Multi-View 3D Reconstruction

Latest papers 151

Oct 5, 2026cs.CV

Less Context, Better Geometry: Masked Geometric Encoder for Robust 3D Foundation Models

Recent progress in 3D foundation models has enabled rapid 3D reconstruction and camera calibration by leveraging learned 3D priors from vast amount of spatial data. However, the all-to-all global attention design leads to quadratic complexity and limits long-sequence inference; unconstrained cross-view interactions also can propagate unreliable evidence from occluded or visually similar but geometrically distant views. In this paper, We introduce a Masked Geometric Encoder (MGE), which promotes the learning of robust geometric representations under incomplete cross-view context. During training, MGE strategically drops frame tokens from global attention and distills from a pretrained full-context teacher model. This allows the model to learn an intrinsically richer per-frame representation while providing sufficient intermediate supervision to avoid performance degradation. Through extensive experiments, we show that MGE leads to much stronger performance under occlusion and doppelganger views while retaining high performance on standard benchmarks. Such a richer frame representation also leads to more effective token reduction during inference. To this end, we develop a novel Anchor-Guided Adaptive token merging technique that preserves representative anchor frames while jointly merging redundant tokens from the remaining views. Compared to other efficient inference approaches, we can achieve inference speedup while consistently maintaining higher reconstruction quality, particularly in limited-view settings.
Oct 5, 2026cs.CV

VGGT-Bridge: Beyond Sequential Pose Graphs via Coarse-Stride Skip Edges

Feed-forward visual geometry transformers such as VGGT reconstruct dense 3D structure from images in a single forward pass, simplifying multi-view 3D reconstruction. However, their quadratic attention complexity makes them difficult to scale to long sequences with thousands of frames. Chunk-and-align frameworks address this by splitting a long sequence into overlapping chunks and stitching their local reconstructions into a pose graph. Yet existing methods connect only sequentially adjacent chunks, so small per-frame errors accumulate along the chain into large-scale drift. To move beyond sequential edges, we propose VGGT-Bridge, which adds long-range skip edges that directly constrain non-adjacent chunks without retraining. By running VGGT on sparsely sampled coarse chunks, each coarse chunk bridges distant fine chunks into a single direct constraint. We further turn VGGT's first-frame scale bias into a drift correction by feeding selected coarse chunks in reverse, and a loop-aware policy keeps this reversal compatible with existing loop closures. VGGT-Bridge reduces ATE by 28.3% on KITTI Odometry, 18.8% on Virtual KITTI, and 10.0% on Waymo Open over the SwiftVGGT baseline, achieving the best performance among all chunk-and-align methods.
Oct 5, 2026cs.CV

MaRO-GS: Mask-Robust Object-Centric Gaussian Splatting from Inconsistent Multi-view Masks

We address the challenge of accurate 3D object reconstruction from multi-view images in Gaussian Splatting. Existing object-level 3DGS methods reconstruct the entire scene rather than directly optimizing the target object, even when only the target object is needed, which incurs substantial computational overhead. They also rely on 2D segmentation masks to associate Gaussians with objects, but these masks are often inconsistent across views. Such inconsistencies corrupt Gaussian optimization and produce incorrectly supervised Gaussians that degrade object reconstruction fidelity. To overcome these limitations, we propose MaRO-GS, a 3DGS framework that directly optimizes target-object Gaussians from object-masked multi-view images and remains robust to inconsistent supervision. For reliable supervision, mask-reliability view filtering excludes unreliable views. Object-supported Gaussian density control suppresses Gaussians irrelevant to the target object and prevents background densification, while Silhouette-aligned Object Loss maintains object-focused optimization. Extensive experiments across diverse datasets demonstrate that MaRO-GS improves PSNR, segmentation accuracy, and computational efficiency, with the largest PSNR gain of 2.05 dB on the small-object LERF-Mask dataset.
Oct 1, 2026cs.CV

EvenSplat: Coupled 2D-3D Decomposition for Gaussian Splatting under Exposure and Illumination Variation

A surface photographed under even light presents nearly the same appearance from every angle; the same surface under uneven light does not. Exposure changes between views, illumination varies within a single image, and locally strong light sources leave one region bright and its neighbor in shadow. Multi-view reconstruction methods such as 3D Gaussian Splatting treat these lighting artifacts as if they were properties of the scene, entangling capture-specific illumination with the geometry and color they recover. We present EvenSplat, a framework that separates the two. EvenSplat couples an image-space illumination decomposition with an illumination field carried by the Gaussians, so that the same explanation of the lighting is shared between the two-dimensional and three-dimensional views of the scene; a camera-response network and a local exposure-compensation module absorb the global and residual differences that remain across training images. Through extensive experiments across multiple datasets and diverse forms of uneven illumination (cross-view exposure, spatial illumination variation, and high-contrast lighting) on both real-world captured and simulated benchmarks, EvenSplat generally outperforms state-of-the-art methods, particularly under high-contrast illumination.
Oct 1, 2026cs.CV

