Scene Understanding

Momentum

26 papers in the last four weeks, up 73% on the four weeks before. 0.3% of all new papers.

Jul 6Week of Sep 21

Latest papers 220

Jun 8, 2026cs.CV

PhysScene: A Scene Graph Dataset for Scientific Visual Reasoning in Physics Experiments

Scene Graphs (SGs) provide structured representations of visual scenes by modeling objects and their pairwise relationships. Despite recent progress, existing datasets primarily focus on generic natural contexts, leaving domain-specific and function-oriented scenes largely underexplored. This limitation restricts the evaluation of relational reasoning in scientific experimental scenes, thereby hindering the development of intelligent monitoring, analysis, and related applications in such scenes. To address this gap, we introduce PhysScene, the first SG dataset tailored to physics experiments. PhysScene encompasses specialized instruments, structured experimental setups, and functional relations intrinsic to experimental environments, enabling reasoning that extends beyond spatial co-occurrence to logical dependencies. Rather than pursuing large data scale, PhysScene focuses on strong semantic constraints and high relation density in experimental scenes, posing new challenges for existing scene parsing algorithms while offering opportunities for further improvements. Extensive analyses and experiments show that PhysScene complements existing benchmarks and establishes a valuable testbed for advancing scientific visual reasoning. The dataset is publicly available at https://github.com/ZMH-SDUST/PhysScene.
Jun 8, 2026cs.CV

EditSSC: Toward Editable Semantic Occupancy Scenes with Unconditional Diffusion Models

3D semantic scene generation is crucial for autonomous driving applications, yet most methods rely on complex 3D-specific architectures such as triplane encoders and adapted diffusion networks, limiting both their simplicity and their editing capabilities. We propose EditSSC, an editing-ready method for 3D semantic scene generation using 2D Bird's Eye View (BEV) representations and off-the-shelf latent diffusion network. Our approach reshapes 3D semantic occupancy grids into multi-channel BEV images and leverages the quantized autoencoder and UNet from Stable Diffusion with minimal modifications. We perform diffusion on the latents after quantization, which enables training-free editing capabilities. By exploiting class-to-code correspondences in the codebook, our method supports sketch-guided generation, inpainting, and outpainting without any retraining. On SemanticKITTI, EditSSC outperforms existing 3D-specific baselines on unconditional generation, demonstrating that well-established 2D architectures can be effectively repurposed for 3D scene generation and editing.
Jun 8, 2026cs.RO

From USD Scenes to Knowledge Graphs: Zero-Shot Ontology Grounding with LLMs

Constructing knowledge graphs from 3D simulation scenes is essential for robot task reasoning, but the key bottleneck, grounding scene objects to formal ontology classes, still relies on manually curated dictionaries that are brittle and do not generalize across assets. We investigate whether large language models (LLMs) can automate this grounding step for Universal Scene Description (USD) scenes as a zero-shot, training-free alternative. On a kitchen scene (125 objects) with SOMA-HOME Ontology, LLMs achieve 90-96% exact-match accuracy with descriptive names and 49-89% with abbreviated names, substantially outperforming dictionary and embedding baselines. Under fully opaque names, context-augmented prompting recovers up to 48%. Feature ablation reveals that LLMs primarily exploit semantic cues in the scene graph (sibling names and parent paths); anonymizing these cues reduces accuracy to 0-6%, while geometry alone yields only 4-17%.
Jun 7, 2026cs.CV

MB-Loc: Multi-planar Bird's-eye-view Localization in outdoor LiDAR scenes

Global LiDAR localization is a fundamental task for autonomous navigation systems. Recent methods perform Scene Coordinate Regression (SCR) and achieve superior accuracy over Absolute Pose Regression (APR) solutions by predicting dense 3D world coordinates. However, SCR approaches introduce two major bottlenecks: severe computational inefficiency from processing raw 3D geometries and significant performance degradation under varying sensor viewpoints. To address these limitations, we present MB-Loc, a lightweight and viewpoint-robust SCR framework. Instead of relying on heavy 3D convolutions, we project the input LiDAR scan into a 2.5D Multi-planar Bird's-Eye View (BEV) representation. By slicing the point-cloud along the Z-axis and mapping signed depths into discrete 2D planes, MB-Loc retains essential 3D geometric structures while exploiting the computational tractability of standard 2D CNNs. To handle the inherent sparsity of outdoor LiDAR, we introduce a KL-regularized latent bottleneck that explicitly models spatial uncertainty without injecting stochastic noise. Finally, to ensure rotation robustness, we apply 3D spatial augmentations prior to planar projection, forcing the network to implicitly learn viewpoint-invariant features. We perform extensive experiments on the publicly available NCLT dataset and demonstrate that our proposed method outperforms the current state-of-the-art. Operating at real-time inference speeds, MB-Loc significantly outperforms traditional 3D-SCR architectures in computational efficiency.
Jun 7, 2026cs.RO

