact, highly interpretable, and fully searchable object-level semantic Gaussian map. Rather than entangling heavy language embeddings within the mapping loop, we extract geometry independently and ground semantics through a lightweight, modular post-processing framework. Extensive evaluations on the Replica dataset demonstrate that this decoupled architecture preserves strong rendering fidelity and competitive segmentation accuracy. Crucially, by replacing dense per-Gaussian storage with modular, object-level semantic embeddings, our approach delivers an order-of-magnitude reduction in memory usage compared to SOTA baselines. This provides a highly efficient, scalable, and practical solution for open-vocabulary 3D retrieval and question answering directly from everyday monocular video.
Pouya Ardekhani, Zahra Dehghanian, Morteza Abolghasemi +1
Jul 21, 2026cs.CV

Crowd4D: Scene-Aware Monocular 4D Crowd Reconstruction

Recovering scene-consistent 4D crowd motion from monocular video in large-scale scenes remains challenging due to severe depth ambiguity and complex scene geometry. Existing monocular crowd reconstruction methods typically rely on single-plane assumptions, leading to unreliable metric scale and spatial drift under complex terrain. We propose Crowd4D, the first scene-aware 4D crowd reconstruction framework that jointly optimizes the crowd and scene from a monocular RGB video in large-scale scenes. Crowd4D explicitly incorporates scene geometry and ensures consistency across image and scene spaces via a multi-stage optimization strategy. A key bottleneck of this task lies in accurate human-scene alignment, particularly in scale and position. However, human and scene reconstructions are typically decoupled. To address this, we introduce the Human-Scene Interaction Proxy, abbreviated as HSIP, as an intermediate representation derived from Scene Interaction Point Clouds and a Scene Interaction Surface, abbreviated as SIPC and SIS. These representations encode explicit scene-aware geometric priors and redefine the optimization space for large-scale monocular 4D crowd reconstruction. To further improve temporal stability under occlusions, we introduce Crowd Structural Coherence Regularization, abbreviated as CSCR, which leverages HSIP-based spatial priors to impose soft temporal consistency on pairwise relative displacements and directions within local crowd neighborhoods. Extensive experiments demonstrate that Crowd4D consistently outperforms existing state-of-the-art methods and enables robust monocular 4D crowd reconstruction in complex, large-scale real-world scenes.
Hongbo Kang, Tianyi Zhou, Qingyang Yang +4
Jul 21, 2026cs.CV

FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility

Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.
Yihalem Yimolal Tiruneh, Muhammad Salman Ali, Uyoung Jeong +5
Jul 18, 2026cs.RO

GLidE-SLAM: GL-Accelerated Indirect-Direct Embedded SLAM

With the growing demand for robotics, autonomous drones, and wearable extended reality systems, the deployment of Visual SLAM on embedded devices remains challenging. Tracking must sustain high frame rates while preserving compute resources for map extension and maintenance. This paper presents GLidE-SLAM, a monocular hybrid indirect-direct framework that addresses this by architectural separation: the system performs GPU-accelerated direct tracking on intermediate frames, while reserving the full indirect pipeline for map extension and global consistency. We leverage highly parallel image-alignment operations for pose-only estimation without depth optimization or map point creation, making the workload suitable for GPU offloading and freeing CPU resources for backend tasks. We implement the direct tracker using vendor-agnostic OpenGL ES~3.1 compute shaders, enabling deployment across a broader range of commodity embedded platforms without requiring CUDA support. To our knowledge, this is the first complete direct photometric pose estimator realized via compute shaders for embedded-class devices. Experiments on target platforms demonstrate up to 9×\times higher frame rates than the CPU-only baseline while maintaining trajectory accuracy and improving practical deployment across commodity resource-constrained hardware.
Carlos A. Pinheiro de Sousa, Heiko Hamann, Oliver Deussen
Jul 16, 2026cs.CV

AE-UAV: An Air-to-Air Event-Based UAV Tracking Benchmark and a Real-Time Frequency-Domain Tracker

Air-to-air (A2A) unmanned aerial vehicle (UAV) tracking is fundamental to airborne remote sensing of low-altitude aerial targets. However, the deployment of continuous, real-time tracking systems on UAVs presents significant challenges. In A2A scenarios, traditional frame-based cameras suffer from severe performance degradation under low illumination, overexposure, and high-speed motion owing to their limited dynamic range and fixed temporal sampling. Although event cameras offer a promising alternative with microsecond temporal resolution and a high dynamic range, current research is bottlenecked by two primary issues: 1) the absence of dedicated A2A event-based datasets, and 2) the heavy reliance of existing trackers on GPU acceleration and extensive training data, rendering them impractical for resource-constrained UAVs. To bridge these gaps, we introduce AE-UAV, an air-to-air event-based UAV tracking benchmark. To the best of our knowledge, this is the first airborne-captured event camera dataset for A2A tracking, comprising 178 flight sequences with continuous-time cubic B-spline annotations. Furthermore, we propose the Fast-Slow Frequency-domain Tracking (FSFT) method. This lightweight, training-free framework seamlessly integrates frequency-domain template matching with search region prediction and detection-based drift correction. Extensive experiments demonstrate that FSFT operates at an ultra-fast 420 frames per second (FPS) on CPU-only hardware. It retains 93.97% of the accuracy of state-of-the-art GPU-dependent methods while delivering a 5.32-fold effective speedup and exhibiting superior temporal resolution generalization, thereby providing a highly efficient and robust solution for airborne remote sensing of aerial targets. The dataset and source code are available at https://github.com/MSP-xEN/AE-UAV.
Zixin Jiang, Bing He, Chaoran Xiong +3
Jul 13, 2026eess.IV

HPC-Enabled Video-based Coastal Wave Parameter Estimation Using V-JEPA and Deep Spatiotemporal Learning

High deployment cost, poor spatial coverage and susceptibility to storm conditions are all challenges faced by traditional in-situ methods. This paper presents a video-based and high performance computing (HPC) enabled deep learning framework for joint sensor free estimation of five coastal wave parameters, namely significant wave height (Hs), maximum wave height (Hmax), peak period (Tp), zero upcrossing period (Tz) and wave direction (theta) from monocular coastal video. The proposed architecture comprises of a V-JEPA (self supervised) ViT Small backbone for robust spatiotemporal feature extraction in visually challenging scenarios, a dual-stream SlowFast temporal encoder for broad bandwidth representation of wave motion in both hydrodynamic breaking and swell regimes, an optical flow stream based on Farneback optical flow algorithm for adding saliency information to the structure with emphasis on hydrodynamically active wavelength bands of waves, and a multi-task regression layer with dispersion constraints (Airy wave dispersion lambda_p = 0.1). The model was trained on an NVIDIA DGX A100 cluster and was early stopped at epoch 31 and achieved Pearson correlation coefficients of 0.451, 0.578, 0.643, 0.680 and 0.832 for Hs, Hmax, Tp, Tz and wave direction respectively, with generalization ability to geographically diverse held out test data sites. While operating in a data-limited regime (6 annotated training scenes), the framework demonstrates statistically significant temporal correlations (PCC of 0.451 to 0.832), confirming proof of concept feasibility; R2 values (max 0.246) indicate that variance capture will improve with larger annotated datasets.
Abubakar Hamisu Kamagata, Dharm Singh Jat, Attlee Munyaradzi Gamundani +3
Jul 6, 2026cs.CV