MVDG: Efficient Multi-view 3D Disambiguation on Unconstrained Real-World Images

Illusory matches between distinct yet visually similar 3D surfaces--doppelgangers--remain a fundamental obstacle for large-scale, in-the-wild 3D reconstruction and visual localization. Prior work mitigates this issue with pairwise classifiers, but this design limits multi-view contextual reasoning and incurs O(n^2) inference complexity for downstream structure-from-motion (SfM). We present MVDG, a scalable multi-view disambiguation framework built on the 3D foundation model VGGT, which jointly reasons over an arbitrary number of multiview images. By incorporating 3D-aware multi-view features, our method reduces dependence on pairwise comparisons by encoding and decoding views in a single pass. We further observe that direct multi-view fine-tuning of VGGT can be unstable under noisy supervision; motivated by label ambiguity in Doppelgangers, we construct a pseudo-pairwise training set from AerialMegaDepth and show that fine-tuning on sampled subsets yields stable optimization and strong generalization to held-out scenes. Finally, because full SfM evaluation (even with faster pipelines such as GLOMAP) remains expensive, we process a pseudo-pairwise dataset for efficient validation; we derive a predictive relationship between regular SfM metrics and the classification accuracy on this pseudo-pairwise test. Experiments show that our method achieves comparable pairwise accuracy while improving both SfM accuracy and inference speed over baselines.
Sep 30, 2026cs.CV

Emergent Multi-View Geometry Through Self-Distillation

Over a century ago, Henri Poincaré argued that a motionless observer cannot acquire the notion of space. Yet, most visual representation learning methods operate on individual images, while those that leverage multiple views rely on RGB reconstruction, entangling geometry with appearance. We propose Poincar3, a self-supervised method that learns representations from multiple views through self-distillation instead of RGB reconstruction. We combine masked patch and image-level distillation with a teacher that observes additional views, enabling training from scratch without explicit 3D supervision. Poincar3 outperforms both previous single and multi-view self-supervised approaches such as DINOv3, MuM, and Muskie on correspondence estimation, camera pose estimation, and 3D reconstruction. Using a lightweight Poincaré adapter, we also find that our learned features encode camera motion more accurately than existing self-supervised representations.
Sep 30, 2026cs.CV

Matisse: Evidence-Space Reasoning for Active 3D Reconstruction

How can a 3D reconstruction system acquire and retain useful information to understand the geometry of a scene from partial views under a limited computation budget? Existing active view acquisition methods typically estimate uncertainty over observed or instantiated geometry, limiting their ability to reason about unseen structure, while long-horizon reconstruction methods often retain redundant observations. We introduce Matisse, a training-free framework that unifies active reconstruction and keyframe selection by leveraging evidence provided by a pretrained generative 3D model. Matisse estimates Evidential Uncertainty from cross-attention evidence associated with 3D latent tokens and derives an Evidential Information Gain to guide both view acquisition and keyframe selection based on the expected reduction in posterior entropy. Matisse supports multi-object scenes through occlusion-aware, object-balanced aggregation and propagates uncertainty through intermediate latents to avoid full reconstruction during planning. Matisse reduces Chamfer distance by 12.7%, 3.8%, and 9.2% on GSO30, YCB-V, and Replica, respectively, relative to the best baseline on each dataset, and achieves a 1.50×1.50\times end-to-end speedup over the best active reconstruction baseline on GSO30 with the same reconstruction backend. In the GSO30 keyframe selection experiment for long-horizon reconstruction, Matisse achieves comparable Chamfer distance using 14% of the input views compared with Stream3D.
Sep 29, 2026cs.CV

Does the VGGT Family Need All Its Layers?

Which layers of a feed-forward geometry model are needed to preserve both camera poses and dense 3D structure? We study layer redundancy in VGGT, π3π^3, and VGGT-ΩΩ: 3,018 pruned configurations, scored on seven camera-pose and dense-geometry metrics across four indoor and outdoor datasets. Four findings follow: (i) Removable layers cluster in two redundancy regions: a dominant early region and a narrower late one, while deletions spanning the intervening layers are consistently more disruptive. This recurring pattern holds across models, datasets, and metrics, and contrasts with the middle-to-late redundancy commonly reported in the literature. (ii) Within these regions, we observe that the joint degradation from deleting two intervals is approximately the sum of their individual degradations, reducing the number of model evaluations for pruning search from O(L4)O(L^4) to O(L2)O(L^2), where LL is the aggregator depth. (iii) We find that CKA provides a cheaper representation-based proxy for interval degradation, offering a practical trade-off between pruning quality and calibration cost. (iv) Closed-form linear calibration recovers accuracy after pruning without end-to-end retraining. A least-squares analysis shows that using a shared map for special and patch tokens generally incurs excess reconstruction loss, motivating token-aware recovery. Recovery maps fitted on just 100 calibration scenes generalize to held-out scenes and unseen datasets. The resulting models reduce aggregator parameters by up to 44% while maintaining accuracy comparable to their intact counterparts. Code and experimental results will be available at our project page: https://xian-bei.github.io/vggt-family-layer-redundancy/
Sep 28, 2026cs.CV

