Multi-View 3D Reconstruction

Overview

Multi-view 3D reconstruction combines images or video from different viewpoints to estimate camera poses, depth, surfaces, and sometimes appearance or motion. Classical structure-from-motion and multi-view stereo rely on feature matching, triangulation, and bundle adjustment, while neural methods use NeRFs, Gaussian splatting, and feed-forward geometry transformers to infer 3D from images. Current work also adds depth and vision-model priors, selects informative views, and handles difficult cases such as uncalibrated cameras, dynamic scenes, reflective materials, and wide-angle or satellite imagery. A central challenge is balancing accurate, complete geometry across sparse or inconsistent views with the speed, memory, and generalization needed for large-scale and real-time use.

Latest papers

278 papers34 papers in the last four weeks, up 21% on the four weeks before. 0.2% of all new papers.

May 3, 2026

DP-SfM: Dual-Pixel Structure-from-Motion without Scale Ambiguity

Multi-view 3D reconstruction, namely, structure-from-motion followed by multi-view stereo, is a fundamental component of 3D computer vision. In general, multi-view 3D reconstruction suffers from an unknown scale ambiguity unless a reference object of known size is present in the scene. In this article, we show that multi-view images captured using a dual-pixel (DP) sensor can automatically resolve the scale ambiguity, without requiring a reference object or prior calibration. Specifically, the defocus blur observed in DP images provides sufficient information to determine the absolute scale when paired with depth maps (up to scale) recovered from multi-view 3D reconstruction. Based on this observation, we develop a simple yet effective linear method to estimate the absolute scale, followed by the intensity-based optimization stage that aligns the left and right DP images by shifting them back toward each other using cross-view blur kernels. Experiments demonstrate the effectiveness of the proposed approach across diverse scenes captured with different cameras and lenses. Code and data are available at https://github.com/lilika-makabe/dp-sfm-tpami.git
May 2, 2026

Registration-Free Learnable Multi-View Capture of Faces in Dense Semantic Correspondence

Recent frameworks like ToFu and TEMPEH provide an automated alternative to classical registration pipelines by predicting 3D meshes in dense semantic correspondence directly from calibrated multi-view images. However, these learning-based methods rely on the slow, manual registration pipelines they aim to replace for their training supervision. We overcome this limitation with MOCHI (Multi-view Optimizable Correspondence of Heads from Images), a multi-view 3D face prediction framework trained without requiring registered training data. MOCHI eliminates the registration data dependency by enforcing topological consistency through a pseudo-linear inverse kinematic solver. Semantic alignment is guided by dense keypoints from a 2D landmark predictor trained exclusively on synthetic data. Our analysis further reveals that standard point-to-surface distances induce training instabilities and visual artifacts in registration-free settings. We propose pointmap- and normal-based losses instead, which provide smoother gradients and superior reconstruction fidelity. Finally, we introduce a test-time optimization scheme that refines network weights over a few dozen iterations. This approach bridges the gap between feed-forward efficiency and iterative optimization precision, allowing MOCHI to outperform traditional labor-intensive pipelines in both reconstruction accuracy and visual quality. Code and model are public at: https://filby89.github.io/mochi.
May 1, 2026

2D-SuGaR: Surface-Aware Gaussian Splatting for Geometrically Accurate Mesh Reconstruction

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for generating photorealistic renderings of a scene in real-time. However, the volumetric nature of 3DGS limits its ability to accurately capture surface geometry. To address this, 2D Gaussian Splatting (2DGS) was proposed to enable view-consistent and geometrically accurate surface reconstruction from multi-view images. However, 2DGS can be sensitive to the initialization of the Gaussian primitives. Reliance on Structure-from-Motion (SfM) initializations, which can produce poor estimates on challenging image sets, may lead to subpar results. In this work, we enhance 2DGS by incorporating monocular depth and normal priors to improve both geometric accuracy and robustness. We propose a depth-guided initialization strategy for Gaussians and introduce a clustering-based technique for pruning degenerate Gaussians. We evaluate our method on the DTU dataset, where it achieves state-of-the-art results in mesh reconstruction while preserving high-quality novel view synthesis.
Apr 29, 2026

