3D Scene Understanding

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8 papers in the last 28 days · 0.1% 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

4 new papers

A weekly snapshot of new work published in 3D Scene Understanding.

Period ending 2026-09-14

5 new papers

A weekly snapshot of new work published in 3D Scene Understanding.

Period ending 2026-09-07

4 new papers

A weekly snapshot of new work published in 3D Scene Understanding.

102 papers

Latest in 3D Scene Understanding

May 28, 2026cs.CV

Boosting Zero-Shot 3D Style Transfer with 2D Pre-trained Priors

In this work, we focus on zero-shot 3D style transfer that can generate multi-view consistent stylized views of the 3D scene given an arbitrary style image. We primarily tackle the issue of data scarcity in 3D style transfer, which arises when each model is trained on only a single scene, thereby limiting the number of available content images. This scarcity significantly hampers stylization performance, as model optimization relies on a sufficient number of content-style image pairs to provide supervisory signals. Our core idea is to integrate a decoder pre-trained on large-scale 2D image datasets into the 3D style transfer pipeline, thereby leveraging the prior knowledge encoded in the decoder from learning over numerous content-style image pairs. Our method combines feature Gaussian splatting and deferred stylization, enabling high-quality stylization with the data-sufficient decoder network while ensuring view consistency by unifying view-dependent operations into a view-invariant process. Experiments demonstrate that our Data-Sufficient StyleGaussian (DS-StyleGaussian) model outperforms existing zero-shot 3D style transfer methods in terms of visual quality across various datasets. This work also suggests that 2D pre-training can serve as a strong enhancement for 3D tasks, bridging the data gap between 2D and 3D.
Xin Dong, Yunzhi Teng, Wenfeng Deng +1
May 28, 2026cs.CV

Learning Representations from 3D Gaussian Splats

3D Gaussian Splatting (3DGS) is a recent approach for scene rendering. Although primarily designed for view synthesis, its potential for scene understanding tasks remains underexplored. In this work, we conduct a comparative evaluation of various geometric deep learning architectures for the classification of 3D scenes represented using Gaussian Splatting. We benchmark point-based and graph-based models across both traditional point cloud datasets and dedicated Gaussian Splatting datasets. Scenes are embedded into latent representations, which are evaluated through end-to-end classification, linear probing, and clustering analysis. Our study provides insight into the suitability of different geometry-aware architectures and input feature configurations for learning effective 3D Gaussian Splat representations. The results highlight consistent differences between architectural families and reveal the impact of Gaussian-specific attributes on the quality of representation.
Julia Farganus, Krzysztof Żurawicki, Arkadiusz Gaweł +2
May 27, 2026cs.CV

Category-Level 3D Correspondence in Camera Space via Morphable Object Priors

Understanding 3D objects from images is fundamental to robotics and AR/VR applications. While recent work has made progress in category-level pose estimation, current representations fail to capture the fine-grained semantics needed for reasoning about object parts, functions, and interactions. In this work, we study category-level 3D correspondence in camera space -- predicting, from a single image, 3D locations that remain consistent across instances within a category -- and show that it can emerge without explicit correspondence supervision by learning a shared morphable object prior. To enable research in this direction, we introduce HouseCorr3D, the first large-scale benchmark for monocular category-level 3D correspondence with 178k images across 50 household object categories, 280 unique instances, and 3D keypoint annotations directly on CAD models. Crucially, HouseCorr3D provides amodal correspondence labels for occluded regions and explicit symmetry annotations, addressing key limitations of existing datasets. We further propose Morpheus, a method that learns morphable category-level shape priors by disentangling canonical shape, deformation, and object pose. Through this shared canonical grounding, semantically meaningful 3D correspondences in camera space emerge implicitly. These emerging 3D correspondences set a new state of the art on HouseCorr3D, demonstrating that semantic 3D object understanding can arise without direct correspondence supervision. Data and code are publicly available at https://github.com/GenIntel/HouseCorr3D.
Leonhard Sommer, Artur Jesslen, Basavaraj Sunagad +1
May 26, 2026cs.CV

3D Gaussian Map with Open-Set Semantic Grouping for Vision-Language Navigation

Vision-language navigation (VLN) requires an agent to traverse complex 3D environments based on natural language instructions, necessitating a thorough scene understanding. While existing works equip agents with various scene representations to enhance spatial awareness, they often neglect the complex 3D geometry and rich semantics in VLN scenarios, limiting the ability to generalize across diverse and unseen environments. To address these challenges, this work proposes a 3D Gaussian Map that represents the environment as a set of differentiable 3D Gaussians and accordingly develops a navigation strategy for VLN. Specifically, Egocentric Scene Map is constructed online by initializing 3D Gaussians from sparse pseudo-lidar point clouds, providing informative geometric priors for scene understanding. Each Gaussian primitive is further enriched through Open-Set Semantic Grouping operation, which groups 3D Gaussians based on their membership in object instances or stuff categories within the open world, resulting in a unified 3D Gaussian Map. Building on this map, Multi-Level Action Prediction strategy, which combines spatial-semantic cues at multiple granularities, is designed to assist agents in decision-making. Extensive experiments conducted on three public benchmarks (i.e., R2R, R4R, and REVERIE) validate the effectiveness of our method.
Jianzhe Gao, Rui Liu, Wenguan Wang
May 25, 2026cs.CV

AgentGrounder: Zero-Shot 3D Visual Pointcloud Grounding using Multimodal Language Models

3D Visual Grounding (3DVG) is an essential capability for embodied AI, requiring agents to localize objects in 3D scenes based on natural language descriptions. Recent zero-shot methods leverage 2D vision-language models (LVLMs). However, they often rely on existing sets of multi-view images and struggle with the limited semantic and spatial details provided by standard 3D segmentation tools. We present AgentGrounder\textbf{AgentGrounder}, a zero-shot 3D visual grounding framework that operates directly on colored point clouds without task-specific 3D training. Our approach follows a two-stage design: (1) an offline stage that applies 3D model to build an Object Lookup Table (OLT) with instance IDs, semantic labels, 3D bounding boxes; and (2) an online tool-driven agent that decomposes each query, retrieves only relevant candidates from the OLT, performs geometric scoring, and triggers image rendering on demand when additional visual evidence (e.g., color, material, or viewpoint-sensitive cues) is required. Compared with fixed anchor-target matching pipelines, this design reduces cascading matching errors and improves context-window efficiency by avoiding prompts overloaded with irrelevant objects. We evaluate on ScanRefer and Nr3D under a zero-shot setting and observe consistent improvements over SeeGround in our setup, including +2.5% Acc@0.5 on ScanRefer and +6.3% on Nr3D, with a notable +6.3% gain on Nr3D view-independent queries. These results show that combining selective retrieval, geometric reasoning, and adaptive visual inspection yields a practical and robust foundation for open-vocabulary 3D grounding. Our code is available at https://github.com/be2rlab/AgentGrounder.
Cuong Huynh, Maxim Popov, Denis Gridusov +1
May 23, 2026cs.CV