OTT3R: Multi-View 3D Reconstruction and Fast Dataset Generation at 1% Compute

Feed-forward 3D reconstruction models have achieved impressive performance by scaling model and dataset size, but their cost excludes most research groups and precludes edge deployment. Additionally, generating 3D supervision without sensors still relies on slow, unreliable Structure-from-Motion, as the community lacks a COLMAP-like system for neural 3D pseudo-label generation. We present OTT3R (RGB-Only Tiny Transformer for 3D Reconstruction), a knowledge distillation framework that addresses both problems on a single workstation equipped with 2 GPUs. Distilling π3π^3 (959M parameters) into a 102M-parameter student yields 9.4×\times compression and up to 7×\times faster inference, trained at 1.6% of VGGT's training compute. An integrated pseudo-label pipeline offers a reliable, high-throughput alternative to COLMAP, generating dense per-pixel point maps and SE(3) camera poses for a 667K-image corpus in 3.5 hours on two commodity GPUs and succeeding on every sequence we tested, including those where COLMAP fails. The general student tracks the teacher on in-distribution monocular depth and, zero-shot, outperforms COLMAP on 7-Scenes and on DTU completion, but it does not replace the teacher on out-of-distribution multi-view geometry. The deployable artifact is the domain-specialized student: after specialization at 0.2% compute, it is 4×\times more accurate than COLMAP on 7-Scenes at 980×\times throughput, with near-teacher completion. Code is available at https://github.com/TheFourthKaramazov/OTT3R
Sep 28, 2026cs.CV

CoDimRecon: Agentic Reconstruction of Sim-Ready 3D Scenes with Deformable Curves, Surfaces, and Volumes

Reconstructing simulation-ready 3D scenes from real-world observations enables robotics, gaming, and immersive applications, yet existing methods largely assume rigid objects. This leaves an important gap for deformables, whose simulation-ready geometry depends on dimensionality (curves, surfaces, or volumes) and whose behavior may require models beyond elasticity. We present CoDimRecon, an agentic framework that reconstructs editable scenes containing rigid, articulated, and deformable objects from multi-view RGB observations. Scene-level geometric priors ground scale and layout, while object-level generated meshes guide the agent toward detailed, compact geometry; articulated rigid objects are decomposed into movable parts with explicit joints. For deformables, category-wise agent sessions reconstruct curves as centerlines with radii, surfaces as manifold shells with thickness, and volumes as watertight solids for volumetric meshing. Reusable simulator skills initialize compatible physical models and parameters, while agent-guided behavioral tests expose mismatches and trigger targeted revisions of motion, geometry, numerics, or material modeling. On evaluated Replica and ScanNet++ scenes, CoDimRecon achieves competitive compositional reconstruction accuracy while additionally producing deformable assets for rod, shell, and solid simulation. We further demonstrate robot interactions across all three representations, including a controlled paper-folding case in which behavioral testing motivates plastic bending.
Sep 28, 2026cs.CV

FurE: Efficient Instance-Specific 3D Fur Reconstruction without Animal-Fur Datasets

Realistic and editable animal fur reconstruction from multi-view images is challenging due to fine-scale detail, self-occlusion and obfuscation, and, unlike human hair, the lack of animal-fur datasets. Fur usually covers most of an animal's body, with large inter-species and intra-species variability. We present FurE, an efficient strand-based animal fur reconstruction method that recovers a per-strand, editable groom by optimizing a root-conditioned latent field, decoded into strand geometry via a PCA-based decoder. We reconstruct a defurred animal body using local fur-thickness cues from a surface-constrained Gaussian Frosting representation together with part-based priors. We further show that a PCA-based decoder learned from human-hair strand data can alleviate animal-data scarcity while enabling substantially faster optimization. FurE achieves a 10x speedup in strand training over current SOTA dense per-strand optimization while retaining strand fidelity and generalizing across synthetic and real-world sequences, with quantitative and qualitative validation despite the reduction in training time.
Sep 28, 2026cs.CV