Geometric Reciprocity: Unlocking Self-Supervision for Stereoscopic Video Generation

Monocular-to-stereo conversion synthesizes stereoscopic content from 2D videos for immersive 3D experiences. In modern Depth-Image-Based Rendering (DIBR) approaches, stereo inpainting of disocclusions is the critical bottleneck. Training-based methods achieve superior quality but rely on scarce stereo pairs or synthetic data with domain gaps. We address this through the first self-supervised framework learning from monocular videos via cycle consistency. Our key contribution is the Geometric Reciprocity Theorem (GRT): under the nearest-neighbor DIBR formulation, the disocclusion mask when synthesizing a target view equals the mask of pixels lost when warping back from target to source, enabling analytical computation of test-time disocclusion masks directly from monocular images. This yields train-test consistency for the stated warping formulation, supporting self-supervised learning from unlimited monocular videos and substantial improvements over training-free and supervised state-of-the-art methods. Project page: https://visual-ai.github.io/grt/
Jingyi Lu, Kai Han
Jul 6, 2026cs.CV

GUSH3R: Everyone Everywhere All at Once as Gaussians

Reconstructing dynamic human-scene environments from monocular videos is a challenging problem that requires jointly modeling scene geometry, camera motion, and non-rigid human dynamics while enabling photorealistic rendering. Recent feed-forward methods can efficiently predict geometry, but they are often limited to non-photorealistic representations such as point clouds and meshes, or they fail to handle non-rigid objects, particularly dynamic humans. To fill this gap, we present GUSH3R (Gaussian-Unified Scene Human 3D Reconstruction), a feed-forward framework for online dynamic human-scene reconstruction. From a monocular human-scene video, our method reconstructs dynamic humans (everyone) and static scenes (everywhere) in a single forward pass (all at once) as 3D Gaussian Splatting (3DGS) primitives (as gaussians), which are geometrically consistent and capable of novel view synthesis. Experiments on monocular human-scene datasets demonstrate that our approach achieves competitive novel view synthesis quality while significantly improving inference efficiency compared to optimization-based methods.
Keito Abe, Kaede Shiohara, Takashi Otonari +1
Jul 5, 2026cs.CV

Last-Meter Precision Navigation for UAVs: A Diffusion-Refined Aerial Visual Servoing Approach

In this work, we study the last-meter precision navigation for UAVs, e.g., autonomously reaching a target within the final 10 meters using monocular vision. This task is challenging due to scale ambiguity, rotation discontinuities, and the need for fine-grained spatial reasoning. Existing methods often fail under large viewpoint changes or lack generalization to unseen environments. To this end, we propose DreamNav, a coarse-to-fine diffusion-refined aerial visual servoing framework. In the first coarse-estimation stage, a robust regression policy employs a trigonometric parameterization to predict rotation by jointly modeling sine and cosine components, effectively mitigating optimization instabilities caused by angular periodicity. Given this coarse estimate, the second diffusion-refined stage utilizes a pre-trained world model to simulate future visual observations for candidate actions, selecting the trajectory that minimizes visual discrepancy with the target through a process of visual imagination. To support rigorous evaluation, we contribute PairUAV, a large-scale benchmark comprising 4.8 million image pairs across 72 scenes, curated from the University-1652 dataset. Extensive experiments show DreamNav outperforms strong visual servoing and foundation model baselines in accuracy and generalization, with zero-shot transfer to unseen scenes.
Yaxuan Li, Jiarui Zeng, Shaofei Huang +1
Jul 1, 2026cs.CV

World from Motion: Generative Dynamic Gaussian Reconstruction from Monocular Video

We present World from Motion, a method for generating freely renderable dynamic 3D Gaussian representations from monocular videos. Our approach conditions a video model on dense, pixel-aligned renderings that encode appearance, geometry, and 3D scene motion along both input and target camera trajectories to correct rendering artifacts and fill in missing regions from an initial reconstruction. To train this model, we construct a dataset of aligned multiview video pairs and dynamic 3DGS representations, with simulated artifacts characteristic of monocular reconstruction. At test time, we distill the model's generations, including newly observed regions and motions, back into a single consistent, high-quality dynamic 3DGS, improving both novel-view synthesis and the underlying 3D motion. Our method sets a new state of the art in 4D reconstruction and seamlessly generalizes to in-the-wild videos with large viewpoint changes and dynamic motions.
Liyuan Zhu, Shengyu Huang, Amrita Mazumdar +6
Jul 1, 2026cs.CV

Robust 3D Alignment of Generative Reconstructions via Partial Monocular Observations

Aligning generative 3D reconstructions with partial monocular observations is a critical but under-explored challenge in computer vision. This task is inherently ill-posed due to severe asymmetries between noisy, sparse monocular inputs and dense generative priors, whose scale ambiguity and geometric hallucinations, combined with the lack of initial overlap, render traditional registration pipelines ineffective. To resolve these issues, we propose a training-free and interpretable geometric alignment framework that grounds generative 3D priors via a 3D similarity transformation (Sim(3)), which can recover accurate metric scale and pose. Specifically, we introduce an explicit scale factor to resolve metric ambiguity and employ a coarse-to-fine alignment strategy, leveraging geometry-aware descriptors for robust initialization and a decoupled closed-form solver for precision refinement. In addition, we introduce a Hallucination Filtering operation to effectively suppress outliers caused by hallucinated geometry. To evaluate alignment performance under these extreme conditions, we introduce GenPMOAlign--Where2Place, a rigorous benchmark specifically designed for Generative-to-Partial Monocular Observational Alignment. Experiments demonstrate that our method achieves stable and accurate registration, substantially outperforming both classical geometric pipelines and state-of-the-art learning-based baselines. Code and the benchmark will be publicly released.
Yuchen Zhang, Luanyuan Dai, Yiwei Wang +7
Jun 30, 2026cs.CV