Color-Encoded Illumination for High-Speed Volumetric Scene Reconstruction

The task of capturing and rendering 3D dynamic scenes from 2D images has become increasingly popular in recent years. However, most conventional cameras are bandwidth-limited to 30-60 FPS, restricting these methods to static or slowly evolving scenes. While overcoming bandwidth limitations is difficult for general scenes, recent years have seen a flurry of computational imaging methods that yield high-speed videos using conventional cameras for specific applications (e.g., motion capture and particle image velocimetry). However, most of these methods require modifications to a camera's optics or the addition of mechanically moving components, limiting them to a single-view high-speed capture. Consequently, these methods cannot be readily used to capture a 3D representation of rapid scene motion. In this paper, we propose a novel method to capture and reconstruct a volumetric representation of a high-speed scene using only unaugmented low-speed cameras. Instead of modifying the hardware or optics of each individual camera, we encode high-speed scene dynamics by illuminating the scene with a rapid, sequential color-coded sequence. This results in simultaneous multi-view capture of the scene, where high-speed temporal information is encoded in the spatial intensity and color variations of the captured images. To construct a high-speed volumetric representation of the dynamic scene, we develop a novel dynamic Gaussian Splatting-based approach that decodes the temporal information from the images. We evaluate our approach on simulated scenes and real-world experiments using a multi-camera imaging setup, showing first-of-a-kind high-speed volumetric scene reconstructions.
Apr 29, 2026

AirZoo: A Unified Large-Scale Dataset for Grounding Aerial Geometric 3D Vision

Despite the rapid progress in data-driven 3D vision, aerial geometric 3D vision remains a formidable challenge due to the severe scarcity of large-scale, high-fidelity training data. Existing benchmarks, predominantly biased toward ground-level or object-centric views, do not account for complex viewpoint transformations and diverse environmental conditions in UAV-based sensing. To bridge this critical gap, we propose AirZoo, a unified large-scale dataset and benchmark for grounding aerial geometric 3D vision. AirZoo possesses three appealing properties: 1) Scalable Generation Pipeline: Leveraging freely available, world-scale photogrammetric 3D meshes, it renders vast outdoor environments with customizable UAV flight trajectories and configurable weather/illumination. 2) Comprehensive Scene Diversity: It provides the most extensive coverage of region types to date (spanning 378 regions across 22 countries), systematically encompassing both highly structured urban landscapes and complex unstructured natural environments. 3) Rich Geometric Annotations: Each frame provides synchronized, pixel-level metric depth and precise 6-DoF geo-referenced poses, essential for geometry-aware learning. Through three rigorous evaluation tracks -- aerial image retrieval, cross-view matching, and multi-view 3D reconstruction -- we demonstrate that AirZoo serves as a powerful pre-training engine. Extensive experiments on both public and newly collected real-world benchmarks reveal that fine-tuning on AirZoo yields substantial performance gains for SoTA models (e.g., MegaLoc, RoMa, VGGT, and Depth Anything 3), establishing a new performance upper bound for aerial spatial intelligence.
Apr 24, 2026

Holo360D: A Large-Scale Real-World Dataset with Continuous Trajectories for Advancing Panoramic 3D Reconstruction and Beyond

While feed-forward 3D reconstruction models have advanced rapidly, they still exhibit degraded performance on panoramas due to spherical distortions. Moreover, existing panoramic 3D datasets are predominantly collected with 360 cameras fixed at discrete locations, resulting in discontinuous trajectories. These limitations critically hinder the development of panoramic feed-forward 3D reconstruction, especially for the multi-view setting. In this paper, we present Holo360D, a comprehensive dataset containing 109,495 panoramas paired with registered point clouds, meshes, and aligned camera poses. To our knowledge, Holo360D is the first large-scale dataset that provides continuous panoramic sequences with accurately aligned high-completeness depth maps. The raw data are initially collected using a 3D laser scanner coupled with a 360 camera. Subsequently, the raw data are processed with both online and offline SLAM systems. Furthermore, to enhance the 3D data quality, a post-processing pipeline tailored for the 360 dataset is proposed, including geometry denoising, mesh hole filling, and region-specific remeshing. Finally, we establish a new benchmark by fine-tuning 3D reconstruction models on Holo360D, providing key insights into effective fine-tuning strategies. Our results demonstrate that Holo360D delivers superior training signals and provides a comprehensive benchmark for advancing panoramic 3D reconstruction models. Datasets and Code will be made publicly available.
Apr 24, 2026

PAGaS: Pixel-Aligned 1DoF Gaussian Splatting for Depth Refinement

Gaussian Splatting (GS) has emerged as an efficient approach for high-quality novel view synthesis. While early GS variants struggled to accurately model the scene's geometry, recent advancements constraining the Gaussians' spread and shapes, such as 2D Gaussian Splatting, have significantly improved geometric fidelity. In this paper, we present Pixel-Aligned 1DoF Gaussian Splatting (PAGaS) that adapts the GS representation from novel view synthesis to the multi-view stereo depth task. Our key contribution is modeling a pixel's depth using one-degree-of-freedom (1DoF) Gaussians that remain tightly constrained during optimization. Unlike existing approaches, our Gaussians' positions and sizes are restricted by the back-projected pixel volumes, leaving depth as the sole degree of freedom to optimize. PAGaS produces highly detailed depths, as illustrated in Figure 1. We quantitatively validate these improvements on top of reference geometric and learning-based multi-view stereo baselines on challenging 3D reconstruction benchmarks. Code: davidrecasens.github.io/pagas
Apr 21, 2026