RoGSW4RLD: Feed-Forward 4D Gaussian Lifting for Robot World Model Rollouts

Action-conditioned video world models predict future robot interactions from multiple cameras, yet their outputs remain disparate video collections rather than a shared metric scene queryable across viewpoints and time. While existing 4D reconstruction methods offer a path to spatialize these predictions, independently reconstructing and merging each camera stream fails to enforce cross-view consistency. This limitation is particularly detrimental when combining moving robot-mounted cameras with fixed external views. To address this, we introduce RoGSW4RLD, a feed-forward framework that lifts synchronized multi-camera rollouts into a unified, time-queryable metric 4D Gaussian field. Rather than learning a separate geometric transition model, RoGSW4RLD directly reconstructs the visual future generated by existing world models. Its core innovation is a two-stage architecture: Stage 1 jointly forms the metric 4D field by fusing cross-view evidence with robot-specific articulated geometry and kinematics, while Stage 2 refines the field's geometry and appearance while strictly preserving the initial temporal displacements. Evaluated on 256 held-out DROID episodes, RoGSW4RLD significantly outperforms camera-wise reconstruction with calibrated merging, improving novel-view PSNR by 2.15 dB, reducing depth AbsRel by 47%, and lowering robot displacement error by 61%. These robust gains extend to action-conditioned Cosmos 3 rollouts, demonstrating that predicted video futures can be successfully translated into consistent, spatially queryable 4D metric representations.
Sep 28, 2026cs.CV

TaoTex: Boosting Texture Detail Fidelity for Native 3D Material Generation

Recent 3D generation models can produce accurate geometries while still struggling to reconstruct detailed textures. We propose a diffusion-based native 3D material generation model TaoTex, which faithfully recovers intricate textures through tailored strategies and improvements. First, we develop a data construction agent to create high-frequency textured 3D assets to bridge the data gap in public datasets. Training with these data significantly enhances the ability of TaoTex to recover challenging details such as text and patterns. Second, we design a multi-level feature fusion (MLFF) module to adaptively integrate local and global features of the conditional input, providing more complete texture cues for the diffusion model and thereby enhancing reconstruction fidelity. To alleviate VAE reconstruction errors, we adopt a latent-to-pixel space loss transition, further improving the pixel-level details and generation quality. Finally, we scale TaoTex to multi-view inputs by incorporating learnable viewpoint embeddings, achieving accurate and consistent material reconstruction across views. Extensive experiments demonstrate that our method significantly outperforms existing approaches in preserving texture details in both single- and multi-view settings.
Sep 27, 2026cs.CV

SpatialSpeak: QA-Native Reconstruction with Local and Global Context for Spatial Chain-of-Thought Reasoning

Vision-language models (VLMs) can benefit from geometric priors for multi-view spatial reasoning, yet answer-only training does not directly supervise the intermediate geometric estimates and their use in deriving quantitative spatial answers. We hypothesize that spatial chain-of-thought (CoT) supervision becomes more effective when the VLM first jointly learns complementary local geometry and global scene context through multi-view reconstruction. We introduce SpatialSpeak, a two-stage framework that connects QA-native reconstruction pretraining with spatial CoT learning. In Stage I, QA-Native Reconstruction Pretraining (QA-RP) combines marked-point 3D queries for fine-grained local geometry with object-center queries for global scene context across views. Both tasks are formulated as text-based question answering, allowing geometric estimation and subsequent reasoning to share the same autoregressive output interface. In Stage II, spatial CoT with Visual Compensation (CoT-VC) trains the model to express question-relevant geometric estimates and use them to derive answers, with reliability assessment and visual compensation supporting answer refinement when needed. On ReVSI, QA-RP increases the gain from CoT-VC from 2.6 to 6.9 points, and ablations show that both local and global reconstruction supervision are beneficial. SpatialSpeak achieves state-of-the-art results on ReVSI, VSI-Bench, and SPAR-Bench, with a ReVSI score of 62.8 that exceeds the strongest compared baseline by 8.7 points.
Sep 24, 2026cs.CV

Ego-Exo4D Human Meshes Dataset: 4D Human Motion Reconstruction for Ego-Exo Captures

Ego-Exo4D is a large-scale dataset providing synchronized egocentric and multi-view exocentric video, a rich resource for skill learning and assessment, procedural activity understanding, and embodied AI. However, the dataset ships with only sparse 3D human pose annotations, and reconstructing dense human motion from its multi-view captures is nontrivial. To this end, we present Ego-Exo4D-HM, a large-scale dataset of 4D human motion reconstructions for Ego-Exo4D's captures, and release the accompanying reconstruction pipeline. The code, dataset, and documentation can be found at https://abhiram824.github.io/egoexo4d_human_meshes.
Sep 23, 2026cs.CV