PhysGraph: A Physics-aware 3D Scene Graph for Perception and Reasoning

To perform a wide range of daily tasks, robots need to construct a 3D representation that is semantically rich, physically grounded, and structured enough to support task planning and affordance prediction. However, existing approaches primarily focus on semantic retrieval, often overlooking physical and kinematic factors. Methods that attempt to model physical properties typically rely on narrow training sets or single-object modeling, limiting scalability and generalization across diverse object types. To address these challenges, we present PhysGraph, a framework that unifies symbolic reasoning with structured 3D geometry to model kinematic and physical properties in cluttered scenes. Given RGB-D observations, PhysGraph reconstructs object-centric 3D geometry and associates object instances across views. It then decomposes objects into functional parts and infers materials and articulations through visual reasoning. Evaluated on both synthetic and real-world datasets, PhysGraph achieves state-of-the-art results in semantic segmentation, multi-object mass estimation, and articulation prediction. With its simple yet effective design, PhysGraph produces physically consistent and semantically structured scene graphs, serving as a structured 3D representation for downstream tasks such as constraint-aware 3D affordance prediction and real-to-sim transfer, both of which are demonstrated in our experiments.
Jun 4, 2026cs.RO

SCOUT: Semantic scene COverage via Uncertainty-guided Traversal

Robots that operate over extended periods should not merely visit space; they should progressively understand it. Yet most 3D scene graph pipelines treat perception as a post-processing stage over a fixed dataset, decoupling scene representation from the decisions that determine what is observed in the first place. We present SCOUT, an online semantic exploration framework that closes this loop by coupling active traversal with probabilistic scene graph construction. Given a prior 2D occupancy map and posed RGB-D observations, SCOUT incrementally builds an uncertainty-aware 3D scene graph whose nodes maintain fused geometry and posterior beliefs over open-vocabulary object labels, while edges encode structural relations such as on, inside, belong, and next to. These beliefs are fed back to an uncertainty-guided traversal planner, which selects viewpoints by balancing expected semantic certainty gain, geometric coverage gain, and travel cost. In this way, the robot revisits ambiguous objects when additional evidence matters and expands into unseen free space when the scene remains incomplete. The resulting system treats semantic scene completeness as an operational objective rather than a passive by-product of semantic mapping, moving toward autonomous agents that can patrol, update, and reason about evolving indoor environments with minimal human intervention.
Jun 4, 2026cs.CV

PAR3D: A Unified 3D-MLLM with Part-Aware Representation for Scene Understanding

Recent advances in 3D multimodal large language models (3D-MLLMs) have enabled unified solutions for 3D scene understanding tasks, including visual question answering, captioning, and referring segmentation. However, existing 3D-MLLMs remain largely object-centric, limiting their ability to model fine-grained part structures that are essential for embodied interaction with 3D environments. In this work, we present PAR3D, a unified part-aware 3D-MLLM framework that enables models to understand, reason about, and ground both objects and their parts in 3D scenes. To enable training and evaluation of part-aware 3D scene understanding, we introduce ScenePart, a synthetic 3D scene dataset with part-level annotations and language instructions. We further develop Part-Aware 3D Representation Learning to enrich 3D visual representations with fine-grained part-level semantics, and propose Hierarchical Segmentation Query Generation to ground part targets via hierarchical object-part queries. Extensive experiments show that our method substantially improves part-level question answering and referring segmentation, while also achieving strong performance across object-level vision-language tasks.
Jun 4, 2026cs.CV

Unveiling the Unknown: Open Vocabulary Object Detection with Scene Graphs

Open-vocabulary object detection seeks to identify novel object categories that were not part of the training data. Many knowledge distillation-based approaches have shown promising performance by transferring knowledge from pre-trained vision-language models to object detection. However, these methods often overlook structured, image-specific relationships between objects, such as interactions and spatial arrangements. This oversight can significantly restrict the effectiveness of detecting novel categories. To address this issue, we propose a Scene-guided Relational Modeling detection framework. This framework utilizes scene graphs to capture structured semantic and spatial relationships between candidate regions and their contextual objects. It explicitly models interactions among neighboring regions and incorporates a Relation Attention Module to implicitly amplify the key relational cues extracted from the scene graph. Furthermore, we present a scene-based textual alignment branch that distills category knowledge from captions to guide relational alignment. This approach facilitates a seamless integration of visual relations with semantic information for enhanced detection performance. Comprehensive experiments show that our model achieves superior performance compared to other OVOD methods, improving the AP for novel categories on COCO and LVIS datasets.
Jun 4, 2026cs.CV