Unified 3D Scene Understanding Through Physical World Modeling

Understanding 3D scenes requires flexible combinations of visual reasoning tasks, including depth estimation, novel view synthesis, and object manipulation, all of which are essential for perception and interaction. Existing approaches have typically addressed these tasks in isolation, preventing them from sharing a common representation or transferring knowledge across tasks. A conceptually simpler but practically non-trivial alternative is to unify these diverse tasks into a single model, reducing different tasks from separate training objectives to merely different prompts and allowing for joint training across all datasets. In this work, we present a physical world model for unified 3D understanding and interaction (3WM), formulated as a probabilistic graphical model in which nodes represent multimodal scene elements such as RGB, optical flow, and camera pose. Diverse tasks emerge from different inference pathways through the graph: novel view synthesis from RGB and dense flow prompts, object manipulation from RGB and sparse flow prompts, and depth estimation from RGB and camera conditioning, all zero-shot without task-specific training. 3WM outperforms specialized baselines without the need for finetuning by offering precise controllability, strong geometric consistency, and robustness in real-world scenarios, achieving state-of-the-art performance on NVS and 3D object manipulation. Beyond predefined tasks, the model supports composable inference pathways, such as moving objects aside while navigating a 3D environment, enabling complex geometric reasoning. This demonstrates that a unified model can serve as a practical alternative to fragmented task-specific systems, taking a step towards a general-purpose visual world model.
Wanhee Lee, Klemen Kotar, Rahul Mysore Venkatesh +4
May 22, 2026cs.CV

Good Token Hunting: A Hitchhiker's Guide to Token Selection for Visual Geometry Transformers

Visual geometry transformers have become powerful architectures for multi-view 3D reconstruction, enabling joint prediction of multiple 3D attributes in a feed-forward manner. However, their computational cost grows quadratically with the input sequence length due to the global attention layers inside these models. This limits both their scalability and efficiency. In this work, we address this challenge with a simple yet general strategy: restricting the number of key/value tokens that each query interacts with during global attention. To achieve effective token selection, we introduce a two-stage framework. First, an inter-frame selection step operates at the frame level to identify frames that should be preserved. Second, an intra-frame selection step further discards more redundant tokens within the selected frames. Our analysis highlights the advantage of a diversity-based strategy for inter-frame selection, which ensures broad coverage of the scene. For intra-frame selection, we show that layer-aware sparsification is necessary, with the selection process guided by the entropy of the global attention pattern. Our approach offers a superior speed-accuracy trade-off compared to existing solutions. Extensive experiments show that it accelerates visual geometry transformers by over 85% for scenes with 500 images while maintaining, or even improving, baseline performance, which hints that how our token selection strategy can play a crucial role in future applications of visual geometry transformers. Our project website is available at https://zsh2000.github.io/good-token-hunting.github.io.
Shuhong Zheng, Michael Oechsle, Erik Sandström +3
May 22, 2026cs.CV

LangFlash: Feed-forward 3D Language Gaussian Splatting from Sparse Unposed Images

We present LangFlash, a feed-forward framework for 3D Language Gaussian Splatting that reconstructs 3D scenes parameterized by Gaussian primitives enriched with language-aligned semantic features from sparse unposed multi-view images. Unlike optimization-based 3D methods, LangFlash directly predicts the geometry and semantics in a single forward pass, enabling low-latency 3D reconstruction and language-consistent scene understanding. To support large-scale training, we enriched the RealEstate10k dataset with coherent and dense semantic information for 3D semantic supervision. Furthermore, we propose a sparse semantic encoding scheme that combines a global semantic dictionary with locally varying per-primitive weights, preserving high-level linguistic information, while reducing representation complexity. Experimental results show that LangFlash achieves superior novel view synthesis and semantic consistency compared with previous methods. This study establishes a new paradigm for pose-free, language-grounded 3D scene reconstruction, advancing generalizable 3D vision and multimodal scene understanding. Demo is available at https://liylo.github.io/langflash.github.io/.
Yilong Liu, Wanhua Li, Chen Zhu-Tian +1
May 22, 2026cs.RO

Semantic-Aware Guided Drone Exploration for Language-Conditioned 3D Indoor Mapping

We present Semantic-Aware Guided Exploration, SAGE, a system for open-vocabulary exploration in unknown 3D indoor environments that preserves coverage-oriented behavior while allowing semantic cues to reprioritize frontier selection. Building on the FALCON volumetric explorer, SAGE integrates Contrastive Language-Image Pre-training (CLIP) via four key components: object-centric embedding storage, a temporal cache that projects recent observations onto the free-unknown boundary, object frontiers for high-similarity detections, and a unified semantic-geometric planning cost. This cost function bounds semantic reweighting influence, ensuring frontiers are prioritized without sacrificing total coverage. In Matterport3D-based simulations, SAGE outperforms FALCON and a semantic-only ablation in object discovery across map-query pairs. Compared to Finding Things in the Unknown (FTU), SAGE completes exploration 9.0 to 25.9 times faster across the nine shared map-query pairs, achieving a mean speedup of 13.7. Furthermore, SAGE achieves substantially higher volumetric throughput than FTU. Finally, we deploy SAGE in five real-world flights in two environments on a Modal AI Starling 2 quadrotor with onboard sensing and planning, and offboard CLIP inference. Comparing SAGE and FALCON, we find that while FALCON results in faster exploration and shorter mapping trajectories, SAGE outperforms FALCON in terms of object discovery.
Nitin Vegesna, Avideh Zakhor
May 21, 2026cs.CV

PointLLM-R: Enhancing 3D Point Cloud Reasoning via Chain-of-Thought

Understanding 3D point clouds through language remains a fundamental challenge in computer graphics and visual computing, due to the irregular structure of point cloud data and the lack of explicit reasoning in existing 3D multimodal models. While Chain-of-Thought (CoT) reasoning has shown strong effectiveness in LLMs and image-based MLLMs, its extension to 3D understanding remains largely underexplored. In this paper, we propose a data-centric framework for constructing large-scale CoT supervision tailored to 3D point cloud understanding. Our framework consists of a two-stage pipeline that first refines point-text instruction data via vision-language-model-based quality evaluation and reference-guided refinement, and then synthesizes high-quality reasoning paths through Human-in-the-Loop Prompt Optimization (HiLPO). Using this approach, we build PoCoTI, a CoT-enhanced point-text instruction-following dataset containing 55K samples with explicit reasoning paths. Fine-tuning PointLLM on PoCoTI yields PointLLM-R, a reasoning-capable 3D multimodal language model. Extensive experiments on generative 3D classification and captioning demonstrate that PointLLM-R achieves state-of-the-art performance and generalizes robustly to real-world scanned point clouds and multi-turn dialogue scenarios.
Chaoqi Chen, Qile Xu, Wenjun Zhou +1
May 20, 2026cs.AI