BALTIC: A Benchmark and Cross-Domain Strategy for 3D Reconstruction Across Air and Underwater Domains Under Varying Illumination

Robust 3D reconstruction across varying environmental conditions remains a critical challenge for robotic perception, particularly when transitioning between air and water. To address this, we introduce BALTIC, a controlled benchmark designed to systematically evaluate modern 3D reconstruction methods under variations in medium and lighting. The benchmark comprises 13 datasets spanning two media (air and water) and three lighting conditions (ambient, artificial, and mixed), with additional variations in motion type, scanning pattern, and initialization trajectory, resulting in a diverse set of sequences. Our experimental setup features a custom water tank equipped with a monocular camera and an HTC Vive tracker, enabling accurate ground-truth pose estimation. We further investigate cross-domain reconstruction by augmenting underwater image sequences with a small number of in-air views captured under similar lighting conditions. We evaluate Structure-from-Motion reconstruction using COLMAP in terms of both trajectory accuracy and scene geometry, and use these reconstructions as input to Neural Radiance Fields and 3D Gaussian Splatting methods. The resulting models are assessed against ground-truth trajectories and in-air references, while rendered outputs are compared using perceptual and photometric metrics. Additionally, we perform a color restoration analysis to evaluate radiometric consistency across domains. Our results show that under controlled, texture-consistent conditions, Gaussian Splatting with simple preprocessing (e.g., white balance correction) can achieve performance comparable to specialized underwater methods, although its robustness decreases in more complex and heterogeneous real-world environments
Apr 16, 2026

Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting

We introduce a hybrid Gaussian-hash-grid radiance representation for reconstructing 2D Gaussian scene models from multi-view images. Similar to NeST splatting, our approach reduces the entanglement between geometry and appearance common in NeRF-based models, but adds per-Gaussian latent features alongside hash-grid features to bias the optimizer toward a separation of low- and high-frequency scene components. This explicit frequency-based decomposition reduces the tendency of high-frequency texture to compensate for geometric errors. Encouraging Gaussians with hard opacity falloffs further strengthens the separation between geometry and appearance, improving both geometry reconstruction and rendering efficiency. Finally, probabilistic pruning combined with a sparsity-inducing BCE opacity loss allows redundant Gaussians to be turned off, yielding a minimal set of Gaussians sufficient to represent the scene. Using both synthetic and real-world datasets, we compare against the state of the art in Gaussian-based novel-view synthesis and demonstrate superior reconstruction fidelity with an order of magnitude fewer primitives.
Apr 15, 2026

HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds

We introduce HY-World 2.0, a multi-modal world model framework that advances our prior project HY-World 1.0. HY-World 2.0 accommodates diverse input modalities, including text prompts, single-view images, multi-view images, and videos, and produces 3D world representations. With text or single-view image inputs, the model performs world generation, synthesizing high-fidelity, navigable 3D Gaussian Splatting (3DGS) scenes. This is achieved through a four-stage method: a) Panorama Generation with HY-Pano 2.0, b) Trajectory Planning with WorldNav, c) World Expansion with WorldStereo 2.0, and d) World Composition with WorldMirror 2.0. Specifically, we introduce key innovations to enhance panorama fidelity, enable 3D scene understanding and planning, and upgrade WorldStereo, our keyframe-based view generation model with consistent memory. We also upgrade WorldMirror, a feed-forward model for universal 3D prediction, by refining model architecture and learning strategy, enabling world reconstruction from multi-view images or videos. Also, we introduce WorldLens, a high-performance 3DGS rendering platform featuring a flexible engine-agnostic architecture, automatic IBL lighting, efficient collision detection, and training-rendering co-design, enabling interactive exploration of 3D worlds with character support. Extensive experiments demonstrate that HY-World 2.0 achieves state-of-the-art performance on several benchmarks among open-source approaches, delivering results comparable to the closed-source model Marble. We release all model weights, code, and technical details to facilitate reproducibility and support further research on 3D world models.
Apr 15, 2026

Free Geometry: Refining 3D Reconstruction from Longer Versions of Itself

Feed-forward 3D reconstruction models are efficient but rigid: once trained, they perform inference in a zero-shot manner and cannot adapt to the test scene. As a result, visually plausible reconstructions often contain errors, particularly under occlusions, specularities, and ambiguous cues. To address this, we introduce Free Geometry, a framework that enables feed-forward 3D reconstruction models to self-evolve at test time without any 3D ground truth. Our key insight is that, when the model receives more views, it produces more reliable and view-consistent reconstructions. Leveraging this property, given a testing sequence, we mask a subset of frames to construct a self-supervised task. Free Geometry enforces cross-view feature consistency between representations from full and partial observations, while maintaining the pairwise relations implied by the held-out frames. This self-supervision allows for fast recalibration via lightweight LoRA updates, taking less than 2 minutes per dataset on a single GPU. Our approach consistently improves state-of-the-art foundation models, including Depth Anything 3 and VGGT, across 4 benchmark datasets, yielding an average improvement of 3.73% in camera pose accuracy and 2.88% in point map prediction. Code is available at https://github.com/hiteacherIamhumble/Free-Geometry .
Apr 15, 2026