AstraLOD3: Zero-shot multimodal agentic reconstruction of LOD3 building models

Automated LOD3 building modeling typically relies on purpose-built geometric or learning-based pipelines, limiting flexibility across heterogeneous buildings and input evidence conditions. This study investigates whether Astra, a general-purpose multimodal foundation model, can address these limitations through zero-shot reconstruction of LOD3 building models within an agentic framework under bounded autonomy. AstraLOD3 combines multi-view images, calibrated cameras, and a filtered sparse SfM point cloud with a natural-language reconstruction specification, while the Astra agent dynamically selects and executes computational procedures using Python and Blender. Across 35 runs, including 24 benchmark buildings, AstraLOD3 achieved a mean FRDS of 0.9647 and geometric agreement comparable to that of previous purpose-built methods. Controlled ablations further revealed the effects of reconstruction guidance, evidence modalities, model configuration, and run-to-run variability. The results demonstrate that structured LOD3 reconstruction can be formulated as a constrained agentic process rather than as a fixed pipeline. Future work will investigate adaptive refinement, user-guided correction, task-specific specialization, and damage-aware reconstruction.
Sep 21, 2026cs.CV

Revisiting Multi-View Stereo: A Sequence-to-Sequence Formulation

Computing accurate geometry from multi-view images is a fundamental problem in computer vision. Recent feed-forward (FF) models jointly estimate 3D geometry and camera parameters, but they typically suffer from geometry distortion caused by reconstruction ambiguity, even when ground-truth camera parameters are supplied. In this paper, we study the multi-view stereo (MVS) problem with known camera parameters and propose a novel approach that bridges conventional MVS and FF methods. Rather than casting MVS as a sequence-to-one mapping that predicts depth only for a single reference view, we reformulate it as a sequence-to-sequence task, akin to FF models, that jointly predicts geometry for all input views. We introduce a global transformer-based architecture with two components that explicitly exploit camera-induced priors: ray-map embeddings that inject camera parameters into image patch tokens, making the transformer camera-aware, and a unified global cost volume that replaces conventional per-view cost volumes to jointly capture 3D structure across all views. Extensive experiments on multiple public benchmarks show our approach achieves state-of-the-art performance, surpassing both MVS and FF reconstruction baselines.
Sep 21, 2026cs.CV

AnalogDepth: Multi-view Geometry from FPV drones under Analog Video Transmission

Analog video transmission (VTX) remains widespread in FPV drones due to low latency, weight and low cost. However analog VTX suffers from complex spatially structured image degradation which differ fundamentally from digital image corruption (e.g. AWGN) used in standard training augmentation. This work shows that this type of noise severely degrades the accuracy of Depth Anything 3 (DA3), a state-of-the-art feed forward visual geometry foundation model. To address this gap, we present AnalogDepth, a parameter-efficient training pipeline that adapts DA3 to analog FPV imagery using student-teacher knowledge distillation with Low-Rank Adaptation (LoRA) injected into the DINOv2 backbone. Rather than synthesizing noise analytically, we build a noise bank from static FPV recordings under diverse conditions and compare real-noise injection against PSD-matched Gaussian synthesis and AWGN as baselines. Experiments on six real FPV flight sequences across three indoor scenes show that training with our noise bank consistently reduces per-frame depth RMSE and 3D reconstruction Chamfer distance compared to the pretrained DA3 baseline and both Gaussian noise variants. These results demonstrate that replicating the spatial structure of real analog transmission noise is critical for effective adaptation.
Sep 20, 2026cs.CV

VGGT-Prime: Compute-Adaptive Mixture-of-Heads for Efficient Visual Geometry Transformers

Feed-forward visual geometry models such as the Visual Geometry Grounded Transformer (VGGT) have recently enabled direct 3D reconstruction from multi-view images. Despite their promising performance, these models scale quadratically with the number of input views due to their global attention mechanism, resulting in substantial latency for long sequence inputs. There have been some recent efforts to accelerate VGGT, but they primarily focus on reducing \emph{token redundancy} through token merging or key/value sparsification. Our work resolves this bottleneck from a different perspective by investigating \emph{architectural redundancy} in visual geometry transformers. We show that the multi-head attention modules in VGGT's global-attention layers contain substantial architectural redundancy, with only a subset of heads carrying critical geometric information. In light of this observation, we propose VGGT-Prime, a compute-adaptive mixture-of-heads model that resolves this redundancy to accelerate visual geometry transformers while maintaining competitive reconstruction quality. The key idea of VGGT-Prime is to estimate the appropriate computation level for each global-attention head using a lightweight router and then dynamically assign each head to different computation modes. Extensive experiments on multiple datasets demonstrate that VGGT-Prime can achieve an {8×8\times} inference speedup over VGGT while maintaining competitive performance on camera pose, depth, and point-cloud predictions. We further show that VGGT-Prime is complementary to existing acceleration methods, such as token merging, further improving inference speed by up to 14×14{\times} over VGGT. An overview of our work is available on our project page.
Sep 17, 2026cs.CV