Interaction Locality in Hierarchical Recursive Reasoning

Spatial reasoning requires both location-bound computation and location-invariant structure: agents must make local moves while preserving route, object, or constraint-level plans. We propose interaction locality, a task-geometry-aware framework for measuring whether information flow stays within nearby cells or semantic segments, or crosses them. We instantiate the framework with sparse-autoencoder feature ablations and finite-noise activation patching, with structural Jacobian and attention checks reported in the appendix, and apply it to HRM and TRM, two compact hierarchical and recursive reasoning models, on Maze-Hard, Sudoku Extreme, and ARC-AGI. Across these models, activation patching gives the clearest architectural fingerprint: high-level recurrent states tend to write information within nearby cells or same-segment units, while repeated recursive updates accumulate these local writes into broader solution structure. This pattern holds across maze paths, Sudoku constraints, and ARC-AGI object neighborhoods, with the strongest concentration in TRM. To test whether interaction locality extends beyond toy-yet-challenging grid benchmarks, we also apply it to MTU3D, a large-scale embodied 3D scene-grounding model. In this MTU3D setting, causal spatial locality appears primarily at the transition where visual scene features are handed to the downstream grounding module, rather than uniformly throughout the visual encoder. This contrast suggests that the local-to-global handoff observed in HRM and TRM is tied to explicit recursive reasoning dynamics, while embodied 3D models may concentrate causal spatial structure at module boundaries. Interaction locality turns the intuitive local-execution/global-planning story into a reproducible measurement framework for recursive and embodied spatial reasoning.
Yosuke Miyanishi, Tetsuro Morimura
May 15, 2026cs.CV

3D Segmentation Using Viewpoint-Dependent Spatial Relationships

Recent advances in 3D datasets and multimodal models have greatly improved natural language 3D scene understanding. However, most 3D referring segmentation methods do not explicitly represent the observer viewpoint, making spatial relations such as "left," "right," "front," and "behind" ambiguous and difficult to evaluate. We introduce a viewpoint-aware 3D referring segmentation dataset containing 220k benchmark samples, and scalable to tens of millions of viewpoint-conditioned samples through dense viewpoint sampling. In this dataset, target objects can only be identified through observer-centric spatial relations, making viewpoint-conditioned grounding necessary. We construct the benchmark by leveraging camera poses to automatically annotate observer-centric relations (left/right, front/behind) together with viewpoint-independent relations (above/under). Using this benchmark, we evaluate several existing 3D large multimodal models in a zero-shot setting and find that current models struggle with viewpoint-dependent spatial instructions. We further study how explicit viewpoint information can be incorporated into 3D large multimodal models. We introduce a viewpoint representation that encodes camera poses and conditions the model on the observation viewpoint, improving segmentation accuracy on viewpoint-dependent relations and increasing mIoU from 0.30 to 0.47 compared to a model without viewpoint conditioning. The dataset, code, and trained models will be made publicly available upon acceptance.
Ayaka Nanri, Klara Reichard, Mert Kiray +3
May 14, 2026cs.RO

Exploring Bottlenecks in VLM-LLM Navigation: How 3D Scene Understanding Capability Impacts Zero-Shot VLN

Zero-shot vision-and-language navigation (VLN) has gained significant attention due to its minimal data collection costs and inherent generalization. This paradigm is typically driven by the integration of pre-trained Vision-Language Models (VLMs) and Large Language Models (LLMs), where VLMs construct 3D scene graphs while LLMs handle high-level reasoning and decision-making. However, a critical bottleneck exists in this system: current 3D perception models prioritize pixel-level accuracy, directly conflicting with the strict computational limits and real-time efficiency demanded by embodied navigation. To address this gap, this paper quantifies the actual impact of 3D scene understanding capability on VLN performance. Based on typical VLM-LLM frameworks, we propose statistical success rate (SR) upper bounds for two core subsystems: 1) the slow LLM planner, which relies on topological mapping semantics, and 2) the fast reactive navigator, which utilizes spatial coordinates and bounding boxes to execute LLM decisions. Evaluations using state-of-the-art 3D scene understanding models validate our proposed bounds and reveal a perception saturation phenomenon, indicating that improvements in perception accuracy beyond a certain threshold yield diminishing returns in navigation success. Our findings suggest that 3D scene understanding for VLN should pivot away from strict pixel-level precision, prioritizing instead navigation-relevant core vocabularies and accurate bounding box proportions.
Ziyi Xia, Chaoran Xiong, Litao Wei +2
May 13, 2026cs.CV

Sparse Code Uplifting for Efficient 3D Language Gaussian Splatting

3D Language Gaussian Splatting (3DLGS) augments 3D Gaussian Splatting with language-aligned visual features for open-vocabulary 3D scene understanding. A core challenge is efficiently associating high-dimensional vision-language embeddings with millions of 3D Gaussians while preserving efficient feature rendering for text-based querying. Existing methods either store dense features directly on Gaussians, causing high storage costs and slow rendering, or learn compact representations through expensive per-scene optimization with repeated feature rasterization. No existing method simultaneously achieves fast 3D semantic reconstruction, efficient storage, and fast rendering. We propose SCOUP (Sparse COde UPlifting), which addresses all three by decoupling language representation learning from 3D Gaussian optimization. Rather than working directly in 3D, we learn sparse codebook-based representations entirely using features associated with 2D image regions, associating each region with a sparse set of codebook coefficients. We then uplift these coefficients to 3D Gaussians with our weighted sparse aggregation using Gaussian-to-pixel associations, where each Gaussian accumulates coefficients over codebook atoms across views. Top-KK filtering then extracts the most dominant multi-view coefficients per Gaussian, enabling efficient storage and fast rendering. Our method achieves up to 400×400\times training speedup while being 3×3\times more memory efficient during training compared to the state-of-the-art in rendering speed. Across multiple benchmarks, SCOUP matches or outperforms existing methods in open-vocabulary querying accuracy.
Lovre Antonio Budimir, Yushi Guan, Steve Ryhner +2
May 11, 2026cs.CV

MTA-RL: Robust Urban Driving via Multi-modal Transformer-based 3D Affordances and Reinforcement Learning

Robust urban autonomous driving requires reliable 3D scene understanding and stable decision-making under dense interactions. However, existing end-to-end models lack interpretability, while modular pipelines suffer from error propagation across brittle interfaces. This paper proposes MTA-RL, the first framework that bridges perception and control through Multi-modal Transformer-based 3D Affordances and Reinforcement Learning (RL). Unlike previous fusion models that directly regress actions, RGB images and LiDAR point clouds are fused using a transformer architecture to predict explicit, geometry-aware affordance representations. These structured representations serve as a compact observation space, enabling the RL policy to operate purely on predicted driving semantics, which significantly improves sample efficiency and stability. Extensive evaluations in CARLA Town01-03 across varying densities (20-60 background vehicles) show that MTA-RL consistently outperforms state-of-the-art baselines. Trained solely on Town03, our method demonstrates superior zero-shot generalization in unseen towns, achieving up to a 9.0% increase in Route Completion, an 11.0% increase in Total Distance, and an 83.7% improvement in Distance Per Violation. Furthermore, ablation studies confirm that our multi-modal fusion and reward shaping are critical, significantly outperforming image-only and unshaped variants, demonstrating the effectiveness of MTA-RL for robust urban autonomous driving.
Guangli Chen, Dianzhao Li, Wenjian Zhong +2
May 10, 2026cs.CV