TextWand: A Unified Framework for Scene Text Editing

We propose TextWand, a general-purpose framework that unifies scene text removal, generation, and replacement into a single model. By decomposing complex editing tasks into the atomic primitives of rendering and erasure, TextWand achieves precise control over both text appearance and background integrity. Specifically, we introduce a novel design, Overlay-Reference Positional Encoding (ORPE), to enforce pixel-level layout fidelity and exemplar-driven style control, alongside a new strategy, Region-Adaptive Suppression (RAS), to ensure clean text erasure. To address the absence of a comprehensive benchmark for general-purpose scene text editing among existing single-task datasets, we construct TextWand-Bench. Extensive experiments demonstrate that TextWand outperforms existing leading open-source and closed-source models by delivering superior text content accuracy, layout and style consistency, and overall image quality across scene text removal, generation and replacement tasks.
Jun 3, 2026cs.CV

GeM-NR: Geometry-Aware Multi-View Editing for Nonrigid Scene Changes

Recent developments in multi-view image editing with generative models have brought us a step closer toward general 3D content generation and customization. Most existing works focus on rigid or appearance-only edits by utilizing the geometry of the unedited scene. This naturally limits these methods to edits that preserve the underlying scene structure. Current nonrigid approaches are limited to object removal and insertion, reflecting the data they are trained on. General nonrigid edits, i.e., edits that substantially and arbitrarily change the scene geometry, remain challenging for existing methods. We propose GeM-NR, a fast and flexible training-free approach for general multi-view consistent image editing, including edits that drastically change the geometry and appearance of the scene. Given an anchor image edited with a chosen 2D editor and a query unedited image, GeM-NR edits the query image consistently with the anchor edit. The method incorporates multiple stages: (i) depth map estimation, where we propose a strategy to maximize the alignment between the 3D point clouds of the edited and unedited scenes, (ii) projection onto a query viewpoint, and (iii) refinement of the obtained image conditioned on the unedited query. We demonstrate the ability of our method to handle edits with significant changes in geometry and appearance, something that existing methods struggle with. We perform an extensive evaluation showing that GeM-NR improves consistency for a wide variety of edit tasks, including generating 3D representations of the edited scene. Both quantitative and qualitative results indicate the state-of-the-art performance of our method in terms of edit quality as well as geometric and photometric consistency across multiple views.
Jun 2, 2026cs.CV

PatchScene: Patch-based Voxel Diffusion for Large-Scale Scene Completion

We propose PatchScene, a novel diffusion-based framework for large-scale LiDAR scene completion. Unlike existing methods that rely on global latent representations or dense voxel grids, PatchScene adopts a patch-based voxel diffusion paradigm that explicitly generates fine-grained geometry within localized 3D regions. To ensure coherent reconstruction at both spatial and temporal scales, we introduce a confidence-guided spatio-temporal fusion mechanism that integrates overlapping patches and adjacent frames in a unified generative process. Furthermore, we design an Annular-Flow diffusion strategy that leverages the radial density pattern of LiDAR scans to progressively propagate high-fidelity information from near-range to far-range regions, enabling spatially unbounded scene completion. Extensive experiments on the SemanticKITTI benchmark demonstrate that PatchScene achieves state-of-the-art performance across all standard metrics, surpassing previous approaches in both geometric accuracy and temporal consistency. Remarkably, the model trained on 20 m LiDAR ranges generalizes effectively to 50 m scenes without retraining, highlighting its strong scalability and generalization capability for real-world autonomous driving applications.
Jun 2, 2026cs.CV

SparseStreet: Sparse Gaussian Splatting for Real-Time Street Scene Simulation

While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.
Jun 2, 2026cs.CV

TASE: Truncation-Aware Semantic Embeddings for 3D Scene Understanding and Editing

High-fidelity semantic 3D scene representations are crucial for numerous applications, including robotics, autonomous driving, and simulation. Beyond this, the ability to edit such representations enables developers to adapt these applications more easily to specific target scenarios. Current approaches provide limited support for controllable editing. We introduce TASE, a method that projects pretrained 2D semantic features into a truncation-aware embedding space to enable flexible 3D scene editing. Our method explicitly optimizes a feature space in which progressively reducing feature channels yields increasingly abstract semantic representations, while retaining more channels preserves fine-grained detail. Additionally, we improve multi-view consistency of the features using a scale- and translation-equivariance loss. The resulting truncation-aware embedding space enables text-driven edits to 3D scenes, providing explicit control over how strongly edits adhere to the original scene content and allowing more substantial modifications than prior methods. Moreover, we propose a finetuning stage for the editing diffusion model to mitigate artifacts caused by geometric changes. Experimental results demonstrate competitive performance in 3D scene editing, substantially outperforming prior methods on edits involving large geometric modifications.
Jun 2, 2026cs.CV