SplashSplat: Reconstructing Splashing Liquids from Real-World Multi-View Videos

A splash lives for a fraction of a second: sheets tear into ligaments and droplets, appearance is view-dependent and nearly textureless, and little persists long enough to track. Reconstruction research has consequently focused on smoke, synthetic liquids, or gently deforming surfaces. To our knowledge, no synchronized multi-view dataset of splashing liquids exists. We therefore introduce a benchmark of 20 real scenes, from coherent streams to violent splashes, captured by seven synchronized, calibrated 4K cameras at 60 fps, with manually refined per-view liquid and container masks and fixed evaluation splits. We further present SplashSplat, built on a single principle: impose physical structure only where the observations can constrain it. Per-frame liquid SDFs fused from the masks provide the geometry, level-set transport between consecutive SDFs yields a coarse velocity field, and Lagrangian carriers advected along this flow, corrected against each new observation and reseeded where coverage is lost, decode local Gaussians for differentiable rendering. SplashSplat outperforms state-of-the-art dynamic Gaussian splatting methods on our real captures and on a synthetic benchmark, with physically more plausible motion and a lower training cost. The same representation supports temporal interpolation and style transfer without re-optimization.
Sep 15, 2026cs.CV

Robust 3D Reconstruction from Multi-View Optical Satellite Imagery via Reliability-Aware Height-Evidence Fusion in Gaussian Splatting

Robust 3D reconstruction from multi-view optical satellite imagery requires fusing complementary but sometimes conflicting geometric evidence. Digital surface models (DSMs) are the primary elevation representations for satellite-based 3D reconstruction, making reliable height estimation essential. However, in a Gaussian scene representation jointly optimized from multiple views, Gaussian responses at different elevations can support competing height hypotheses at the same rendered location, while conventional alpha-weighted elevation aggregation may produce intermediate elevations that do not correspond to physical surfaces. To address this challenge, we formulate DSM reconstruction as a reliability-aware height-hypothesis fusion problem and propose HLC-GS, a reliability-aware Height-Layer Consistency Gaussian Splatting framework for multi-view satellite 3D reconstruction. HLC-GS organizes projected Gaussian responses into candidate height hypotheses and evaluates their relative support using layer competition and Gaussian footprint support. A continuous height-layer risk map guides dominant-layer reliability correction and secondary-layer suppression during optimization. The proposed training strategy regulates conflicting Gaussian responses within the shared representation to improve the reliability of reconstructed surface elevations. Experiments on seven scenes from the DFC2019 and IARPA2016 datasets demonstrate improved DSM reconstruction accuracy. Compared with EOGS, HLC-GS reduces the average DSM MAE from 1.46m to 1.18m and RMSE from 2.78m to 2.58m, while increasing PAG2.5_{2.5} from 86.09% to 88.61%, with comparable computational cost.
Sep 15, 2026cs.CV

MEgoVista: Multi-view Ego-aware Motion Estimation for Metric 4D Hands and Head in the Wild

Learning manipulation from human video requires high-fidelity hand-motion reconstruction in metric units. Today's metric hand labels come from studio rigs and instrumented headsets, and both are confined in the same two ways: neither leaves a prepared setting, and neither is checked against an independent reference. Unconstrained head-worn recording promises the opposite trade-off, scaling with the number of people wearing a device. We therefore introduce MEgoVista, an offline pipeline that turns a single unprepared MEgo View recording into metric two-hand and head motion in one gravity-aligned world frame. Three properties set it apart from existing egocentric reconstruction systems: first, it reconstructs in settings studio volumes and tabletop rigs cannot reach, settling hand ownership at detection so bystander hands stay out of the wearer's trajectory; second, it takes its metric gauge from calibrated stereo rather than a monocular prior, installing scale at initialisation so policies receive physical units, not arbitrary coordinates; third, both outputs are scored inside a motion-capture volume against independent Chingmu optical capture, under a protocol that audits its own reference and charges what a method declines to predict. MEgoVista is offered as a measured route from egocentric video to metric hand supervision, one that widens where such labels can be gathered.
Sep 14, 2026cs.CV

Integrating Multi-view Multi-light Surface Reconstruction into Cultural Heritage Workflows

Cultural heritage documentation increasingly relies on image-based 3D surface reconstruction, with photogrammetry software making such workflows accessible to archaeologists, conservators, and heritage technicians. These tools have been successful for conventional multi-view acquisition, but they do not routinely exploit richer multi-view, multi-light data, despite its potential for improving fine-scale surface reconstruction. This limitation is particularly relevant in heritage contexts, where controlled-light acquisition devices such as RTI domes are already used to capture illumination-varying image sets. The challenge is therefore to connect these existing acquisition practices with recent computer vision methods in a form that can be used within operational heritage workflows. In this work, we address this need by integrating state-of-the-art components from computer vision for multi-view, multi-light surface reconstruction into Meshroom, an open-source photogrammetry framework. Rather than proposing a new reconstruction algorithm, our contribution is to assemble and expose existing advanced methods, namely a complete photometric stereo ecosystem (calibrated, self-calibrated and universal), automatic object masking, and multi-view normal-and-reflectance integration, within a usable heritage-oriented workflow. The proposed system thus provides an intermediate software layer between computer vision research code and practical cultural heritage applications, making recent techniques easier to use and evaluate.
Sep 14, 2026cs.CV