Feed-Forward 3D Scene Modeling: A Problem-Driven Perspective

Reconstructing 3D representations from 2D inputs is a fundamental task in computer vision and graphics, serving as a cornerstone for understanding and interacting with the physical world. While traditional methods achieve high fidelity, they are limited by slow per-scene optimization or category-specific training, which hinders their practical deployment and scalability. Hence, generalizable feed-forward 3D reconstruction has witnessed rapid development in recent years. By learning a model that maps images directly to 3D representations in a single forward pass, these methods enable efficient reconstruction and robust cross-scene generalization. Our survey is motivated by a critical observation: despite the diverse geometric output representations, ranging from implicit fields to explicit primitives, existing feed-forward approaches share similar high-level architectural patterns, such as image feature extraction backbones, multi-view information fusion mechanisms, and geometry-aware design principles. Consequently, we abstract away from these representation differences and instead focus on model design, proposing a novel taxonomy centered on model design strategies that are agnostic to the output format. Our proposed taxonomy organizes the research directions into five key problems that drive recent research development: feature enhancement, geometry awareness, model efficiency, augmentation strategies and temporal-aware models. To support this taxonomy with empirical grounding and standardized evaluation, we further comprehensively review related benchmarks and datasets, and extensively discuss and categorize real-world applications based on feed-forward 3D models. Finally, we outline future directions to address open challenges such as scalability, evaluation standards, and world modeling.
Apr 15, 2026

ClipGStream: Clip-Stream Gaussian Splatting for Any Length and Any Motion Multi-View Dynamic Scene Reconstruction

Dynamic 3D scene reconstruction is essential for immersive media such as VR, MR, and XR, yet remains challenging for long multi-view sequences with large-scale motion. Existing dynamic Gaussian approaches are either Frame-Stream, offering scalability but poor temporal stability, or Clip, achieving local consistency at the cost of high memory and limited sequence length. We propose ClipGStream, a hybrid reconstruction framework that performs stream optimization at the clip level rather than the frame level. The sequence is divided into short clips, where dynamic motion is modeled using clip-independent spatio-temporal fields and residual anchor compensation to capture local variations efficiently, while inter-clip inherited anchors and decoders maintain structural consistency across clips. This Clip-Stream design enables scalable, flicker-free reconstruction of long dynamic videos with high temporal coherence and reduced memory overhead. Extensive experiments demonstrate that ClipGStream achieves state-of-the-art reconstruction quality and efficiency. The project page is available at: https://liangjie1999.github.io/ClipGStreamWeb/
Apr 14, 2026

Neural 3D Reconstruction of Planetary Surfaces from Descent-Phase Wide-Angle Imagery

Digital elevation modeling of planetary surfaces is essential for studying past and ongoing geological processes. Wide-angle imagery acquired during spacecraft descent promises to offer a low-cost option for high-resolution terrain reconstruction. However, accurate 3D reconstruction from such imagery is challenging due to strong radial distortion and limited parallax from vertically descending, predominantly nadir-facing cameras. Conventional multi-view stereo exhibits limited depth range and reduced fidelity under these conditions and also lacks domain-specific priors. We present the first study of modern neural reconstruction methods for planetary descent imaging. We also develop a novel approach that incorporates an explicit neural height field representation, which provides a strong prior since planetary surfaces are generally continuous, smooth, solid, and free from floating objects. This study demonstrates that neural approaches offer a strong and competitive alternative to traditional multi-view stereo (MVS) methods. Experiments on simulated descent sequences over high-fidelity lunar and Mars terrains demonstrate that the proposed approach achieves increased spatial coverage while maintaining satisfactory estimation accuracy.
Apr 14, 2026

PatchPoison: Poisoning Multi-View Datasets to Degrade 3D Reconstruction

3D Gaussian Splatting (3DGS) has recently enabled highly photorealistic 3D reconstruction from casually captured multi-view images. However, this accessibility raises a privacy concern: publicly available images or videos can be exploited to reconstruct detailed 3D models of scenes or objects without the owner's consent. We present PatchPoison, a lightweight dataset-poisoning method that prevents unauthorized 3D reconstruction. Unlike global perturbations, PatchPoison injects a small high-frequency adversarial patch, a structured checkerboard, into the periphery of each image in a multi-view dataset. The patch is designed to corrupt the feature-matching stage of Structure-from-Motion (SfM) pipelines such as COLMAP by introducing spurious correspondences that systematically misalign estimated camera poses. Consequently, downstream 3DGS optimization diverges from the correct scene geometry. On the NeRF-Synthetic benchmark, inserting a 12 X 12 pixel patch increases reconstruction error by 6.8x in LPIPS, while the poisoned images remain unobtrusive to human viewers. PatchPoison requires no pipeline modifications, offering a practical, "drop-in" preprocessing step for content creators to protect their multi-view data.
Apr 14, 2026