Dive into the Scene: Breaking the Perceptual Bottleneck in Vision-Language Decision Making via Focus Plan Generation

In embodied vision-language decision making tasks such as robotic manipulation and navigation, Vision-Language and Vision-Language-Action Models (VLMs & VLAs) are powerful tools with different benefits: VLMs are better at long-term planning, while VLAs are better at reactive control. However, their performance is limited by the same perceptual bottleneck: visual hallucinations arise due to the models' inability to distinguish task-relevant objects from distractors. In principle, accurate identification and focus on critical objects while filtering out irrelevant ones is the key to break this limitation. A straightforward solution is one-step focus: directly attending to essential objects. However, this approach proves ineffective because effective focus inherently requires deep scene understanding. To this end, we propose SceneDiver, a coarse-to-fine focus plan generation method for VLMs leveraging their long-term planning abilities, that first constructs a holistic scene graph to establish initial comprehension, then progressively decomposes the task into simpler sub-problems through an iterative cycle of recognition, understanding, and analysis. To enable reactive control, we also design a lightweight adapter for distilling the deliberate focus ability into VLAs. Evaluations on standard embodied AI benchmarks confirm that our method substantially reduces visual hallucinations for both VLMs and VLAs, while preserving computational efficiency in tasks requiring fast execution. Our code and data are released at: https://future-item.github.io/SceneDiver.
Jun 1, 2026cs.CV

Not All Points Are Equal: Uncertainty-Aware 4D LiDAR Scene Synthesis

Constructing faithful 4D worlds from LiDAR-acquired sequences is crucial for embodied AI, yet current generative frameworks apply uniform modeling capacity across all spatial regions. This ignores that perceptual difficulty varies dramatically within a single scan: distant surfaces, occluded boundaries, and small-scale objects carry far higher uncertainty than well-observed structures. We present U4D, a new framework that explicitly leverages spatial uncertainty to guide LiDAR scene generation in a "hard-to-easy" schedule. U4D derives per-point uncertainty maps via Shannon Entropy from a pretrained segmentor, then applies an unconditional diffusion stage to synthesize high-entropy areas with precise geometry, followed by a conditional completion stage that fills in the remaining regions using these structures as priors. A MoST (Mixture of Spatio-Temporal) block further maintains cross-frame coherence by dynamically balancing spatial detail and temporal continuity. Extensive experiments on nuScenes and SemanticKITTI demonstrate state-of-the-art scene fidelity, temporal consistency, and downstream performance.
Jun 1, 2026cs.CV

Unsupervised Collaborative Domain Adaptation for Driving Scene Parsing

Reliable driving scene parsing is a fundamental capability for autonomous vehicles operating in open and dynamic driving environments. However, adapting perception models to new deployment domains remains challenging because pixel-level annotations are expensive to obtain, while source-domain data are often inaccessible due to privacy, security, or ownership constraints. Existing source-free unsupervised domain adaptation methods typically rely on a single pre-trained source model, which makes the adapted perception system vulnerable to source-specific biases and limits its robustness under diverse road layouts, illumination conditions, weather patterns, and traffic conditions. This article presents an unsupervised collaborative domain adaptation (UCDA) framework for driving scene parsing in a source-free setting, which transfers complementary knowledge from multiple pre-trained source models to a unified target model without accessing any original source samples. To compare predictions from independently trained models, UCDA constructs a class-level prototype memory bank and estimates cross-model prediction reliability through prototype similarity, reducing the effect of inconsistent confidence scales across source models. Based on the resulting complementary supervision, UCDA adopts a two-stage transfer strategy: multiple source models are first refined on unlabeled target-domain driving data through collaborative optimization with positive and negative consistency constraints, and their validated expertise is then distilled into a single deployable target model. Comprehensive evaluations on public driving-scene datasets and real-world data collected from an autonomous vehicle platform demonstrate that UCDA effectively consolidates complementary multi-source knowledge, improving target-domain scene parsing reliability and generalization across diverse driving environments.
May 31, 2026cs.RO