Progressive Pose-Guided 4D Animal Reconstruction from Monocular Video

Reconstructing 4D animals from monocular videos is challenging due to large inter-species variation, complex articulations, and the lack of reliable templates. Existing approaches typically rely on either strict category-specific priors that restrict generalization, or unconstrained generative models that sacrifice input fidelity. To bridge this gap, we present a progressive test-time optimization framework built on 3D Gaussian Splatting for high-fidelity 4D animal reconstruction from a single video. Our key insight is that a coarse shape prior suffices when coupled with a progressive strategy that disentangles articulated pose from non-rigid deformation. Specifically, we employ a symmetry-aware temporal encoding that exploits bilateral cues while absorbing camera estimation drift and a part-conditioned deformation mechanism guided by learnable part anchors and a learnable skinning field. Extensive experiments demonstrate that our approach generalizes robustly across diverse species, achieving superior geometric accuracy, temporal consistency, and visual fidelity compared to existing baselines, even under severe prior mismatch.
Siyuan Li, Weiying Chen, Yilin Wang +3
Jun 30, 2026cs.CV

One Video, One World: Turning Monocular Video into Physical 4D Scenes

We introduce \textbf{OVOW}, the first training-free system that reconstructs \emph{instance-level, simulation-ready} 4D mesh scenes from a single monocular video. Recent 4D reconstruction achieves impressive rendering quality, but its outputs (\eg, implicit fields, Gaussian primitives, or point clouds) lack the watertight topology, instance separation, and standardized physical interfaces required by physics simulators and embodied AI. OVOW closes this gap with a four-stage pipeline: a vision-language model discovers, labels, and motion-classifies all instances; category-aware reconstruction yields per-instance meshes for rigid objects and topology-consistent mesh sequences for deformable ones; an iterative render-match-optimize procedure recovers metric scale and 6-DoF pose trajectories; and physics-grounded assembly enforces ground contact and inter-object support. Crucially, we model all motion, rigid and non-rigid, through direct vertex deformation without category-specific priors or skeleton rigging, producing watertight mesh scenes ready for downstream physics simulation and editing. We further establish the first benchmark for \emph{structured Video-to-4D} evaluation, with metrics for geometric correctness, instance separation, and physical plausibility beyond visual fidelity; the same pipeline doubles as a scalable engine for \emph{synthesizing} paired video-to-4D simulation data for future 4D world models and embodied AI. Across two synthetic benchmarks (static and 4D), OVOW attains the best overall layout and geometry accuracy and the lowest photometric and semantic error among all baselines, and on monocular video runs one to two orders of magnitude faster than the baselines, while downstream physics simulation confirms its physical stability.
Junhao Chen, Boran Zhang, Mingjin Chen +7
Jun 30, 2026cs.CV

JacobianAvatar: Temporally Consistent Semi-rigid Avatar Reconstruction from a Monocular Video

Generating realistic human avatars in complex motions--such as clothing dynamics--requires modeling of global and local deformations which remains challenging in monocular settings. We address this problem by leveraging neural Jacobian fields (NJFs) for representing semi-rigid deformations. We train self-supervised neural networks for predicting Jacobian matrices that give the pose-dependent deformations, by solving a Poisson equation. However, monocular input presents several difficulties such as self-occluded regions and invisible surfaces. To address these issues, we introduce three key components: a constrained Poisson solver, signed distance-based Jacobian regularization, and a deformation-guided residual flow loss, which together suppress boundary artifacts, recover frequently occluded regions such as armpits and thighs, and enforce temporal consistency during motion. Experiments on benchmark and in-the-wild videos demonstrate that our method generates temporally stable and geometrically coherent avatars, outperforming state-of-the-art approaches.
Changyeon Won, Min-Gyu Park, Seonghwan Park +2
Jun 29, 2026cs.CV

Knowledge-Driven Dimension Estimation from a Single Image -3D Asset Generation Technology for Digital Twin Construction

In the verification of in-vehicle cameras, simulation technology using virtual spaces has advanced, enabling pre-evaluation of false detections and missed detections in various scenarios. However, discrepancies in the scale of the object being verified between the virtual and real environments can lead to a decrease in camera recognition performance. For traffic signs installed at high altitudes, distance measurement using LiDAR or stereo cameras is difficult, requiring size estimation from monocular images. This paper proposes a method for estimating the scale of an object by decomposing it into multiple structural elements and integrating external knowledge regarding design rules, geometric relationships, and conventional dimensions. Specifically, this method detects each component from a monocular image and estimates the size of each component by considering its structural relationships and dimensional consistency with surrounding elements. Furthermore, it generates a 3D asset of the object by reconstructing the estimated components. This method makes it possible to place 3D assets with a scale approximating the real environment within a digital twin space and is expected to contribute to improving the verification accuracy of in-vehicle cameras for autonomous driving in virtual environments.
Hidenori Sakaniwa, Akihito Akai, Akihiko Hyodo
Jun 29, 2026cs.CV

Learning Efficient 4D Gaussian Representations from Monocular Videos with Flow Splatting

Reconstructing dynamic 3D scenes from monocular videos is challenging due to scene complexity and temporal dynamics. With the advancement of 3D Gaussian Splatting in novel view synthesis, existing methods extend 3D Gaussians to 4D domain with deformation fields, trajectories or spatiotemporal 4D volumes to model scene element deformation. However, these methods suffer from long training time, low rendering speed or high memory consumption for per-frame reconstruction of 4D volumes, without fully exploiting dense dynamic information. To address this issue, we propose Flow Splatting, which constructs the velocity field and enables the conventional splatting technique to render optical flow from the velocity field to supervise dynamics learning process from monocular videos. Specifically, we extend 4D volumes with time varying means and covariance to represent complex dynamics. Then, we construct and approximate the velocity field naturally based on this representations. While conventional volume rendering techniques support to render color fields, we extend the volume rendering strategy to splat the velocity field by considering the influence of camera motions. We conduct experiments on various benchmarks to demonstrate the efficiency and effectiveness of our method. Compared to the state-of-the-art methods, our model achieves better image quality with less time consumption and higher rendering speed.
Shengjun Zhang, Jinzhao Li, Xin Fei +1
Jun 27, 2026cs.CV