ELoG-GS: Dual-Branch Gaussian Splatting with Luminance-Guided Enhancement for Extreme Low-light 3D Reconstruction

This paper presents our approach to the NTIRE 2026 3D Restoration and Reconstruction Challenge (Track 1), which focuses on reconstructing high-quality 3D representations from degraded multi-view inputs. The challenge involves recovering geometrically consistent and photorealistic 3D scenes in extreme low-light environments. To address this task, we propose Extreme Low-light Optimized Gaussian Splatting (ELoG-GS), a robust low-light 3D reconstruction pipeline that integrates learning-based point cloud initialization and luminance-guided color enhancement for stable and photorealistic Gaussian Splatting. Our method incorporates both geometry-aware initialization and photometric adaptation strategies to improve reconstruction fidelity under challenging conditions. Extensive experiments on the NTIRE Track 1 benchmark demonstrate that our approach significantly improves reconstruction quality over the baselines, achieving superior visual fidelity and geometric consistency. The proposed method provides a practical solution for robust 3D reconstruction in real-world degraded scenarios. In the final testing phase, our method achieved a PSNR of 18.6626 and an SSIM of 0.6855 on the official platform leaderboard. Code is available at https://github.com/lyh120/FSGS_EAPGS.
Apr 14, 2026

PDF-GS: Progressive Distractor Filtering for Robust 3D Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS) have enabled impressive real-time photorealistic rendering. However, conventional training pipelines inherently assume full multi-view consistency among input images, which makes them sensitive to distractors that violate this assumption and cause visual artifacts. In this work, we revisit an underexplored aspect of 3DGS: its inherent ability to suppress inconsistent signals. Building on this insight, we propose PDF-GS (Progressive Distractor Filtering for Robust 3D Gaussian Splatting), a framework that amplifies this self-filtering property through a progressive multi-phase optimization. The progressive filtering phases gradually remove distractors by exploiting discrepancy cues, while the following reconstruction phase restores fine-grained, view-consistent details from the purified Gaussian representation. Through this iterative refinement, PDF-GS achieves robust, high-fidelity, and distractor-free reconstructions, consistently outperforming baselines across diverse datasets and challenging real-world conditions. Moreover, our approach is lightweight and easily adaptable to existing 3DGS frameworks, requiring no architectural changes or additional inference overhead, leading to a new state-of-the-art performance. The code is publicly available at https://github.com/kangrnin/PDF-GS.
Apr 13, 2026

SyncFix: Fixing 3D Reconstructions via Multi-View Synchronization

We present SyncFix, a framework that enforces cross-view consistency during the diffusion-based refinement of reconstructed scenes. SyncFix formulates refinement as a joint latent bridge matching problem, synchronizing distorted and clean representations across multiple views to fix the semantic and geometric inconsistencies. This means SyncFix learns a joint conditional over multiple views to enforce consistency throughout the denoising trajectory. Our training is done only on image pairs, but it generalizes naturally to an arbitrary number of views during inference. Moreover, reconstruction quality improves with additional views, with diminishing returns at higher view counts. Qualitative and quantitative results demonstrate that SyncFix consistently generates high-quality reconstructions and surpasses current state-of-the-art baselines, even in the absence of clean reference images. SyncFix achieves even higher fidelity when sparse references are available.
Apr 12, 2026

Learning 3D Representations for Spatial Intelligence from Unposed Multi-View Images

Robust 3D representation learning forms the perceptual foundation of spatial intelligence, enabling downstream tasks in scene understanding and embodied AI. However, learning such representations directly from unposed multi-view images remains challenging. Recent self-supervised methods attempt to unify geometry, appearance, and semantics in a feed-forward manner, but they often suffer from weak geometry induction, limited appearance detail, and inconsistencies between geometry and semantics. We introduce UniSplat, a feed-forward framework designed to address these limitations through three complementary components. First, we propose a dual-masking strategy that strengthens geometry induction in the encoder. By masking both encoder and decoder tokens, and targeting decoder masks toward geometry-rich regions, the model is forced to infer structural information from incomplete visual cues, yielding geometry-aware representations even under unposed inputs. Second, we develop a coarse-to-fine Gaussian splatting strategy that reduces appearance-semantics inconsistencies by progressively refining the radiance field. Finally, to enforce geometric-semantic consistency, we introduce a pose-conditioned recalibration mechanism that interrelates the outputs of multiple heads by re-projecting predicted 3D point and semantic maps into the image plane using estimated camera parameters, and aligning them with corresponding RGB and semantic predictions to ensure cross-task consistency, thereby resolving geometry-semantic mismatches. Together, these components yield unified 3D representations that are robust to unposed, sparse-view inputs and generalize across diverse tasks, laying a perceptual foundation for spatial intelligence.
Apr 11, 2026