ActMVS: Active Scene Reconstruction with Monocular Multi-View Stereo

Active scene reconstruction enables robots/UAVs to autonomously plan trajectories and reconstruct environments without costly manual data acquisition. Unlike passive methods, active reconstruction requires real-time construction of high-confidence occupancy maps for collision-free navigation. Existing approaches rely on depth sensors for occupancy map updates, increasing platform cost and weight. To advance spatial intelligence, we aim for a vision-only monocular solution. However, current monocular scene reconstruction methods operate offline and fail to deliver globally consistent dense depth at the frame rates required for robots/UAVs navigation. To bridge this gap, we introduce ActMVS, the first framework for monocular active reconstruction. Our framework integrates a view factor graph construction for informed Multi-View Stereo depth prediction, along with a global depth optimization, to enable the online generation of high-quality, globally consistent dense depth maps. This enables monocular robots/UAVs to maintain reliable occupancy maps for safe trajectory planning during reconstruction. Experiments on Replica datasets demonstrate performance competitive with RGB-D methods. Our code and data are available at https://github.com/TrickyGo/ActMVS.
May 30, 2026cs.AI

PropLLM: Propagation-Aware Scene Reconstruction for Network Fault Diagnosis

Network faults propagate layer by layer along topology and protocol dependencies, yet operations systems typically observe only symptomatic alerts at the tail end of propagation chains, where distinct root-cause faults may produce highly similar end-point symptoms. Existing approaches, whether rule-based, machine learning (ML)-based, or large language model (LLM)-based, fundamentally map the alert set to a diagnosis in a single pass and are structurally incapable of resolving this end-point ambiguity. This paper proposes PropLLM, which is the first to integrate the hop-by-hop scene reconstruction paradigm with the generative reasoning capabilities of LLMs. Starting from end-point alerts, PropLLM traces back hop-by-hop along the propagation path, retrieving verifiable factual evidence from a dual-layer knowledge graph (KG) at each hop, while the proposed Temporal Causal Propagation Attention (TCPA) mechanism encodes known topological causal priors directly into the attention computation to guide the model along the correct causal direction, ultimately localizing the root cause and determining the fault type through a fully evidenced causal chain. On a real-world Wi-Fi multimodal fault dataset, PropLLM improves fault type diagnosis accuracy by 3.9% and root cause localization accuracy by 4.7% over the strongest baseline, while reducing the hallucination rate by 50.8%. Supplementary experiments on the TeleLogs 5G dataset further demonstrate the effectiveness of the proposed method across different network scenarios.
May 29, 2026cs.CV

Detect in Any Scene: An Agentic Framework for Object Detection with Experience-Aware Reasoning

Object detection in real-world scenarios remains challenging due to diverse image degradations and heterogeneous object distributions, which significantly hinder the generalization of existing detectors. Conventional approaches, including scene-specific representation learning and end-to-end pipeline design, are inherently limited by their reliance on predefined conditions and lack adaptability to dynamic environments. In this paper, we propose DetAS, an agentic detection framework that formulates object detection as a dynamic decision process. Instead of relying on static pipelines, DetAS leverages a Multimodal Large Language Model (MLLM) as a central agent to adaptively compose detection workflows by selecting from a toolbox of restoration modules and specialized detectors. Specifically, DetAS consists of two key components: Self-Adaptive Image Restoration, which dynamically determines whether and how to enhance images for downstream detection, and Multi-Expertise Detection, which integrates multiple domain-specialized detectors and resolves their predictions through instance-level reasoning. To further improve decision quality under fine-grained conditions, we introduce Self-Evolving Experience Harvesting and extend the framework to DetAS-X, which accumulates node-level decision experience from a small set of annotated data and enables experience-aware reasoning during inference. This mechanism allows the system to progressively refine its decision policy and adapt to diverse real-world scenarios. Extensive experiments on six challenging benchmarks demonstrate that DetAS-X significantly outperforms existing MLLM-based detectors, achieving an average improvement of 28.36% in F1 score, with up to 37.01% gain on DarkFace. These results demonstrate the promise of agentic detection and establish a solid foundation for its application in complex and dynamic environments.
May 29, 2026cs.RO

Seeing Fast and Slow: Bimodal 3D Scene Graphs for Open-set Tasks

Open-set task execution can significantly benefit from seamlessly switching between coarse and fine scene representations depending on the context and the evolving information as the robot explores the environment. For example, it is often sufficient to start with a coarse scene representation initially and only employ a finer, more granular scene representation when the robot encounters regions which are likely to contain the task relevant objects. Hence, in this work, we propose BiMoSG, a bimodal 3D scene graph generation approach for open-set tasks. BiMoSG employs a "fast" mode by default to efficiently generate a coarse 3D scene graph and can switch to a "slow" mode for generating a finer open vocabulary 3D scene graph of task relevant objects. We demonstrate that our proposed 3D scene graph generation approach is significantly faster than the open-source state-of-the-art approaches. This allows us to integrate the scene graph generation process with task execution for real-time deployment.
May 29, 2026cs.CV