BEA-GS: BEyond RAdiance Supervision in 3DGS for Precise Object Extraction

Most Gaussian Splatting techniques that provide a 3D semantic representation of the scene do not optimize the underlying 3D geometry, making object-level editing or asset extraction challenging. Recent methods, such as COBGS, Trace3D, ObjectGS, acknowledge this limitation and propose approaches that modify the scene's geometry to represent the underlying semantics. We advance this concept further by proposing a novel solution that provides near perfect boundaries in object extraction. We do so by introducing two new losses in the optimization that take care of: 1) a loss that modifies the geometry of visible Gaussians to respect semantic boundaries, and 2) a loss that adjusts the geometry of non-visible Gaussians that appear once the object is extracted. Our first loss propagates gradients directly through the rasterization, allowing for seamless integration within the optimization of the Gaussian parameters. The second loss also propagates gradients to Gaussian parameters but does so without passing through the rasterization, enabling modification of the scene's geometry even when little transmittance reaches a Gaussian (partial or non-visible). Exhaustive comparisons with 12 state of the art methods across 4 datasets, using six metrics, demonstrate that our approach produces overall the best boundary segmentation to date.
Alessio Mazzucchelli, Maria Naranjo-Almeida, Jorge Bustos-Sanchez +4
May 9, 2026cs.CV

Curvature-Aware Captioning:Leveraging Geodesic Attention for 3D Scene Understanding

Accurate 3D scene description is fundamental to robotic navigation and augmented reality, yet current dense captioning methods face significant limitations in processing sparse point cloud data. % Existing approaches that apply Euclidean embedding spaces struggle to simultaneously preserve fine-grained local geometric details and model exponentially growing global semantic hierarchies, leading to either inaccurate localization or disjointed, shallow scene descriptions. % In this work, we propose a novel \textbf{\textsc{Curvature-Aware Captioning}} framework, integrating novel non-Euclidean geodesic attention mechanisms, to resolve the localization-contextualization conflict. % Specifically, self-attention within Oblique space enforces dimensional homogeneity while establishing long-range dependencies. Bidirectional geodesic cross-attention within Lorentz space models hierarchical semantic relationships across scene instances, enabling simultaneous precision in object localization and coherence in scene descriptions. % Theoretical analysis confirms that the curvature complementarity between the Oblique manifold and Lorentz hyperboloid resolves the Euclidean-hyperbolic conflict, ensuring feature stability via isotropic optimization while preserving inherent hierarchical relationships. Extensive experiments on ScanRefer and Nr3D benchmarks demonstrate state-of-the-art performance, with significant gains in both localization accuracy and descriptive richness.
Ziyao He, Yingjie Liu, ZhangYangRui +3
May 8, 2026cs.CV

Proxy3D: Efficient 3D Representations for Vision-Language Models via Semantic Clustering and Alignment

Spatial intelligence in vision-language models (VLMs) attracts research interest with the practical demand to reason in the 3D world.Despite promising results, most existing methods follow the conventional 2D pipeline in VLMs and use pixel-aligned representations for the vision modality. However, correspondence-based models with implicit 3D scene understanding often fail to achieve spatial consistency, and representation-based models with 3D geometric priors lack efficiency in vision sequence serialization. To address this, we propose a Proxy3D method with compact yet comprehensive 3D proxy representations for the vision modality. Given only video frames as input, we employ semantic and geometric encoders to extract scene features and then perform their semantic-aware clustering to obtain a set of proxies in the 3D space. For representation alignment, we further curate the SpaceSpan dataset and apply multi-stage training to adopt the proposed 3D proxy representations with the VLM. When using shorter sequences for vision information, our method achieves competitive or state-of-the-art performance in 3D visual question answering, visual grounding and general spatial intelligence benchmarks.
Jerry Jiang, Haowen Sun, Denis Gudovskiy +4
May 8, 2026cs.CV

Distill, Diffuse, and Semanticize (DDS): Annotation-Free 3D Scene Understanding Based on Multi-Granularity Distillation and Graph-Diffusion-Based Segmentation

3D semantic scene understanding is essential for digital twins, autonomous driving, smart agriculture, and embodied perception, yet dense point-wise annotation for point clouds remains expensive and difficult to scale. Existing annotation-free methods often face a trade-off between semantic recognition and structural efficiency: open-vocabulary and foundation-model-driven methods provide strong semantic priors, but often come with substantial computational costs, while structure-oriented methods based on superpoints, clustering, and graph reasoning are lightweight but often produce category-agnostic regions. We propose DDS, a resource-efficient structure-oriented framework for region-consistent and semanticized annotation-free 3D scene understanding. DDS preserves the lightweight superpoint-based organization paradigm while incorporating visual semantic cues from projected features and segmentation-derived masks. It first performs multi-granularity distillation to guide the 3D backbone at the point, mask-prototype, and inter-prototype levels, then applies graph diffusion over superpoints to propagate semantic information directly in 3D, producing coherent region representations without costly spectral decomposition or dense open-vocabulary 3D feature fields. Finally, DDS uses segmentation-cluster association to assign interpretable semantic names to category-agnostic 3D clusters. Experiments on real-world datasets show that DDS achieves the best performance among representative structure-oriented annotation-free baselines, improving oAcc, mAcc, and mIoU by up to 5.9%, 8.1%, and 2.4%, respectively. These results demonstrate that DDS improves region consistency and lightweight semantic recognition, providing a scalable and interpretable solution for annotation-free 3D scene understanding.
Yijing Wang, Ruonan Li, Qilin Wang +2
May 8, 2026cs.CV

SplatWeaver: Learning to Allocate Gaussian Primitives for Generalizable Novel View Synthesis

Generalizable novel view synthesis aims to render unseen views from uncalibrated input images without requiring per-scene optimization. Recent feed-forward approaches based on 3D Gaussian Splatting have achieved promising efficiency and rendering quality. However, most of them assign a fixed number of Gaussians to each pixel or voxel, ignoring the spatially varying complexity of real-world scenes. Such uniform allocation often wastes Gaussian primitives in smooth regions while providing insufficient capacity for fine structures, complex geometry, and high-frequency details. This motivates us to predict region-dependent primitive cardinalities rather than impose a fixed primitive budget everywhere, enabling a more expressive 3D scene representation. Therefore, we propose SplatWeaver, a generalizable novel view synthesis framework that is able to dynamically allocate Gaussian primitives over different regions in a feed-forward manner. Specifically, SplatWeaver introduces cardinality Gaussian experts and a pixel-level routing scheme, wherein each expert specializes in producing a specific number of primitives from 0 to M, and the routing scheme coordinates these experts to adaptively determine how many Gaussian primitives should be allocated to each spatial location. Moreover, SplatWeaver incorporates a high-frequency prior with attendant guidance module and routing regularization to stabilize expert selection and promote complexity-aware allocation. By leveraging high-frequency cues, the routing process is encouraged to assign more Gaussian primitives to fine structures and textured regions, while suppressing redundancy in smooth areas. Extensive experiments across diverse scenarios show that SplatWeaver consistently outperforms state-of-the-art methods, delivering more faithful novel-view renderings with fewer Gaussian primitives. Project Page: https://yecongwan.github.io/SplatWeaver/
Yecong Wan, Fan Li, Mingwen Shao +1
May 7, 2026cs.CV