A Comparison of Multi-View Stereo Methods for Photogrammetric 3D Reconstruction: From Traditional to Learning-Based Approaches

Photogrammetric 3D reconstruction has long relied on traditional Structure-from-Motion (SfM) and Multi-View Stereo (MVS) methods, which provide high accuracy but face challenges in speed and scalability. Recently, learning-based MVS methods have emerged, aiming for faster and more efficient reconstruction. This work presents a comparative evaluation between a representative traditional MVS pipeline (COLMAP) and state-of-the-art learning-based approaches, including geometry-guided methods (MVSNet, PatchmatchNet, MVSAnywhere, MVSFormer++) and end-to-end frameworks (Stereo4D, FoundationStereo, DUSt3R, MASt3R, Fast3R, VGGT). Two experiments were conducted on different aerial scenarios. The first experiment used the MARS-LVIG dataset, where ground-truth 3D reconstruction was provided by LiDAR point clouds. The second experiment used a public scene from the Pix4D official website, with ground truth generated by Pix4Dmapper. We evaluated accuracy, coverage, and runtime across all methods. Experimental results show that although COLMAP can provide reliable and geometrically consistent reconstruction results, it requires more computation time. In cases where traditional methods fail in image registration, learning-based approaches exhibit stronger feature-matching capability and greater robustness. Geometry-guided methods usually require careful dataset preparation and often depend on camera pose or depth priors generated by COLMAP. End-to-end methods such as DUSt3R and VGGT achieve competitive accuracy and reasonable coverage while offering substantially faster reconstruction. However, they exhibit relatively large residuals in 3D reconstruction, particularly in challenging scenarios.
Apr 10, 2026

FF3R: Feedforward Feature 3D Reconstruction from Unconstrained views

Recent advances in vision foundation models have revolutionized geometry reconstruction and semantic understanding. Yet, most of the existing approaches treat these capabilities in isolation, leading to redundant pipelines and compounded errors. This paper introduces FF3R, a fully annotation-free feed-forward framework that unifies geometric and semantic reasoning from unconstrained multi-view image sequences. Unlike previous methods, FF3R does not require camera poses, depth maps, or semantic labels, relying solely on rendering supervision for RGB and feature maps, establishing a scalable paradigm for unified 3D reasoning. In addition, we address two critical challenges in feedforward feature reconstruction pipelines, namely global semantic inconsistency and local structural inconsistency, through two key innovations: (i) a Token-wise Fusion Module that enriches geometry tokens with semantic context via cross-attention, and (ii) a Semantic-Geometry Mutual Boosting mechanism combining geometry-guided feature warping for global consistency with semantic-aware voxelization for local coherence. Extensive experiments on ScanNet and DL3DV-10K demonstrate FF3R's superior performance in novel-view synthesis, open-vocabulary semantic segmentation, and depth estimation, with strong generalization to in-the-wild scenarios, paving the way for embodied intelligence systems that demand both spatial and semantic understanding.
Apr 10, 2026

Realizing Immersive Volumetric Video: A Multimodal Framework for 6-DoF VR Engagement

Fully immersive experiences that tightly integrate 6-DoF visual and auditory interaction are essential for virtual and augmented reality. While such experiences can be achieved through computer-generated content, constructing them directly from real-world captured videos remains largely unexplored. We introduce Immersive Volumetric Videos, a new volumetric media format designed to provide large 6-DoF interaction spaces, audiovisual feedback, and high-resolution, high-frame-rate dynamic content. To support IVV construction, we present ImViD, a multi-view, multi-modal dataset built upon a space-oriented capture philosophy. Our custom capture rig enables synchronized multi-view video-audio acquisition during motion, facilitating efficient capture of complex indoor and outdoor scenes with rich foreground--background interactions and challenging dynamics. The dataset provides 5K-resolution videos at 60 FPS with durations of 1-5 minutes, offering richer spatial, temporal, and multimodal coverage than existing benchmarks. Leveraging this dataset, we develop a dynamic light field reconstruction framework built upon a Gaussian-based spatio-temporal representation, incorporating flow-guided sparse initialization, joint camera temporal calibration, and multi-term spatio-temporal supervision for robust and accurate modeling of complex motion. We further propose, to our knowledge, the first method for sound field reconstruction from such multi-view audiovisual data. Together, these components form a unified pipeline for immersive volumetric video production. Extensive benchmarks and immersive VR experiments demonstrate that our pipeline generates high-quality, temporally stable audiovisual volumetric content with large 6-DoF interaction spaces. This work provides both a foundational definition and a practical construction methodology for immersive volumetric videos.
Apr 10, 2026