Ground4D: Consistency-Aware 4D Reconstruction from Monocular Video

Learning a 4D scene representation from a single monocular video that supports dynamic novel-view synthesis while maintaining faithful geometry over time remains challenging. Dynamic Gaussian Splatting achieves strong rendering performance through photometric optimization, yet does not explicitly enforce multi-view geometric consistency. In contrast, 3D foundation models recover coherent scene geometry and camera motion, but their point-based outputs are not designed for photorealistic rendering. We propose Ground4D, a geometry-grounded framework built on two stages. First, we perform geometry initialization via 3D foundation models, leveraging VGGT in a training-free manner to reconstruct multi-view-consistent 3D geometry and camera poses from monocular video. The recovered geometry provides a structured and reliable initialization for dynamic Gaussian representations. Second, we conduct geometry-consistency-aware refinement via dynamic Gaussian Splatting, optimizing the representation through differentiable rendering while maintaining multi-view geometric consistency across both observed and synthesized viewpoints. Furthermore, Ground4D inherently models the continuous 4D dynamics of the scene, naturally supporting rendering at arbitrary timestamps. By integrating foundation-level geometric priors into dynamic Gaussian optimization, Ground4D achieves stronger reconstruction fidelity and rendering performance, underscoring the role of geometry-grounded constraints in robust 4D scene modeling.
Qing Zhao, Weijian Deng, Pengxu Wei +1
Jun 27, 2026cs.CV

CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video

Reconstructing dynamic human--object interaction scenes from monocular video is difficult because the human, manipulated object, and background obey different motion models while sharing the same pixels. Existing dynamic radiance-field and Gaussian-splatting methods often entangle these components, causing object motion to leak into the human or static scene, and monocular human reconstruction remains underconstrained in regions that are rarely observed. We present CoGS, a compositional Gaussian-splatting framework for monocular human--object scene reconstruction. CoGS decomposes the video into three coordinated branches: an articulated human initialized from a complete canonical prior, a rigid object field driven by an estimated object trajectory, and a static scene field regularized by weak scene-only planar primitives when available. A six-stage optimization schedule first stabilizes the human and object independently, then fuses them with the scene under full-image supervision, visibility-aware human anchoring, object silhouette and motion constraints, and delayed scene regularization. This design keeps each component responsible for its own geometry and motion while allowing photometric evidence to correct the final composite. Experiments on HOSNeRF and NeuMan show that CoGS improves both human--object interaction reconstruction and in-the-wild human--scene rendering, achieving stronger fidelity and perceptual quality across full-frame and human-focused evaluations. Code will be released upon publication.
Jerrin Bright, John Zelek
Jun 26, 2026cs.CV

HAT-4D: Lifting Monocular Video for 4D Multi-Object Interactions via Human-Agent Collaboration

Extracting dynamic 4D object interactions from massive, in-the-wild monocular videos offers a highly efficient data collection pathway for scaling Embodied AI and training VLAs. However, existing monocular 4D reconstruction methods primarily focus on isolated objects, often failing under the severe occlusions and complex dynamics inherent in multi-object interactions. To bridge this gap, we propose HAT-4D, the first agentic framework designed to reconstruct the 3D geometry, temporal dynamics, and physical interactions of multiple objects from a single video. By integrating VLMs with a multi-level human-in-the-loop feedback mechanism, HAT-4D efficiently resolves depth ambiguities and interaction-induced occlusions during 3D generation and 4D propagation, yielding physically plausible assets without relying on expensive multicamera rigs. As a scalable data engine, HAT-4D facilitates the creation of MVOIK-4D, an open-world benchmark for monocular 4D interaction reconstruction, accompanied by a novel multi-dimensional evaluation protocol focused on physical plausibility and temporal consistency. Extensive experiments demonstrate that HAT-4D achieves SOTA performance on most evaluation metrics, while maintaining competitive semantic alignment. Ablation studies show that introducing a small amount of human feedback improves interaction reconstruction. Moreover, the data produced by HAT-4D effectively improves baseline performance when used for fine-tuning. Our data and code are available at https://lijiaxin0111.github.io/HAT4D/
Jiaxin Li, Yuxiang Wu, Zhenkai Zhang +11
Jun 26, 2026cs.CV

Scene and Human in One World: Reconstruction in a Feedforward Pass

Reconstructing humans in dynamic scenes from moving monocular cameras remains challenging due to scale ambiguity, human-scene misalignment, and occlusion interference. Rather than treating human mesh recovery and scene reconstruction as separate tasks, we believe that accurate human-scene reconstruction requires the two tasks to mutually inform each other: parametric human models offer semantic structure and metric-scale priors, while scene geometry provides spatial context for human localization and alignment. Built on this insight, we introduce SHOW, a mask-promptable human mesh recovery framework that couples feed-forward 3D scene reconstruction with Human Mesh Recovery in a unified metric space. SHOW injects human semantics and scale priors from parametric human models into normalized point-map prediction, enabling metric-scale scene reconstruction from inherently scale-ambiguous monocular input. In turn, the recovered scene geometry constrains human mesh estimation, encouraging spatially consistent human placement and improved human-scene alignment. To handle complex multi-person and cluttered scenes, SHOW further incorporates a promptable masking mechanism that enables flexible target-human selection while suppressing background distractions and occlusion interference. Through joint training, the model learns both human-aware geometric features and geometry-constrained human features, producing aligned metric-scale reconstructions from monocular human-centric videos. Extensive experiments demonstrate that SHOW improves metric-scale consistency, human-scene alignment, and reconstruction accuracy under challenging camera motion, occlusion, and cluttered backgrounds.
Boao Shi, Qiao Feng, Yiming Huang +1
Jun 24, 2026cs.CV

MVTrack4Gen: Multi-View Point Tracking as Geometric Supervision for 4D Video Generation

Synthesizing a novel-view video from a monocular reference video along a target camera trajectory requires both geometric consistency and motion fidelity with respect to the reference video. Existing methods based on explicit 3D representations are limited by the accuracy of off-the-shelf reconstruction modules, which often produce inaccurate geometry for dynamic objects in monocular videos. In contrast, camera-conditioning-only methods can achieve high visual quality but often struggle to preserve geometric and motion consistency. In this work, we introduce MVTrack4Gen (Multi-View point Tracking for Novel-View Generation), a motion-aware training framework that leverages multi-view point tracking as an additional geometric and motion supervision signal for camera-conditioning-only novel-view video diffusion models. Our key finding is that specific attention layers encode strong correspondence cues, where query features attend to key features at geometrically corresponding locations across views and over time, and the misalignment of these correspondences causes motion inconsistency. Based on this observation, we route these features into an auxiliary multi-view tracking head and jointly train the diffusion model with a point-tracking objective. By explicitly strengthening these motion-aware correspondences, MVTrack4Gen improves existing models to better follow the motion in the reference view and maintain cross-view geometric consistency. Across diverse benchmarks, our method achieves state-of-the-art geometric consistency and competitive camera accuracy.
JoungBin Lee, Jaewoo Jung, Jongmin Lee +8
Jun 22, 2026cs.CV