Spark3R: Asymmetric Token Reduction Makes Fast Feed-Forward 3D Reconstruction

Feed-forward 3D reconstruction models based on Vision Transformers can directly estimate scene geometry and camera poses from a small set of input images, but scaling them to video inputs with hundreds or thousands of frames remains challenging due to the quadratic cost of global attention layers. Recent token-merging methods accelerate these models by compressing the token sequence within the global attention layers, but they apply a uniform reduction to query tokens and key-value tokens, ignoring their functionally distinct roles in 3D reconstruction. In this work, we identify a key property of feed-forward 3D reconstruction models: query tokens encode view-specific geometric requests and are sensitive to compression, while key-value tokens represent shared scene context and tolerate aggressive compression. Guided by this insight, we propose Spark3R, a training-free acceleration framework that decouples the compression of query tokens and key-value tokens by assigning distinct reduction factors, with intra-group token merging applied to query tokens and lightweight token pruning to key-value tokens. Additionally, Spark3R adaptively adjusts the key-value reduction factor across layers, further improving the quality-efficiency trade-off. As a plug-and-play framework requiring no retraining, Spark3R integrates directly into multiple pretrained feed-forward 3D reconstruction models, including VGGT, π3π^3, Depth-Anything-3, and VGGT-ΩΩ, and achieves up to 28×28\times speedup on 1,000-frame inputs while maintaining competitive reconstruction quality.
Zecheng Tang, Jiaye Fu, Qiankun Gao +5
May 7, 2026cs.CV

OpenGaFF: Open-Vocabulary Gaussian Feature Field with Codebook Attention

Understanding open-vocabulary 3D scenes with Gaussian-based representations remains challenging due to fragmented and spatially inconsistent semantic predictions across multi-view observations. In this paper, we present OpenGaFF, a novel framework for open-vocabulary 3D scene understanding built upon 3D Gaussian Splatting. At the core of our method is a Gaussian Feature Field that models semantics as a continuous function of Gaussian geometry and appearance. By explicitly conditioning semantic predictions on geometric structure, this formulation strengthens the coupling between geometry and semantics, leading to improved spatial coherence across similar structures in 3D space. To further enforce object-level semantic consistency, we introduce a structured codebook that serves as a set of shared semantic primitives. Furthermore, a codebook-guided attention mechanism is proposed to retrieve language features via similarity matching between query embeddings and learned codebook entries, enabling robust open-vocabulary reasoning while reducing intra-object feature variance. Extensive experiments on standard 2D and 3D open-vocabulary benchmarks demonstrate that our method consistently outperforms prior approaches, achieving improved segmentation quality, stronger 3D semantic consistency and a semantically interpretable codebook that provides insight into the learned representation.
Kunyi Li, Michael Niemeyer, Sen Wang +3
May 6, 2026cs.CV

Ilov3Splat: Instance-Level Open-Vocabulary 3D Scene Understanding in Gaussian Splatting

We introduce Ilov3Splat, a novel framework for instance-level open-vocabulary 3D scene understanding built on 3D Gaussian Splatting (3D-GS). Most prior work depends on 2D rendering-based matching or point-level semantic association, which undermines cross-view consistency, lacks coherent instance-level reasoning, and limits precision in downstream 3D tasks. To address these limitations, our method jointly optimizes scene geometry and semantic representations by augmenting Gaussian splats with view-consistent feature fields. Specifically, we leverage multi-resolution hash embedding to efficiently encode language-aligned CLIP features, enabling dense and coherent language grounding in 3D space. We further train an instance feature field using contrastive loss over SAM masks, supporting fine-grained object distinction across views. At inference time, CLIP-encoded queries are matched against the learned features, followed by two-stage 3D clustering to retrieve relevant Gaussian groups. This enables our framework to identify arbitrary objects in 3D scenes based on natural language descriptions, without requiring category supervision or manual annotations. Experiments on standard benchmarks demonstrate that Ilov3Splat outperforms prior open-vocabulary 3D-GS methods in both object selection and instance segmentation, offering a flexible and accurate solution for language-driven 3D scene understanding. Project page: https://csiro-robotics.github.io/Ilov3Splat.
Binh Long Nguyen, Kien Nguyen, Sridha Sridharan +2
May 2, 2026cs.CV

VoxAfford: Multi-Scale Voxel-Token Fusion for Open-Vocabulary 3D Affordance Detection

Open-vocabulary 3D affordance detection requires localizing interaction regions on point clouds given novel affordance descriptions. Recent methods extend multimodal large language models (MLLMs) with special output tokens that are decoded into segmentation masks. However, these tokens are produced through autoregressive generation, which models sequential dependencies rather than spatial neighborhood relations, leaving them semantically rich but spatially impoverished for 3D localization. We propose Voxel-enhanced Affordance detection (VoxAfford), which bypasses this bottleneck by injecting multi-scale geometric features from a frozen pre-trained 3D VQVAE encoder into the output tokens after generation. Each output token uses its affordance semantics as a query to retrieve relevant geometric patterns from its paired voxel scale via cross-attention, with a learned compatibility gate controlling the injection strength. The enhanced tokens are then aggregated into a spatially-aware affordance prompt through semantic-conditioned attention and propagated alongside per-point features to generate the final mask. Experiments on open-vocabulary affordance detection tasks show that VoxAfford achieves state-of-the-art performance with approximately an 8% improvement in mIoU, and real robot experiments confirm zero-shot transfer to novel objects.
Haowen Sun, Shaolong Zhang, Mingyang Li +6
Apr 30, 2026cs.CV

HERMES++: Toward a Unified Driving World Model for 3D Scene Understanding and Generation

Driving world models serve as a pivotal technology for autonomous driving by simulating environmental dynamics. However, existing approaches predominantly focus on future scene generation, often overlooking comprehensive 3D scene understanding. Conversely, while Large Language Models (LLMs) demonstrate impressive reasoning capabilities, they lack the capacity to predict future geometric evolution, creating a significant disparity between semantic interpretation and physical simulation. To bridge this gap, we propose HERMES++, a unified driving world model that integrates 3D scene understanding and future geometry prediction within a single framework. Our approach addresses the distinct requirements of these tasks through synergistic designs. First, a BEV representation consolidates multi-view spatial information into a structure compatible with LLMs. Second, we introduce LLM-enhanced world queries to facilitate knowledge transfer from the understanding branch. Third, a Current-to-Future Link is designed to bridge the temporal gap, conditioning geometric evolution on semantic context. Finally, to enforce structural integrity, we employ a Joint Geometric Optimization strategy that integrates explicit geometric constraints with implicit latent regularization to align internal representations with geometry-aware priors. Extensive evaluations on multiple benchmarks validate the effectiveness of our method. HERMES++ achieves strong performance, outperforming specialist approaches in both future point cloud prediction and 3D scene understanding tasks. The model and code will be publicly released at https://github.com/H-EmbodVis/HERMESV2.
Xin Zhou, Dingkang Liang, Xiwu Chen +4
Apr 29, 2026cs.CV