Robust 4D Visual Geometry Transformer with Uncertainty-Aware Priors

Reconstructing dynamic 4D scenes is an important yet challenging task. While 3D foundation models like VGGT excel in static settings, they often struggle with dynamic sequences where motion causes significant geometric ambiguity. To address this, we present a framework designed to disentangle dynamic and static components by modeling uncertainty across different stages of the reconstruction process. Our approach introduces three synergistic mechanisms: (1) Entropy-Guided Subspace Projection, which leverages information-theoretic weighting to adaptively aggregate multi-head attention distributions, effectively isolating dynamic motion cues from semantic noise; (2) Local-Consistency Driven Geometry Purification, which enforces spatial continuity via radius-based neighborhood constraints to eliminate structural outliers; and (3) Uncertainty-Aware Cross-View Consistency, which formulates multi-view projection refinement as a heteroscedastic maximum likelihood estimation problem, utilizing depth confidence as a probabilistic weight. Experiments on dynamic benchmarks show that our approach outperforms current state-of-the-art methods, reducing Mean Accuracy error by 13.43% and improving segmentation F-measure by 10.49%. Our framework maintains the efficiency of feed-forward inference and requires no task-specific fine-tuning or per-scene optimization.
Apr 8, 2026

4D Vessel Reconstruction for Benchtop Thrombectomy Analysis

Introduction: Mechanical thrombectomy can cause vessel deformation and procedure-related injury. Benchtop models are widely used for device testing, but time-resolved, full-field 3D vessel-motion measurements remain limited. Methods: We developed a nine-camera, low-cost multi-view workflow for benchtop thrombectomy in silicone middle cerebral artery phantoms (2160p, 20 fps). Multi-view videos were calibrated, segmented, and reconstructed with 4D Gaussian Splatting. Reconstructed point clouds were converted to fixed-connectivity edge graphs for region-of-interest (ROI) displacement tracking and a relative surface-based stress proxy. Stress-proxy values were derived from edge stretch using a Neo-Hookean mapping and reported as comparative surface metrics. A synthetic Blender pipeline with known deformation provided geometric and temporal validation. Results: In synthetic bulk translation, the stress proxy remained near zero for most edges (median ≈\approx 0 MPa; 90th percentile 0.028 MPa), with sparse outliers. In synthetic pulling (1-5 mm), reconstruction showed close geometric and temporal agreement with ground truth, with symmetric Chamfer distance of 1.714-1.815 mm and precision of 0.964-0.972 at τ=1τ= 1 mm. In preliminary benchtop comparative trials (one trial per condition), cervical aspiration catheter placement showed higher max-median ROI displacement and stress-proxy values than internal carotid artery terminus placement. Conclusion: The proposed protocol provides standardized, time-resolved surface kinematics and comparative relative displacement and stress proxy measurements for thrombectomy benchtop studies. The framework supports condition-to-condition comparisons and methods validation, while remaining distinct from absolute wall-stress estimation. Implementation code and example data are available at https://ethanuser.github.io/vessel4D
Apr 7, 2026

3D Smoke Scene Reconstruction Guided by Vision Priors from Multimodal Large Language Models

Reconstructing 3D scenes from smoke-degraded multi-view images is particularly difficult because smoke introduces strong scattering effects, view-dependent appearance changes, and severe degradation of cross-view consistency. To address these issues, we propose a framework that integrates visual priors with efficient 3D scene modeling. We employ Nano-Banana-Pro to enhance smoke-degraded images and provide clearer visual observations for reconstruction and develop Smoke-GS, a medium-aware 3D Gaussian Splatting framework for smoke scene reconstruction and restoration-oriented novel view synthesis. Smoke-GS models the scene using explicit 3D Gaussians and introduces a lightweight view-dependent medium branch to capture direction-dependent appearance variations caused by smoke. Our method preserves the rendering efficiency of 3D Gaussian Splatting while improving robustness to smoke-induced degradation. Results demonstrate the effectiveness of our method for generating consistent and visually clear novel views in challenging smoke environments.
Apr 7, 2026

SmokeGS-R: Physics-Guided Pseudo-Clean 3DGS for Real-World Multi-View Smoke Restoration