Lift4D: Harmonizing Single-View 3D Estimation for 4D Reconstruction In-the-Wild

Reconstructing dynamic non-rigid objects from monocular video requires integrating visual cues from direct observations with data-driven priors over geometry and appearance. Prior approaches either learn to directly predict 4D representations from visual input or initialize a 3D representation that is subsequently deformed and refined based on video evidence. However, the former are constrained by the scarcity of 4D training data, while the latter leverage priors only for the initial reconstruction and rely solely on video supervision thereafter; neither handles complex in-the-wild scenarios with large deformations and occlusions well. We present Lift4D, a test-time optimization framework that addresses both limitations. First, we adapt an existing single-view 3D reconstruction model to yield temporally consistent per-frame predictions via causal latent conditioning, providing a coherent initialization for a deformable 3D Gaussian Splatting representation. We then ``sculpt'' this representation to match the input video through an occlusion-aware optimization that faithfully recovers visible surface details while completing unobserved regions using a view-conditioned diffusion prior. We demonstrate that Lift4D clearly improves over prior 4D reconstruction methods, particularly on challenging in-the-wild sequences with severe occlusions and non-rigid motion.
Yehonathan Litman, Xiaoxuan Ma, Manan Shah +4
Jun 19, 2026cs.CV

SCOPE: Scale-Consistent One-Pass Estimation of 3D Geometry

We present SCOPE (Scale-Consistent One-Pass Estimation of 3D Geometry), a novel approach for estimating 3D geometry from extended monocular video sequences, where existing methods struggle to maintain both geometric accuracy and temporal consistency across hundreds of frames. Our approach generates affine-invariant 3D point maps with shared parameters across entire sequences, enabling consistent scale-invariant representations. We introduce three key innovations: viewpoint-invariant geometry aligning multi-perspective points in a unified reference frame; appearance-invariant learning enforcing consistency across exponential timescales; and frequency-modulated positioning enabling extrapolation to sequences vastly exceeding training length. Experiments across diverse datasets demonstrate significant improvements, reducing relative point map error by 24.2% and temporal alignment error by 34.9% on ScanNet compared to state-of-the-art methods. Our approach handles challenging scenarios with complex camera trajectories and lighting variations while efficiently processing extended sequences in a single pass. Project page: https://scope3d.github.io/.
Zheng Zhang, Lihe Yang, Tianyu Yang +6
Jun 18, 2026cs.CV

ParaScale: Scale-Calibrated Camera-Motion Transfer via a Gauge-Invariant Parallax Number

Transferring the camera motion of a reference video to a freshly generated one lets creators reuse cinematic moves. Yet reference and target often live at incompatible scales -- a sweep across a galaxy versus a nudge across a desk -- and naively reusing the recovered trajectory yields either imperceptible or violently exaggerated motion. We trace this to a geometric fact: translation-induced image motion scales as ||T||/Z, so a monocular trajectory is meaningful only up to a depth-scale gauge. We distill this into the Parallax Number Pi = ||Delta T|| / Zbar, a dimensionless, gauge-invariant descriptor of how strongly a camera move is felt, and prove that it -- not the raw trajectory -- is the quantity that scale-faithful transfer must preserve. ParaScale is a plug-and-play module that reads Pi off any reference video and re-realizes it against the target scene's own depth, per frame, leaving rotation untouched. Sitting between pose extraction and pose injection, it requires no retraining and drops into any pose-conditioned generator. We further introduce the Parallax Consistency Error (PCE), a scale-symmetric metric that -- unlike the similarity-aligned TransErr -- exposes scene-scale mismatch. Across scale regimes spanning four orders of magnitude and multiple backbones, ParaScale keeps the realized parallax on the identity line and cuts PCE by more than 3x over uncalibrated transfer with no loss of visual fidelity.
Zijie Meng
Jun 17, 2026cs.RO

Monocular 3D Occupancy Perception for Robots on Sidewalks via Hybrid 2D-3D Learning

Sidewalks in the real world are crowded, cluttered, and less structured than roads, making 3D occupancy prediction a key ingredient for the safe navigation of mobile robots such as delivery bots and electric wheelchairs. Existing occupancy learning pipelines are largely designed for on-road autonomous driving and often train on large-scale paired LiDAR-RGB datasets with dense 3D supervision and multiple camera inputs, which are costly to collect and do not adequately capture sidewalk-specific characteristics. We propose WalkOCC, a hybrid Ray-marching monocular 3D occupancy perception framework for robots operating on sidewalks. WalkOCC explicitly couples geometric grounding from LiDAR-RGB paired data with scalable learning from large-scale unpaired monocular images. It bootstraps pseudo occupancy supervision from paired sequences and jointly learns image-level representations on additional 2D-only data. It yields stable optimization and improved generalization without requiring costly 3D occupancy annotations. Extensive experiments demonstrate consistent gains in prediction accuracy, fine-grained segmentation of subtle urban structures such as curbs and gutters, and robustness to environmental and cross-embodiment shifts compared with self-supervised image-based baselines. To facilitate evaluation and benchmarking, we also introduce Sidewalk3D, a large-scale sidewalk perception dataset with LiDAR-camera paired sequences collected across multiple locations and time periods, along with 3D semantic occupancy annotations for evaluation. Code and data will be made available.
Yukai Ma, Joe Lin, Liu Liu +5
Jun 15, 2026cs.CV

SierpinskiCam: Camera-Controlled Video Retaking with Sierpinski Triangle Pattern Cues

Generating novel renderings of a scene along user-defined camera trajectories from a single monocular video, dubbed video retaking, is a compelling but difficult problem in content creation and visual effects. Existing geometry-guided approaches reconstruct a 4D representation from the source video and render it along the target trajectory to condition video diffusion models. However, this guidance degrades as the target camera departs from the source trajectory, leaving newly revealed regions sparse or entirely missing. We propose SierpinskiCam, which addresses this limitation by augmenting geometry-based guidance with Sierpinski dome texture cues that contains rich trackable features even under large viewpoint changes. We further introduce a reference video conditioning mechanism that appends source-video tokens to the target-token sequence and separates the two streams with negative RoPE indices, enabling appearance grounding without architectural modification or per-video adaptation. Extensive experiments show that SierpinskiCam achieves significant gains in camera controllability, geometric consistency, and video quality across diverse and challenging retaking scenarios. Project page: https://hyelinnam.github.io/SierpinskiCam/.
Suttisak Wizadwongsa, Hyelin Nam, Supasorn Suwajanakorn +1
Jun 15, 2026cs.CV