Benchmarking Single-Step Inpainting Methods for Multi-Object 3D Gaussian Splatting Scenes

The tasks of object removal and inpainting 3D Gaussian Splatting (3DGS) scenes face challenges such as 3D consistency across camera views. In comparing 2D inpainters and their suitability for the 3D domain, we find that reconstruction-based inpainters outperform generative diffusion models in 3D consistency. Integrating these 2D inpainters into different single-step methods for creating and finetuning 3DGS scenes, our results indicate that initializing the scene from scratch produces higher quality results than finetuning the existing scene. Using a state-of-the-art generative 2D inpainter, we create a straightforward baseline to underline the importance of object removal before inpainting in the 3D setting. Since 360° datasets rarely include real-world ground truths, and challenging occlusion scenarios are equally sparse, we introduce a novel multi-object scene with recorded ground truth data and many views with object occlusions.
May 28, 2026cs.GR

Before the Shutter: Aesthetic and Actionable Portrait Photography Planning in 3D Scenes

Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter
May 28, 2026cs.CV

V2XCrafter: Learning to Generate Driving Scene Across Agents

Collaborative driving systems leverage vehicle-to-everything (V2X) communication for multi-agent collaborative perception to enhance driving safety, yet they remain constrained by scarce annotated real-world V2X driving datasets and limited generalization across diverse driving conditions. While image generation technology offers a feasible solution for data augmentation, existing methods tailored for single-vehicle multi-view scenarios face two fundamental challenges in multi-agent driving settings: (1) the expansion of the learning objective degrades generation quality, and (2) the highly dynamic variations across agents hinder the modeling of consistency for physical attributes (e.g., color, category) in jointly observed objects. To bridge this gap, we propose V2XCrafter, the first framework for generating controllable and realistic collaborative driving scene across agents' camera views. For effective learning, we develop a progressive multi-agent diffusion model based on a single-agent backbone, using neighboring agents' latent states as reference signals to progressively guide the single-to-multi diffusion. To address cross-vehicle inconsistency, we propose a cross-agent attention module that leverages a collaboration view graph and learnable jointly observed object representation to model the dynamic cross-agent camera view relationships. Experiments have shown that V2XCrafter can generate high-fidelity and controllable street views with consistency across agents, thereby effectively enhancing the downstream collaborative 3D object detection tasks.
May 25, 2026cs.CV

VisualNeedle: Benchmarking Active Visual Search in Information-Dense Scenes

Frontier multimodal large language models (MLLMs) have been reported to achieve over 90% accuracy on fine-grained perception benchmarks. However, such scores do not necessarily imply faithful use of visual evidence. Prior studies have identified three shortcuts that inflate benchmark performance. First, linguistic priors and lexical cues in questions often enable models to infer plausible answers without seeing the image. Second, coarse global semantics from the visual encoder can bypass fine-grained local details. Third, in some ``think-with-images'' benchmarks, corrupting the intermediate images returned by visual tools barely affects the final answer. These findings suggest that higher input resolution or larger question pools alone do not elicit genuine active visual search. To address this, we introduce VisualNeedle, a challenging, information-dense, and fine-grained benchmark for scenes where critical evidence is spatially constrained to minute regions and not discernible at a glance. We further propose a counterfactual crop-black setting, which replaces crops returned by tools with black images of the same size, to test whether tool-enabled performance truly relies on intermediate visual evidence.We evaluate 9 prominent MLLMs across four settings: text-only, without tools, with tools, and crop-black. Text-only accuracy stays below 10%, while accuracy without tools remains below 20%. The best tool-enabled model reaches only 56.00%, still trailing the 63.00% human majority-vote accuracy. These results reveal persistent limitations in fine-grained visual search, while the crop-black ablation confirms that success on VisualNeedle hinges on genuine intermediate visual evidence.
May 25, 2026cs.CV

TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction

Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach constructs geometry normals from the predicted point maps, refines them with an image-conditioned normal head, and converts them into stable local frames for triangle parameterization. A mono-normal bootstrap schedule further stabilizes early training, while opacity and blur scheduling progressively sharpens the learned surface representation for direct mesh extraction. Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines while maintaining competitive novel-view rendering quality. Because the rendering primitives are themselves surface triangles, the output can be directly ingested by physics engines, collision detectors, and standard rendering pipelines without any conversion, making it a practical simulation-ready solution for feed-forward 3D scene reconstruction.
May 25, 2026cs.RO