Real-world smoke simultaneously attenuates scene radiance, adds airlight, and destabilizes multi-view appearance consistency, making robust 3D reconstruction particularly difficult. We present SmokeGS-R, a practical pipeline developed for the NTIRE 2026 3D Restoration and Reconstruction Track 2 challenge. The key idea is to decouple geometry recovery from appearance correction: we generate physics-guided pseudo-clean supervision with a refined dark channel prior and guided filtering, train a sharp clean-only 3D Gaussian Splatting source model, and then harmonize its renderings with a donor ensemble using geometric-mean reference aggregation, LAB-space Reinhard transfer, and light Gaussian smoothing. On the official challenge testing leaderboard, the final submission achieved \mbox{PSNR =15.217=15.217} and \mbox{SSIM =0.666=0.666}. After the public release of RealX3D, we re-evaluated the same frozen result on the seven released challenge scenes without retraining and obtained \mbox{PSNR =15.209=15.209}, \mbox{SSIM =0.644=0.644}, and \mbox{LPIPS =0.551=0.551}, outperforming the strongest official baseline average on the same scenes by +3.68+3.68 dB PSNR. These results suggest that a geometry-first reconstruction strategy combined with stable post-render appearance harmonization is an effective recipe for real-world multi-view smoke restoration. The code is available at https://github.com/windrise/3drr_Track2_SmokeGS-R.
Apr 6, 2026

SimpleProc: Fully Procedural Synthetic Data from Simple Rules for Multi-View Stereo

Generating procedural synthetic data for multi-view stereo (MVS) usually requires writing complex rules to match the realism of curated datasets. We demonstrate that we can generate effective training data using SimpleProc: a new, fully procedural generator driven by a very small set of rules based on Non-Uniform Rational Basis Splines (NURBS), as well as simple displacement and texture patterns. At a modest scale of 8,000 images, our approach achieves superior results compared to manually curated images at the same scale sourced from games and real-world objects. When scaled to 352,000 images, our approach achieves similar, and in some benchmarks, even better results than the current state-of-the-art trained on over 692,000 manually curated images. The source code and the data are available at https://github.com/princeton-vl/SimpleProc.
Apr 6, 2026

Free-Range Gaussians: Non-Grid-Aligned Generative 3D Gaussian Reconstruction

We present Free-Range Gaussians, a multi-view reconstruction method that predicts non-pixel, non-voxel-aligned 3D Gaussians from as few as four images. This is done through flow matching over Gaussian parameters. Our generative formulation of reconstruction allows the model to be supervised with non-grid-aligned 3D data, and enables it to synthesize plausible content in unobserved regions. Thus, it improves on prior methods that produce highly redundant grid-aligned Gaussians, and suffer from holes or blurry conditional means in unobserved regions. To handle the number of Gaussians needed for high-quality results, we introduce a hierarchical patching scheme to group spatially related Gaussians into joint transformer tokens, halving the sequence length while preserving structure. We further propose a timestep-weighted rendering loss during training, and photometric gradient guidance and classifier-free guidance at inference to improve fidelity. Experiments on Objaverse and Google Scanned Objects show consistent improvements over pixel and voxel-aligned methods while using significantly fewer Gaussians, with large gains when input views leave parts of the object unobserved.
Apr 4, 2026

Learning 3D Reconstruction with Priors in Test Time

We introduce a test-time framework for multiview Transformers (MVTs) that incorporates priors (e.g., camera poses, intrinsics, and depth) to improve 3D tasks without retraining or modifying pre-trained image-only networks. Rather than feeding priors into the architecture, we cast them as constraints on the predictions and optimize the network at inference time. The optimization loss consists of a self-supervised objective and prior penalty terms. The self-supervised objective captures the compatibility among multi-view predictions and is implemented using photometric or geometric loss between renderings from other views and each view itself. Any available priors are converted into penalty terms on the corresponding output modalities. Across a series of 3D vision benchmarks, including point map estimation and camera pose estimation, our method consistently improves performance over base MVTs by a large margin. On the ETH3D, 7-Scenes, and NRGBD datasets, our method reduces the point-map distance error by more than half compared with the base image-only models. Our method also outperforms retrained prior-aware feed-forward methods, demonstrating the effectiveness of our test-time constrained optimization (TCO) framework for incorporating priors into 3D vision tasks.
Apr 4, 2026

CGHair: Compact Gaussian Hair Reconstruction with Card Clustering

We present a compact pipeline for high-fidelity hair reconstruction from multi-view images. While recent 3D Gaussian Splatting (3DGS) methods achieve realistic results, they often require millions of primitives, leading to high storage and rendering costs. Observing that hair exhibits structural and visual similarities across a hairstyle, we cluster strands into representative hair cards and group these into shared texture codebooks. Our approach integrates this structure with 3DGS rendering, significantly reducing reconstruction time and storage while maintaining comparable visual quality. In addition, we propose a generative prior accelerated method to reconstruct the initial strand geometry from a set of images. Our experiments demonstrate a 4-fold reduction in strand reconstruction time and achieve comparable rendering performance with over 200x lower memory footprint.