MVOFormer: Flow-Semantic Transformer for Robust Monocular Visual Odometry

Monocular visual odometry (MVO) is foundational to autonomous navigation and robotic localization. However, existing learning-based MVO approaches often struggle with either a lack of interpretable, complementary features or overly complex multi-stage architectures. These limitations inherently restrict their robustness and cross-domain generalization. In this work, we propose MVOFormer, a novel transformer framework for robust monocular visual odometry. Our architecture features a Flow-Semantic Dual Branch Encoder that synergizes dense geometric motion cues with object-centric semantic priors, explicitly distinguishing static structures from dynamic distractors. These representations are then fused by an Iterative Multimodal Decoder, enabling coarse-to-fine pose refinement while dynamically suppressing attention on unreliable regions. Extensive evaluations demonstrate that, without any target-domain fine-tuning, MVOFormer achieves superior zero-shot generalization and robustness, significantly outperforming prior learning-based frame-to-frame methods across diverse benchmarks including TartanAir, KITTI, TUM-RGBD, and ETH3D-SLAM.
Jituo Li, Shunwang Sun, Jialu Zhang +5
Jun 15, 2026cs.RO

V2P-Manip: Learning Dexterous Manipulation from Monocular Human Videos

Achieving autonomous robotic dexterous manipulation requires precise, human-like action sequences at scale. As a scalable supplement to costly teleoperation data, extracting trajectories with both visual fidelity and physical plausibility from monocular videos represents a promising frontier in embodied AI. To this end, we introduce V2P-Manip, an efficient framework designed to learn dexterous manipulation policies directly from human demonstration videos. We establish an efficient, integrated pipeline encompassing 3D asset acquisition, trajectory estimation, and dexterous policy learning. To bridge the gap between visual perception and physical constraints, we introduce a two-stage refinement process to enforce spatial alignment and physical consistency. Evaluations on the TACO and OakInk benchmarks demonstrate that our approach significantly outperforms previous methods in pose accuracy, adaptability to unstructured environments, and training efficiency. Ultimately, experimental results confirm an average success rate of over 75% across multiple synthetic manipulation tasks and validate the adaptability of the extracted manipulation priors across diverse dexterous hand embodiments.
Kaihan Chen, Yanming Shao, Haifeng Ji +2
Jun 12, 2026cs.CV

MooMIns -- Monocular 3D Reconstruction and Object Pose Estimation from Multiple Instances

Simultaneous 3D reconstruction and 6D object pose estimation from a single monocular image is an inherently ill-posed problem. In industrial settings, however, multiple instances of an object are often randomly arranged in bins, implicitly providing several views of the same object within a single image. We show that this implicit multi-view geometry can be exploited to simultaneously reconstruct the object in 3D and estimate the 6D pose of each visible object instance. We present MooMIns, a new Gaussian-splatting-based approach that inverts the original Gaussian splatting formulation: instead of rendering a single scene from multiple cameras, we render multiple object instances from a single camera. Our method is initialized with SAM3 instance segmentation masks and a modified Structure from Motion (SfM) pipeline. In contrast to learned monocular depth estimation, we perform true geometry-based reconstruction from image evidence, avoiding hallucinations caused by training data priors. We evaluate MooMIns on synthetic and real bin-picking scenarios, and demonstrate accurate reconstruction of previously unseen objects as well as reliable pose estimation of individual instance
Robert Langendörfer, Markus Hillemann, Markus Ulrich
Jun 11, 2026cs.CV

Flex4DHuman: Flexible Multi-view Video Diffusion for 4D Human Reconstruction

We present Flex4DHuman, a multi-view video diffusion model that transforms a monocular or sparse multi-view video of a dynamic subject into synchronized dense multi-view videos using only relative camera-pose conditioning. Unlike prior human-centric methods that rely on skeletons, depth maps, normals, or rendered target-view geometry, Flex4DHuman requires no explicit geometry priors and instead conditions generation through relative camera-pose positional encoding. The generated videos can be directly ingested by downstream reconstruction pipelines to create dynamic 4D Gaussian splats. Built on the Wan 2.1 1.3B text-to-video model, Flex4DHuman preserves the backbone architecture and encodes camera and view information through a five-axis positional encoding that extends spatio-temporal RoPE with view indices and continuous SE(3) relative camera geometry. A three-stage curriculum progressively trains the model for pose following, flexible reference-to-target view generation, and temporal rollout. To support temporal rollout, we train with clean historical target-view tokens. We also add multi-view captions to enable test-time text control. Combined with an off-the-shelf 4D Gaussian Splatting stage, our framework lifts monocular static-camera videos into dynamic 4D Gaussian splats. Experiments on DNA-Rendering and ActorsHQ show that Flex4DHuman surpasses prior state-of-the-art methods, while the same formulation generalizes to animal categories after mixed human-animal training. These capabilities make Flex4DHuman a practical step toward scalable 4D content creation from casual monocular videos for simulation, gaming, AR/VR, and video re-shooting.
Jen-Hao Cheng, Yipeng Wang, Hao Zhang +2
Jun 11, 2026cs.LG

VideoMDM: Towards 3D Human Motion Generation From 2D Supervision

We introduce VideoMDM, a diffusion-based framework that trains 3D human motion priors directly from accurate 2D poses extracted from monocular videos, without any 3D ground truth. A pretrained 2D-to-3D lifter provides approximate 3D pose sequences that serve as a noisy teacher: these are diffused, denoised by the model in 3D, and supervised in 2D by reprojecting the prediction and comparing against accurate keypoints. We show that, under mild assumptions, a depth-weighted 2D reprojection loss is equivalent in expectation to direct 3D supervision, and we adapt standard 3D motion regularizers - velocity consistency and over-parameterized representation alignment - to this 2D setting. Unlike methods that lift 2D to 3D only at inference, VideoMDM learns a coherent 3D motion manifold during training. On HumanML3D it nearly closes the gap to fully 3D-supervised MDM (FID 0.88 vs 0.54); On real video datasets Fit3D and NBA the method learns to generate motions consistently preferred by humans, with strong quantitative results.
Amir Mann, Gal Michael Harari, Merav Keidar +1
Jun 10, 2026cs.CV

TopoCap: Learning Topology-Agnostic Motion Priors for Monocular Video-to-Animation