G-ray: Ray-Level Relative Geometric Position Encoding in Multi-View Vision Transformers under Camera Heterogeneity

We study relative position encoding for multi-view vision Transformers under camera heterogeneity, including varying fields of view (FoVs) or projection models. Existing rotary relative position encodings commonly use image-plane positional coordinates, producing projection-dependent relative phases and inconsistent geometric cues for cross-projection attention. We introduce G-ray, a ray-level relative position encoding whose rotary phases are parameterized by camera-local ray angles. The same camera-local ray pair induces the same relative phase across projections, providing projection-invariant positional consistency. G-ray can be used directly or integrated with existing encodings, retaining complementary geometric cues without additional learned parameters. We validate G-ray in three host encodings, RoPE, GTA, and RayRoPE, across 3D reconstruction and novel-view synthesis (NVS). Across three heterogeneous 3D reconstruction benchmarks at 50 views, G-ray leads all six averaged metrics and reduces mean pointmap relative error by 45.8% over MapAnything, with calibration supplied to both. Trained exclusively on homogeneous pinhole images, the 3D reconstruction model handles mixed pinhole and non-pinhole inputs without retraining and remains competitive on homogeneous pinhole 3D reconstruction protocols. For NVS, GTA and RayRoPE improve with G-ray under joint viewpoint and FoV variation. The project's webpage is available at https://g-ray-project.github.io/.
Sep 11, 2026cs.CV

Tri-DehazeGS: Scene--Medium Decoupled Gaussian Splatting with Transmittance-Aware Optimization

Recovering clean 3D scenes from hazy multi-view images is challenging because haze attenuates scene radiance and introduces atmospheric scattering. Recent scattering-aware Gaussian Splatting methods introduce physical haze models into reconstruction, but they often apply degradation in image space or bind medium-related variables to Gaussian primitives, which can entangle clean scene radiance with atmospheric effects. Moreover, low-transmittance regions provide weakened supervision for Gaussian optimization, causing distant or dense-haze areas to be under-reconstructed. We argue that clean reconstruction under haze requires both scene--medium disentanglement and transmittance-aware optimization rebalancing. To this end, we propose Tri-DehazeGS, a scene--medium decoupled Gaussian Splatting framework. It represents the clean scene with Gaussian primitives, models the participating medium using an independent view-shared tri-plane field, and composes hazy observations through a physical scattering model. We further introduce Medium-Decoupled Transmittance Gradient Compensation (MD-TGC), which compensates haze-suppressed gradients after medium freezing without altering forward rendering. Experiments on real and synthetic haze benchmarks show that Tri-DehazeGS improves clean novel-view reconstruction. Code is available at https://github.com/aptx46/Tri-DehazeGS.
Sep 11, 2026cs.CV

SAMV-DUSt3R: Instance-Centric 3D Scene Decoupling from Sparse Multi-Views

With the rising demand to decouple objects from 3D scenes, we propose SAMV-DUSt3R, an end-to-end model that injects SAM2 2D masks into MV-DUSt3R reconstruction. A Cross Flow Mask Block uses these masks to steer the network toward the target instance, jointly improving shape accuracy and achieving object-level disentanglement without multi-stage pipelines. To ensure reconstruction stability, a lightweight Spatial RankGNN selects the optimal reference view with a selection accuracy of 73.5%. Extensive experiments demonstrate that our method boosts average reconstruction precision by 11% across various metrics compared to state-of-the-art baselines. These results reveal a strong instance-disentanglement capability and clear benefits for driving, robotics, AR/VR, and heritage digitisation.
Sep 2, 2026cs.CV

MV-dVRK: A Multi-Viewpoint Benchmark for Spatial Surgical Perception

Large-scale training and refined optimization techniques have greatly improved sparse multi-view 3D reconstruction. Despite their relevance to surgery, such methods have never before been rigorously evaluated on real endoscopic images. Current clinical telerobots deploy a single stereo camera inside the patient, making multi-viewpoint data extremely rare. This paper presents MV-dVRK, the first ex-vivo surgical dataset to combine multiple exposure-synchronized stereo viewpoints with accurate surface geometry and camera poses. The static subset of the benchmark provides dense SfM reference geometry, validated against an industrial 3D scanner, together with ground-truth camera poses and sparse-view test sets. We use MV-dVRK to systematically compare zero-shot monocular, stereo, multi-stereo, and multi-view 3D reconstruction methods as the number of viewpoints increases. With two endoscopes, multi-stereo reconstruction achieves the highest coverage. With a third viewpoint, optimization-based multi-view methods perform best, covering 67% of ground-truth surface points within a 1 mm tolerance and recovering highly accurate relative camera poses. By contrast, feed-forward foundation models cover only 43% of the ground-truth surface in the same setting. MV-dVRK also includes ten dynamic sequences spanning multiple surgical tasks, with increasing kinematic complexity and tissue deformation, providing a basis for future research in multi-viewpoint surgical perception. The project is available at: https://mv-dvrk.is.mpg.de.
Sep 1, 2026cs.CV