AnyScene: Towards Highly Controllable Driving Scene Generation at Anywhere and Beyond

Generating high-fidelity and controllable synthetic data is critical for advancing end-to-end autonomous driving, particularly for addressing the long tail of rare safety-critical scenarios. Existing occupancy-guided methods typically rely on shallow conditioning mechanisms and reference-frame-dependent video synthesis, which limits fine-grained controllability from arbitrary BEV layouts and restricts their applicability for scalable simulation. In this paper, we propose AnyScene, a unified occupancy-centric framework for driving scene generation. AnyScene generates semantic occupancy sequences from BEV layouts through a Spatial-Temporal Occupancy Diffusion Transformer that jointly tokenizes BEV and occupancy features in an autoregressive manner. This design enables precise controllability from cross-dataset and user-defined BEV inputs while naturally supporting long-horizon generation. Building upon the generated occupancy, a Geometry-Grounded View Expansion module treats occupancy as the canonical spatial representation and synthesizes temporally consistent multi-view driving videos in a reference-free and autoregressive fashion, supporting flexible camera configurations at inference time. Extensive experiments demonstrate that AnyScene achieves state-of-the-art performance in both occupancy and video generation. It exhibits strong generalization to unseen and customized layouts, and provides measurable benefits for downstream tasks such as sparse-view 3D reconstruction.
May 24, 2026cs.CV

VEOcc: Voxel-Centric Online Semantic Occupancy Prediction For Embodied Scene Understanding

Crucial for autonomous exploration, online 3D occupancy prediction and mapping incrementally constructs dense spatial representations on the fly. However, recent Gaussian-centric methods struggle with structural boundary fidelity and rely heavily on predefined scene-size priors, fundamentally limiting their operational efficiency. In this work, we present VEOcc, a voxel-centric framework formulated as a recursive perception-and-assimilation paradigm. By eliminating the need for initial scale estimation, VEOcc enables highly streamlined, open-ended map expansion. Furthermore, to robustly aggregate noisy temporal observations within the discrete voxel space, we propose a Spatio-Temporal-Aware Online Update Strategy. It integrates Cross-Temporal Logit Aggregation (TLA) for temporal consistency, Reliability-Aware Confidence Modulation (RCM) for spatial uncertainty calibration, and Confidence-Driven Incremental State Update (CSU) for robust global state assimilation. % Extensive experiments on Occ-ScanNet and EmbodiedOcc-ScanNet demonstrate that VEOcc establishes new state-of-the-art performance in both local and embodied settings, providing an accurate and efficient solution for real-world exploration. Extensive experiments on Occ-ScanNet and EmbodiedOcc-ScanNet demonstrate that VEOcc establishes new state-of-the-art performance in both local and embodied settings. Notably, zero-shot evaluations on self-collected video sequences further confirm its robust out-of-distribution generalization capability in completely unseen real-world environments. Ultimately, our framework provides an accurate and highly efficient solution for autonomous exploration. Code and supplementary visualizations are available on our project page: https://wryzju.github.io/VEOcc/.
May 23, 2026cs.CV

SRUG: Shadow-Guided Relightable Urban Scene with Generation Model

Creating relightable urban scenes from images or videos is widely useful but highly ill-posed. Urban environments are typically unbounded and extend beyond the visible regions. As a result, many portions of the scene remain unobserved, yet these invisible regions can cast shadows onto visible areas. Reasonably modeling shadows cast by such invisible regions is challenging and poses a significant obstacle to creating relightable urban scenes. At the same time, sparse input views and complex illumination conditions further complicate relighting, as they introduce severe ambiguities in material decomposition. In this paper, we propose Shadow-guided Relightable Urban Scene with Generation model (SRUG), a novel framework designed to address relighting challenges in urban scenes. SRUG leverages shadows to guide a 3D completion model for recovering the geometry of invisible regions, promoting the synthesis of physically reasonable shadows. In addition, SRUG employs an iterative material decomposition scheme that applies the large material model (LMM) to provide material supervision and iteratively decompose the scene's material properties, enabling robust material decomposition. Building upon these components, we introduce a physically-based lighting model that captures the complex illumination of urban scenes and supports reliable relighting. Extensive quantitative evaluations and visual comparisons demonstrate that our method outperforms existing approaches in both novel view synthesis and relighting tasks.
May 23, 2026cs.CV

SparseWorld: Enhancing End-to-End Autonomous Driving via World Models with Sparse Scene Representation