Multiple Consistent 2D-3D Mappings for Robust Zero-Shot 3D Visual Grounding

Zero-shot 3D Visual Grounding (3DVG) is a critical capability for open-world embodied AI. However, existing methods are fundamentally bottlenecked by the poor quality of open-vocabulary 3D proposals, suffering from inaccurate categories and imprecise geometries, as well as the spatial redundancy of exhaustive multi-view reasoning. To address these challenges, we propose MCM-VG, a novel framework that achieves robust zero-shot 3DVG by explicitly establishing Multiple Consistent 2D-3D Mappings. Instead of passively relying on noisy 3D segments, MCM-VG enforces 2D-3D consistency across three fundamental dimensions to achieve precise target localization and reliable reasoning. First, a Semantic Alignment module corrects category mismatches via LLM-driven query parsing and coarse-to-fine 2D-3D matching. Second, an Instance Rectification module leverages VLM-guided 2D segmentations to reconstruct missing targets, back-projecting these reliable visual priors to establish accurate 3D geometries. Finally, to eliminate spatial redundancy, a Viewpoint Distillation module clusters 3D camera directions to extract optimal frames. By pairing these optimal RGB frames with Bird's Eye View maps into concise visual prompt sets, we formulate the final target disambiguation as a multiple-choice reasoning task for Vision-Language Models. Extensive evaluations on ScanRefer and Nr3D benchmarks demonstrate that MCM-VG sets a new state-of-the-art for zero-shot 3D visual grounding. Remarkably, it achieves 62.0% and 53.6% in Acc@0.25 and Acc@0.5 on ScanRefer, outperforming previous baselines by substantial margins of 6.4% and 4.0%.
Yufei Yin, Jie Zheng, Qianke Meng +7
Apr 22, 2026cs.CV

FurnSet: Exploiting Repeats for 3D Scene Reconstruction

Single-view 3D scene reconstruction involves inferring both object geometry and spatial layout. Existing methods typically reconstruct objects independently or rely on implicit scene context, failing to exploit the repeated instances commonly present in realworld scenes. We propose FurnSet, a framework that explicitly identifies and leverages repeated object instances to improve reconstruction. Our method introduces per-object CLS tokens and a set-aware self-attention mechanism that groups identical instances and aggregates complementary observations across them, enabling joint reconstruction. We further combine scene-level and object-level conditioning to guide object reconstruction, followed by layout optimization using object point clouds with 3D and 2D projection losses for scene alignment. Experiments on 3D-Future and 3D-Front demonstrate improved scene reconstruction quality, highlighting the effectiveness of exploiting repetition for robust 3D scene reconstruction.
Paul Dobre, Xin Wang, Hongzhou Yang
Apr 21, 2026cs.CV

Volume Transformer: Revisiting Vanilla Transformers for 3D Scene Understanding

Transformers have become a common foundation across deep learning, yet 3D scene understanding still relies on specialized backbones with strong domain priors. This keeps the field isolated from the broader Transformer ecosystem, limiting the transfer of new advances as well as the benefits of increasingly optimized software and hardware stacks. To bridge this gap, we adapt the vanilla Transformer encoder to 3D scenes with minimal modifications. Given an input 3D scene, we partition it into volumetric patch tokens, process them with full global self-attention, and inject positional information via a 3D extension of rotary positional embeddings. We call the resulting model the Volume Transformer (Volt) and apply it to 3D semantic segmentation. Naively training Volt on standard 3D benchmarks leads to shortcut learning, highlighting the limited scale of current 3D supervision. To overcome this, we introduce a data-efficient training recipe based on strong 3D augmentations, regularization, and distillation from a convolutional teacher, making Volt competitive with state-of-the-art methods. We then scale supervision through joint training on multiple datasets and show that Volt benefits more from increased scale than domain-specific 3D backbones, achieving state-of-the-art results across indoor and outdoor datasets. Finally, when used as a drop-in backbone in a standard 3D instance segmentation pipeline, Volt again sets a new state of the art, highlighting its potential as a simple, scalable, general-purpose backbone for 3D scene understanding.
Kadir Yilmaz, Adrian Kruse, Tristan Höfer +2
Apr 21, 2026cs.CV

DINO Eats CLIP: Adapting Beyond Knowns for Open-set 3D Object Retrieval

Vision foundation models have shown great promise for open-set 3D object retrieval (3DOR) through efficient adaptation to multi-view images. Leveraging semantically aligned latent space, previous work typically adapts the CLIP encoder to build view-based 3D descriptors. Despite CLIP's strong generalization ability, its lack of fine-grainedness prompted us to explore the potential of a more recent self-supervised encoder-DINO. To address this, we propose DINO Eats CLIP (DEC), a novel framework for dynamic multi-view integration that is regularized by synthesizing data for unseen classes. We first find that simply mean-pooling over view features from a frozen DINO backbone gives decent performance. Yet, further adaptation causes severe overfitting on average view patterns of known classes. To combat it, we then design a module named Chunking and Adapting Module (CAM). It segments multi-view images into chunks and dynamically integrates local view relations, yielding more robust features than the standard pooling strategy. Finally, we propose Virtual Feature Synthesis (VFS) module to mitigate bias towards known categories explicitly. Under the hood, VFS leverages CLIP's broad, pre-aligned vision-language space to synthesize virtual features for unseen classes. By exposing DEC to these virtual features, we greatly enhance its open-set discrimination capacity. Extensive experiments on standard open-set 3DOR benchmarks demonstrate its superior efficacy.
Xinwei He, Yansong Zheng, Qianru Han +7
Apr 20, 2026cs.CV

Geometry-Guided 3D Visual Token Pruning for Video-Language Models

Multimodal large language models have demonstrated remarkable capabilities in 2D vision, motivating their extension to 3D scene understanding. Recent studies represent 3D scenes as 3D spatial videos composed of image sequences with depth and camera pose information, enabling pre-trained video-language models to perform 3D reasoning tasks. However, the large number of visual tokens in spatial videos remains a major bottleneck for efficient inference and context management. Existing pruning methods overlook the view consistency of spatial videos and the spatial diversity of the remaining tokens, which prevents them from effectively removing inter-frame redundancy and preserving scene completeness. In this paper, we propose Geo3DPruner, a Geometry-Guided 3D Visual Token Pruning framework. Geo3DPruner first models cross-frame relevance through geometry-aware global attention, and then performs a two-stage pruning process. The intra-voxel stage selects representative multi-view features within each voxel, while the inter-voxel stage preserves spatial diversity by selecting a globally distributed subset of voxels. Extensive experiments on multiple 3D scene understanding benchmarks demonstrate that Geo3DPruner retains over 90% of the original performance while pruning 90% of visual tokens, significantly outperforming existing text-guided and vision-guided pruning methods.
Han Li, Zehao Huang, Jiahui Fu +2
Apr 19, 2026cs.CV