The explosion of generative 3D assets has created a massive demand for animation, yet current motion capture methods remain brittle, restricted to species-specific templates (e.g., SMPL) or requiring labor-intensive manual rigging. We introduce TopoCap, the first unified framework capable of extracting motion from monocular video and retargeting it onto characters with arbitrary, unseen skeletal topologies, i.e., from bipeds to hexapods and inanimate objects, without test-time optimization. Our key insight is that while skeletal structures are combinatorial and discrete, the underlying physics of motion occupy a continuous, low-dimensional manifold. We materialize this insight via a two-stage generative pipeline. First, we learn a Universal Motion Manifold using a Graph CVAE that compresses heterogeneous kinematic chains into a shared, fixed-length latent code. By explicitly conditioning the decoder on a structural embedding of the target rig, we disentangle motion dynamics from skeletal topology. Second, we treat video-to-animation as a conditional flow matching problem, predicting these topology-agnostic codes from visual features. To learn this generalized prior, we introduce Mobjaverse, a massive-scale dataset curated from Objaverse-XL. Comprising over 5,000 unique skeletal topologies and 2 million frames, it exceeds the structural diversity of existing datasets by two orders of magnitude. Extensive experiments demonstrate that \MethodMotion outperforms specialist models on human and quadruped benchmarks while enabling zero-shot retargeting for the long tail of 3D creatures. Dataset is publicly available at https://huggingface.co/datasets/duckduckplz/Mobjaverse.
Cheng-Feng Pu, Jia-Peng Zhang, Meng-Hao Guo +2
Jun 9, 2026cs.CV

ManiSplat: Manipulation Trajectory Synthesis from Monocular Video via Decoupled 3D Gaussian Splatting

Reconstructing dynamic and interactive 3D scenes from real-world observations remains a fundamental challenge in computer vision and robotics. While recent advances in 3D Gaussian Splatting have enabled high-fidelity static reconstruction, extending it to interactive environments with articulated robots and manipulable objects remains difficult due to complex contact interactions and abrupt pose changes. To address these challenges, we introduce ManiSplat, a unified framework that reconstructs controllable and decoupled Gaussian digital twins directly from monocular ego-view robotic videos. Our method introduces a Graph-Structured Disentangled Representation that separates the robot, objects, and background into independently optimizable Gaussian subfields organized within a scene graph. To ensure stability, we propose a Task-Oriented Spatio-Temporal Alignment module that leverages the inherent logic of manipulation tasks-alternating between Motion and Skill phases-to construct accurate pseudo-ground-truth trajectories. Finally, a joint photometric-geometric optimization ensures the reconstructed scenes are temporally coherent, physically consistent, and simulation-ready. Extensive experiments demonstrate that our approach reconstructs interaction-driven dynamic scenes with high fidelity and controllability, effectively supporting downstream robotic tasks and policy learning.
Wenhao Hu, Haonan Zhou, Liu Liu +5
Jun 9, 2026cs.RO

Planar-Sector LOS Guidance for Interception of Agile Targets with Lifting-Wing Quadcopters

Autonomous visual interception of agile aerial targets is challenging due to unpredictable target motion, limited sensing, and the strong coupling between target visibility and interceptor maneuverability. Most existing strapdown-camera interception methods preserve visibility using conic line-of-sight (LOS) constraints that keep the target near the image center. While safe, such symmetric constraints unnecessarily restrict maneuverability and can significantly reduce the usable thrust for pursuit. Motivated by the observation that aggressive FPV pilots do not maintain equal visibility margins in all image directions, this paper proposes a Planar-Sector Line-of-Sight (PS-LOS) guidance framework for autonomous interception using a lifting-wing quadcopter equipped with only a strapdown monocular camera. PS-LOS tightly constrains lateral image error while relaxing longitudinal image error within a safe field-of-view margin, preserving visibility while releasing maneuverability for acceleration-intensive pursuit. Under the lifting-wing quadcopter model, PS-LOS provides nearly 50% more available thrust near the LOS direction than conventional conic LOS constraints. To realize LOS-only interception without direct depth measurements, a delay-compensated state-estimation framework and a nonlinear guidance-and-control architecture are developed for lifting-wing quadcopters. Extensive outdoor flight experiments demonstrate autonomous interception of agile targets exhibiting large-amplitude, high-frequency, and unpredictable motion under real wind disturbances. The proposed system achieves successful interceptions at ranges up to 138 m while maintaining continuous visual tracking throughout the engagement. The results validate PS-LOS as a visibility-preserving, maneuverability-aware guidance framework for long-range visual interception of agile aerial targets.
Linkai Liu, Kun Yang, Han Zou +4
Jun 5, 2026cs.CV

DroneDAR: Long-Range Drone Distance Estimation Using Monocular Vision and Bounding-Box Features

Accurate distance estimation for small drones in long-range imagery is important for tracking and situational awareness, yet remains challenging due to extreme target scale variation, background clutter, and noisy visual cues. This paper studies monocular drone distance estimation using image crops together with bounding-box geometry, a practical setting in which a detector provides a candidate drone region and the model predicts range from appearance and box-derived features. We evaluate a Droneranger-style baseline, and introduce a new DroneDAR (Drone Detection And Ranging) model that combines a convolutional backbone with explicit bounding-box cues through a lightweight gating mechanism. Experiments analyze how backbone capacity, crop resolution, and regression loss functions affect performance across distance regimes. We further examine common failure modes at long distances, including sensitivity to bounding-box noise and reduced texture detail in the crop. The results provide guidance for designing and training range estimators that remain robust under real-world long-range conditions and highlight directions for improving reliability when drones occupy only a few pixels.
Knut Peterson, Zaid Mayers, David Han
Jun 4, 2026cs.CV

From Pixels to Newtons: Predicting In Vivo Joint Contact Forces from Monocular Video

Joint contact forces govern implant longevity, cartilage health, and rehabilitation outcomes, shaping who develops osteoarthritis, who recovers well from joint replacement, and who benefits from biomechanical interventions. Yet they remain measurable only invasively, in a few dozen patients with instrumented implants. I present a physics-free pipeline to predict instantaneous 3D hip and knee contact forces from an uncalibrated monocular video: no markers, force plates, electromyography, subject-specific imaging, or musculoskeletal model. Parametric body meshes are recovered per frame, encoded as kinematic features, and decoded into forces by a transformer whose pose stream is adaptively modulated at every layer by body shape, joint, side, activity text, and self-supervised video tokens (V-JEPA 2), unifying hip and knee in a single model. Under leave-one-subject-out cross-validation across 26 patients and 25 activity categories from the in vivo OrthoLoad database, the pipeline matches the accuracy of subject-specific musculoskeletal simulations (0.32±0.080.32 \pm 0.08 BW RMSE for hip; 0.23±0.030.23 \pm 0.03 BW for knee) and resolves peak force changes smaller than those reported for gait retraining and osteoarthritis progression. Applied zero-shot to an independent instrumented cohort, it rivals or outperforms prior published methods. Even without curated activity labels, video features alone preserve accuracy and enable end-to-end inference on raw footage. Driven by the predictor, a generative motion prior produces biomechanically plausible variants with reduced peak loading, rediscovering strategies from the predictive simulation literature. This pipeline establishes uncalibrated monocular video as a viable modality for estimating joint loading, opening a path toward retrospective analysis of archived clinical recordings, primary-care screening, and at-home rehabilitation tracking.
Jessy Lauer
Jun 4, 2026cs.CV