TAPVid-MV: A Benchmark for Tracking Any Point in 3D Across Multiple Views

Multi-camera systems are increasingly practical for robotics, AR/VR, and autonomous driving because complementary views reduce depth ambiguity and preserve visibility under occlusion. Existing point-tracking benchmarks, however, focus on a single video or static multi-camera rigs. None test long-term 3D point tracking across several synchronized views under camera motion. We introduce TAPVid-MV (Tracking Any Point in Video across Multiple Views), the first benchmark for this setting. It contains a curated set of 284 sequences, 1,142 calibrated camera streams, and 109,769 point tracks across seven subsets spanning indoor and outdoor domains, from robotics and human activity to driving and synthetic procedural scenes. We obtain these trajectories using dataset-specific auxiliary modalities: sensor depth, LiDAR, SLAM and SfM points, human meshes, posed object meshes, and simulation. Every sequence and trajectory is visually verified by human annotators. Across more than 30 baselines, no method comes close to solving the task. Surprisingly, existing multi-view point trackers do not consistently outperform monocular point trackers. By evaluating reconstruction and point tracking on the same datasets, TAPVid-MV helps distinguish errors in recovered geometry from errors in point correspondence. Through this joint analysis, we identify geometry recovery as a major bottleneck for accurate 3D point tracking. Beyond multi-view 3D point tracking, our released annotations support monocular 2D and 3D point tracking, future-trajectory prediction, and 4D reconstruction.
Sep 1, 2026cs.RO

Adaptive Depth-Map-Guided Bundle Adjustment for Correspondence-Free Multi-View Point Cloud Registration

Robotic processing of irregular steel scrap requires dense 3-D measurement to replace manual visual assessment in hazardous cutting workcells. The reconstructed map is used to estimate piece dimensions, boundary geometry, feasible preheating and cutting regions, and collision-aware torch paths. The reconstruction errors therefore propagate directly to downstream measurement and planning. Existing multi-view registration methods commonly rely on feature extraction and data association to establish correspondences between views. In workcells with smooth metallic surfaces, repeated structures, occlusions, and partial overlaps, however, wrong correspondences may be established, leading to inaccurate pose estimation and distorted reconstruction. This paper presents an adaptive layered depth-map-guided bundle adjustment framework for correspondence-free multi-view point cloud registration. The scene is represented by a global 2.5-D grid, where each cell can adaptively maintain multiple depth hypotheses. Raw depth observations are directly projected into the global map to form depth constraints without explicit feature correspondences. At grid cells where multiple surfaces produce conflicting depths, a softmax-based layer assignment links each observation to compatible depth hypotheses. The resulting nonlinear least-squares formulation jointly refines sensor poses and the layered depth map, with correspondences implicitly induced by the depth-map representation and projection model. Experiments on self-collected industrial datasets show that the proposed method achieves consistently competitive reconstruction accuracy while maintaining robustness and low computational cost in challenging industrial scenarios. We release the open-source code implementation at: https://github.com/YiranZhou-Robotics/ADM-BA.git
Sep 1, 2026cs.CV

Feed-Forward Multi-view Multi-person Reconstruction with Contrastive Human-Aware 3D Representation

Multi-view human reconstruction has been extensively studied under simplified settings, yet robust and efficient multi-person reconstruction in unconstrained environments remains challenging. Existing bottom-up methods often rely on accurate camera calibration and explicit cross-view matching, and therefore struggle with severe occlusions and ambiguities. We propose a new top-down paradigm that maintains a unified, instance-centric human-aware 3D space, enabling simultaneous camera calibration, cross-view association, and human reconstruction via cross-modal contrastive learning. Observations from multiple views are lifted and fused into this shared 3D space, where geometric structure, visual appearance, and human-centric semantic cues are jointly encoded at the instance level. We further introduce a spatial contrastive learning strategy that aligns 3D features corresponding to the same human instance across different views and modalities while separating different instances. This enables correspondence reasoning, semantic aggregation, and instance discrimination to be performed natively in 3D, improving cross-view consistency and robustness under severe occlusions. Finally, structured human body models are recovered in a feed-forward manner by regressing SMPL parameters from instance-level 3D human tokens. Extensive experiments demonstrate robust, accurate, and efficient multi-view human reconstruction in challenging real-world scenarios.