HSG: Hyperbolic Scene Graph

Scene graph representations enable structured visual understanding by modeling objects and their relationships, and have been widely used for multiview and 3D scene reasoning. Existing methods such as MSG learn scene graph embeddings in Euclidean space using contrastive learning and attention based association. However, Euclidean geometry does not explicitly capture hierarchical entailment relationships between places and objects, limiting the structural consistency of learned representations. To address this, we propose Hyperbolic Scene Graph (HSG), which learns scene graph embeddings in hyperbolic space where hierarchical relationships are naturally encoded through geometric distance. Our results show that HSG improves hierarchical structure quality while maintaining strong retrieval performance. The largest gains are observed in graph level metrics: HSG achieves a PP IoU of 33.17 and the highest Graph IoU of 33.51, outperforming the best AoMSG variant (25.37) by 8.14, highlighting the effectiveness of hyperbolic representation learning for scene graph modeling. Code: https://github.com/AIGeeksGroup/HSG.
Liyang Wang, Zeyu Zhang, Hao Tang
Apr 17, 2026cs.CV

PLAF: Pixel-wise Language-Aligned Feature Extraction for Efficient 3D Scene Understanding

Accurate open-vocabulary 3D scene understanding requires semantic representations that are both language-aligned and spatially precise at the pixel level, while remaining scalable when lifted to 3D space. However, existing representations struggle to jointly satisfy these requirements, and densely propagating pixel-wise semantics to 3D often results in substantial redundancy, leading to inefficient storage and querying in large-scale scenes. To address these challenges, we present \emph{PLAF}, a Pixel-wise Language-Aligned Feature extraction framework that enables dense and accurate semantic alignment in 2D without sacrificing open-vocabulary expressiveness. Building upon this representation, we further design an efficient semantic storage and querying scheme that significantly reduces redundancy across both 2D and 3D domains. Experimental results show that \emph{PLAF} provides a strong semantic foundation for accurate and efficient open-vocabulary 3D scene understanding. The codes are publicly available at https://github.com/RockWenJJ/PLAF.
Junjie Wen, Junlin He, Fei Ma +1
Apr 16, 2026cs.CV

TokenGS: Decoupling 3D Gaussian Prediction from Pixels with Learnable Tokens

In this work, we revisit several key design choices of modern Transformer-based approaches for feed-forward 3D Gaussian Splatting (3DGS) prediction. We argue that the common practice of regressing Gaussian means as depths along camera rays is suboptimal, and instead propose to directly regress 3D mean coordinates using only a self-supervised rendering loss. This formulation allows us to move from the standard encoder-only design to an encoder-decoder architecture with learnable Gaussian tokens, thereby unbinding the number of predicted primitives from input image resolution and number of views. Our resulting method, TokenGS, demonstrates improved robustness to pose noise and multiview inconsistencies, while naturally supporting efficient test-time optimization in token space without degrading learned priors. TokenGS achieves state-of-the-art feed-forward reconstruction performance on both static and dynamic scenes, producing more regularized geometry and more balanced 3DGS distribution, while seamlessly recovering emergent scene attributes such as static-dynamic decomposition and scene flow.
Jiawei Ren, Michal Jan Tyszkiewicz, Jiahui Huang +1
Apr 2, 2026cs.CV

RGB-Pointmap Pretraining for Unified 3D Scene Understanding

Pretraining 3D encoders through alignment with Contrastive Language-Image Pre-training (CLIP) has emerged as a promising direction for learning generalizable representations for 3D scene understanding. In this paper, we propose UniScene3D, a transformer-based framework that learns unified 3D scene representations from multi-view RGB-Pointmap inputs by leveraging the priors of a pretrained 2D foundation model. For robust RGB-Pointmap representation learning, we introduce cross-view geometric alignment and grounded view alignment to enforce geometric and semantic consistency across views. Extensive low-shot and task-specific fine-tuning on viewpoint grounding, scene retrieval, scene classification, and 3D visual question answering demonstrates state-of-the-art performance. These results establish UniScene3D as an effective framework for unified 3D scene understanding. Project page: https://yebulabula.github.io/UniScene3D/
Ye Mao, Weixun Luo, Ranran Huang +2
Apr 1, 2026cs.CV

LESV: Language Embedded Sparse Voxel Fusion for Open-Vocabulary 3D Scene Understanding

Recent advancements in open-vocabulary 3D scene understanding heavily rely on 3D Gaussian Splatting (3DGS) to register vision-language features into 3D space. However, we identify two critical limitations in these approaches: the spatial ambiguity arising from unstructured, overlapping Gaussians which necessitates probabilistic feature registration, and the multi-level semantic ambiguity caused by pooling features over object-level masks, which dilutes fine-grained details. To address these challenges, we present a novel framework that leverages Sparse Voxel Rasterization (SVRaster) as a structured, disjoint geometry representation. By regularizing SVRaster with monocular depth and normal priors, we establish a stable geometric foundation. This enables a deterministic, confidence-aware feature registration process and suppresses the semantic bleeding artifact common in 3DGS. Furthermore, we resolve multi-level ambiguity by exploiting the emerging dense alignment properties of the AM-RADIO foundation model, avoiding the computational overhead of hierarchical training methods. Our approach achieves state-of-the-art performance on Open Vocabulary Point Cloud Understanding, and highly competitive results on 3D and 2D Object Retrieval benchmarks.
Fusang Wang, Nathan Piasco, Moussab Bennehar +3
Mar 12, 2026cs.CV

O3N: Omnidirectional Open-Vocabulary Occupancy Prediction

Understanding and reconstructing the 3D world through omnidirectional perception is becoming increasingly important for autonomous agents and embodied systems. However, existing 3D occupancy prediction methods are constrained by limited perspective inputs and a predefined training distribution, making them difficult to apply to embodied agents that require comprehensive and safe perception of scenes in open-world exploration. To address this, we present O3N, the first framework for open-vocabulary occupancy prediction from a single omnidirectional RGB image. O3N embeds omnidirectional voxels in a polar-spiral topology via the Polar-spiral Mamba (PsM) module, enabling continuous spatial representation and long-range context modeling across 360°. The Occupancy Cost Aggregation (OCA) module introduces a principled mechanism for unifying geometric and semantic supervision within the voxel space, ensuring consistency between the reconstructed geometry and the underlying semantic structure. Moreover, Natural Modality Alignment (NMA) establishes a gradient-free alignment pathway that harmonizes visual features, voxel embeddings, and text semantics, forming a consistent ``pixel-voxel-text'' representation triad. Extensive experiments on multiple models demonstrate that our method not only achieves state-of-the-art performance on QuadOcc and Human360Occ benchmarks but also exhibits remarkable cross-scene generalization and semantic scalability, highlighting the potential of O3N for scalable open-world 3D scene understanding. The source code will be made publicly available at https://github.com/MengfeiD/O3N.
Mengfei Duan, Hao Shi, Fei Teng +4
Jan 14, 2026cs.CV