Liquid Neural Networks as a Drop-in Continuous-Time Deformation Field for Dynamic 3D Gaussian Splatting

Deformable 3D Gaussian Splatting (D-3DGS) re-constructs dynamic scenes from monocular video by deforming a canonical set of 3D Gaussians through a positional-encoded MLP of frame time t. Although fitted to a continuous variable, the MLP couples no two values of t in its architecture and effectively predicts discrete per-frame offsets, leaving temporal smoothness to emerge only as a byproduct of optimisation. We redesign the deformation field as a stack of Closed-form Continuous-time (CfC) cells, a Liquid Neural Network (LNN), that is the closed-form solution of the Liquid Time-constant ODE while preserving every other part of the D-3DGS pipeline. Each cell exposes a sigmoidal time gate that interpolates between two candidate hidden states, baking a learned smooth response to t into the loss landscape without invoking any numerical solver. On the eight D-NeRF and seven NeRF-DS scenes the liquid field matches or exceeds the MLP baseline in aggregate, with its largest gains concentrated on the scenes with the most high-frequency articulated motion. The result is a near-zero-friction architectural design that turns the discrete MLP deformation field into an explicit continuous-time function of t.
Mingzhao Li, Arghya Pal, Guan Yuan Tan
Jun 3, 2026cs.CV

Recovering Physically Plausible Human-Object Interactions from Monocular Videos

In this paper, we propose RePHO, a method to reconstruct physically plausible human-object interactions (HOI) from monocular videos. While existing kinematic-based approaches produce visually plausible motion, they often result in physically implausible artifacts such as interpenetration and object floating. To overcome these issues, we introduce a physics-guided reconstruction framework. We begin with a kinematic estimate and then refine it by training a policy with reinforcement learning (RL). This policy is optimized to reproduce the interaction in a physics simulator. Because kinematic estimates are typically noisy, naive RL training can fail. Therefore, we propose an adaptive sampling strategy with a dual self-updating mechanism that can identify the frames with the most informative and reliable kinematic reconstruction. Our process progressively improves reconstruction quality and yields physically consistent HOI sequences. We demonstrate our approach on two standard HOI benchmarks and achieve clear improvements in physical plausibility metrics over state-of-the-art methods. Project Page: https://dingbang777.github.io/RePHO/
Dingbang Huang, Etienne Vouga, Qixing Huang +1
Jun 1, 2026cs.CV

MetaWorld: Scaling Multi-Agent Video World Model from Single-view Video Data

Video world models are a foundational generative technology for embodied AI and the Metaverse, yet existing approaches are inherently limited to a single agent observing from a single perspective. Extending these models to multi-agent settings introduces two critical challenges: data scarcity (coordinated multi-view recordings are prohibitively expensive to collect for general open-domain scenarios) and world state alignment (independently generated video streams cannot ensure that shared physical environments and events evolve consistently across views). To address these challenges, we propose MetaWorld, a novel framework that scales multi-agent video world models to open-domain environments directly from single-view videos. First, we introduce Monocular World-State Unrolling (MWSU) to explicitly decompose monocular footage into the camera operator's ego-motion and the visible subject's spatial trajectory. This camera-trajectory decomposition naturally extracts synchronized multi-agent motion data within a shared 3D space, completely bypassing the need for multi-camera setups. Second, for precise visual control, we develop the Subject-Aware World Generator to enable appearance-driven simulation conditioned on per-agent identity images. Finally, to ensure both views are grounded in the identical physical reality, we propose World-State Alignment, a per-frame inter-branch cross-attention mechanism inserted at every transformer layer of the video DiT. By jointly synchronizing the denoising process, WSA enforces both static geometric consistency and dynamic motion consistency, encouraging that the shared 3D environment and physical events remain well-aligned across both egocentric views. Extensive experiments demonstrate that MetaWorld achieves superior cross-view consistency and identity fidelity, establishing a highly scalable, physics-driven paradigm for multi-agent video world modeling.
Teng Hu, Mingchun Lu, Yating Wang +6
Jun 1, 2026cs.CV

WebSpline: Structure-Informed Splines for Real-Time 3D Gaussians from Monocular Videos

Dynamic scene reconstruction from monocular videos remains highly challenging, as existing methods often struggle to balance global structural coherence and local fine-grained details under limited multi-view cues. To address this challenge, we propose WebSpline, a novel dynamic 3D Gaussian framework that enables structurally coherent and high-fidelity reconstruction from monocular videos with fast rendering. The core of WebSpline is the Structure-Informed Spline (SIS) representation, which models each dynamic Gaussian trajectory using a learnable cubic Hermite spline whose motion is structurally organized with an auxiliary Structural Proxy Graph (SPG). The proposed framework is optimized in two stages: (i) in the first stage, the SPG is initialized from 2D point tracks and refined with temporal rigidity regularization to establish structural coherence for moving objects across the sequence; and (ii) in the second stage, the SIS representation is initialized from the refined SPG and optimized under both spatial and structural neighborhood constraints. At inference, Gaussian motion is obtained solely by evaluating the learned SIS, enabling fast rendering. Extensive experiments on the challenging monocular dynamic scene benchmarks, iPhone and NVIDIA, demonstrate that our WebSpline achieves state-of-the-art rendering quality while rendering over 10 times faster than WorldTree, the second-best method on the iPhone dataset.
Jongmin Park, Jeonghwan Yun, Minh-Quan Viet Bui +1
May 31, 2026cs.RO

ActMVS: Active Scene Reconstruction with Monocular Multi-View Stereo

Active scene reconstruction enables robots/UAVs to autonomously plan trajectories and reconstruct environments without costly manual data acquisition. Unlike passive methods, active reconstruction requires real-time construction of high-confidence occupancy maps for collision-free navigation. Existing approaches rely on depth sensors for occupancy map updates, increasing platform cost and weight. To advance spatial intelligence, we aim for a vision-only monocular solution. However, current monocular scene reconstruction methods operate offline and fail to deliver globally consistent dense depth at the frame rates required for robots/UAVs navigation. To bridge this gap, we introduce ActMVS, the first framework for monocular active reconstruction. Our framework integrates a view factor graph construction for informed Multi-View Stereo depth prediction, along with a global depth optimization, to enable the online generation of high-quality, globally consistent dense depth maps. This enables monocular robots/UAVs to maintain reliable occupancy maps for safe trajectory planning during reconstruction. Experiments on Replica datasets demonstrate performance competitive with RGB-D methods. Our code and data are available at https://github.com/TrickyGo/ActMVS.
Guo Pu, Yixuan Han, Zhouhui Lian