A2^2TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation

Gaussian Splatting has emerged as a powerful representation for high-quality, real-time 3D scene rendering. While recent works extend Gaussians with learnable textures to enrich visual appearance, existing approaches allocate a fixed square texture per primitive, leading to inefficient memory usage and limited adaptability to scene variability. In this paper, we introduce adaptive anisotropic textured Gaussians (A2^2TG), a novel representation that generalizes textured Gaussians by equipping each primitive with an anisotropic texture. Our method employs a gradient-guided adaptive rule to jointly determine texture resolution and aspect ratio, enabling non-uniform, detail-aware allocation that aligns with the anisotropic nature of Gaussian splats. This design significantly improves texture efficiency, reducing memory consumption while enhancing image quality. Experiments on multiple benchmark datasets demonstrate that A TG consistently outperforms fixed-texture Gaussian Splatting methods, achieving comparable rendering fidelity with substantially lower memory requirements. Project page: http://github.com/Rickyeeeeee/A2TG.
Sheng-Chi Hsu, Ting-Yu Yen, Shih-Hsuan Hung +1
Jan 8, 2026cs.CV

Quantum Implicit Neural Representations for Novel View Synthesis

Quantum implicit neural representations have recently emerged as compact function approximators for continuous visual signals. In parallel, Neural Radiance Fields (NeRFs) have become a dominant framework for novel-view synthesis by recovering continuous volumetric scene representations from posed 2D images, but often require substantial model capacity and intensive optimisation. We introduce 3D Quantum Implicit Scene Representation (3D-QISR), the first hybrid quantum-classical radiance-field model for novel-view synthesis from 2D observations. 3D-QISR replaces the classical NeRF backbone with parameterised quantum circuits that encode spatial and view-dependent information through quantum state transformations, enabling compact quantum-enhanced implicit representations while preserving compatibility with standard volumetric rendering. We propose two architectures: Full 3D-QISR, which maximises the representational role of a unified quantum state, and Dual-Branch 3D-QISR, which separates spatial and view-dependent quantum embeddings to introduce a task-aligned inductive bias, reduce state-preparation complexity, and improve scalability and hardware compatibility. Experiments on moderate-resolution novel-view synthesis benchmarks show that 3D-QISR executed on simulated quantum hardware matches or outperforms classical baselines while using fewer than half the trainable parameters. These results position quantum neural networks as compact and competitive building blocks for continuous volumetric scene representation, opening a new direction for quantum-enhanced implicit neural rendering.
Daniele Lizzio Bosco, Shuteng Wang, Giuseppe Serra +1
Jan 7, 2026cs.CV

G2P: Gaussian-to-Point Attribute Alignment for Boundary-Aware 3D Segmentation

Point cloud segmentation is critical for 3D scene understanding. However, sparse and irregular point distributions provide limited appearance evidence, making geometry-only features insufficient to distinguish objects with similar shapes but distinct appearances e.g., color, texture, and material. We propose Gaussian-to-Point (G2P), which transfers Gaussian attributes from 3D Gaussian Splatting to point clouds for more discriminative and appearance-consistent segmentation. Our G2P addresses the misalignment between optimized Gaussians and original point geometry by establishing point-wise correspondences. By distilling opacity-derived visibility cues, we mitigate the geometric ambiguity that limits existing models. Additionally, Gaussian scale attributes enable precise boundary localization in complex 3D scenes. Extensive experiments demonstrate that our approach achieves competitive performance on standard benchmarks and shows notable improvements on geometrically challenging classes, without pretrained 2D features or language supervision in our segmentation pipeline.
Hojun Song, Chae-yeong Song, Jeong-hun Hong +5
Dec 13, 2025cs.CV

Audio-Visual Camera Pose Estimation with Passive Scene Sounds and In-the-Wild Video

Understanding camera motion is a fundamental problem in embodied perception and 3D scene understanding. While visual methods have advanced rapidly, they often struggle under visually degraded conditions such as motion blur or occlusions. In this work, we show that passive scene sounds provide cues complementary to vision for relative camera pose estimation for in-the-wild videos. We introduce a simple but effective audio-visual framework that integrates direction-of-arrival (DOA) spectra and binauralized embeddings into a state-of-the-art vision-only pose estimation model. Our results on two large datasets show consistent gains over strong visual baselines, plus robustness when the visual information is corrupted. To our knowledge, this represents the first work to successfully leverage audio for relative camera pose estimation in real-world videos, and it establishes incidental, everyday audio as an unexpected but promising signal for a classic spatial challenge. Project: http://vision.cs.utexas.edu/projects/av_camera_pose.
Daniel Adebi, Sagnik Majumder, Kristen Grauman
Jul 29, 2025cs.CV

Ov3R: Open-Vocabulary Semantic 3D Reconstruction from RGB Videos

We present Ov3R, a novel framework for open-vocabulary semantic 3D reconstruction from RGB video streams, designed to advance Spatial AI. The system features two key components: CLIP3R, a CLIP-informed 3D reconstruction module that predicts dense point maps from overlapping clips while embedding object-level semantics; and 2D-3D OVS, a 2D-3D open-vocabulary semantic module that lifts 2D features into 3D by learning fused descriptors integrating spatial, geometric, and semantic cues. Unlike prior methods, Ov3R incorporates CLIP semantics directly into the reconstruction process, enabling globally consistent geometry and fine-grained semantic alignment. Our framework achieves state-of-the-art performance in both dense 3D reconstruction and open-vocabulary 3D segmentation, marking a step forward toward real-time, semantics-aware Spatial AI.
Ziren Gong, Xiaohan Li, Fabio Tosi +4
Dec 3, 2024cs.CV

SparseLGS: Sparse View Language Embedded Gaussian Splatting

Recently, several studies have combined Gaussian Splatting to obtain scene representations with language embeddings for open-vocabulary 3D scene understanding. While these methods perform well, they essentially require very dense multi-view inputs, limiting their applicability in real-world scenarios. In this work, we propose SparseLGS to address the challenge of 3D scene understanding with pose-free and sparse view input images. Our method leverages a learning-based dense stereo model to handle pose-free and sparse inputs, and a three-step region matching approach to address the multi-view semantic inconsistency problem, which is especially important for sparse inputs. Different from directly learning high-dimensional CLIP features, we extract low-dimensional information and build bijections to avoid excessive learning and storage costs. We introduce a reconstruction loss during semantic training to improve Gaussian positions and shapes. To the best of our knowledge, we are the first to address the 3D semantic field problem with sparse pose-free inputs. Experimental results show that SparseLGS achieves comparable quality when reconstructing semantic fields with fewer inputs (3-4 views) compared to previous SOTA methods with dense input. Besides, when using the same sparse input, SparseLGS leads significantly in quality and heavily improves the computation speed (5×\timesspeedup). Project page: https://ustc3dv.github.io/SparseLGS
Jun Hu, Zhang Chen, Zhong Li +2