Recently, world models have made significant progress in enhancing end-to-end driving systems through both future situation forecasting and improved scene understanding. However, existing driving world models are typically built upon dense scene representations, causing high computational costs and redundant information. In this paper, we present SparseWorld, a lightweight world model that focuses on predicting only the critical layout of the scene, enabling efficient future forecasting for end-to-end driving systems. SparseWorld first performs autoregressive rollout to forecast future map elements and surrounding agents, enabling the model to learn how driving scenarios evolve over time. It then leverages these predicted futures to refine downstream motion prediction and trajectory planning. Specifically, we propose a Sparse Dreamer that anticipates future instances in the latent space through joint temporal and spatial attention. By interacting with predicted future instances, the motion planner captures more accurate motion patterns and generates more informed and safety-aware trajectories. Extensive experiments demonstrate that SparseWorld significantly reduces collision risk and achieves state-of-the-art performance on the open-loop planning metrics of the nuScenes dataset with a collision rate of 0.05%. Moreover, it substantially outperforms the baseline method in closed-loop planning metrics on the Bench2Drive benchmark. Supplementary material is available at the project page: https://wryzju.github.io/SparseWorld/.
May 22, 2026cs.CV

GenRecon: Bridging Generative Priors for Multi-View 3D Scene Reconstruction

We introduce a new approach to high-fidelity 3D scene reconstruction from multi-view RGB images that tightly couples reconstruction with a strong generative 3D prior. We cast scene reconstruction as conditional 3D generation over a set of spatially-localized, overlapping chunks that together tile the scene, scaling generation to large scene extents. Crucially, we inherit the fidelity and completeness of state-of-the-art generative shape models -- we use Trellis.2 as an example -- which we generalize to the scene level. To this end, we propose a projection-based conditioning mechanism that lifts posed multi-view image features into a coherent 3D representation aligned with the generative model, independent of view ordering and spatially anchored to the scene, yielding high-fidelity, multi-view consistent generated geometry. This enables lifting the strong object-level prior of Trellis.2 to multi-view, scene-scale generation, producing faithful, editable PBR mesh reconstructions of indoor environments. As a result, we obtain high-fidelity results that outperform cutting-edge reconstruction methods by 16%.
May 22, 2026cs.CV

Composing People Together: Iterative Pose-Image Generation for Multi-Person Interaction Scenes

Despite recent progress, text-to-image models still struggle to generate semantically diverse and compositionally accurate multi-person interaction scenes, often collapsing to repetitive layouts, stereotypical poses, and poorly grounded interactions. In this work, we bridge this gap by introducing a dual pose-image representation that brings person-centric structural priors into pretrained diffusion transformers. Our model jointly predicts a 2D pose visualization image and its corresponding RGB image, enabling structure and appearance to co-evolve during learning. At its core, a cross-modal alignment scheme binds text, pose, and image representations, ensuring consistent grounding across modalities. Furthermore, we design an iterative scene construction scheme, progressively generating complex multi-human interactions while effectively decomposing the overall generation complexity. Extensive experiments demonstrate that our method substantially improves prompt alignment and scene diversity in multi-person image generation.
May 21, 2026cs.CV

H-Flow: Self-supervised Human Scene Flow via Physics-inspired Joint Multi-modal Learning

Parametric human models capture global pose but cannot represent the non-rigid surface dynamics of clothing and soft tissue. Generic scene flow estimates dense motion but breaks down on articulated bodies, where pixel-level supervision is also intractable to acquire. We introduce H-Flow, a dense human scene flow that captures both skeletal kinematics and surface deformation. A unified multi-head transformer estimates flow from monocular video, jointly predicting pose and depth as companion outputs. The challenge lies in the lack of supervision. In place of unattainable labels, we anchor the network in the physics of human motion, encoding geometric, structural, and biomechanical priors as cross-modal training objectives. We further introduce DynAct4D, a high-fidelity synthetic benchmark providing dense flow annotations across diverse subjects, garments, and motions. On standard benchmarks, H-Flow outperforms scene-flow and parametric baselines, and generalizes zero-shot to in-the-wild video. Code, models, and the DynAct4D benchmark will be released upon publication
May 21, 2026cs.CV

Diffusion-guided Generalizable Enhancer for Urban Scene Reconstruction

Urban scene reconstruction from real-world observations has emerged as a powerful tool for self-driving development and testing. While current neural rendering approaches achieve high-fidelity rendering along the recorded trajectories, their quality degrades significantly under large viewpoint shifts, limiting the applicability for closed-loop simulation. Recent works have shown promising results in using diffusion models to enhance quality at these challenging viewpoints and distill improvements back into 3D representations. However, they often require costly per-scene optimization, and the distilled representations remain fragile and fail to generalize beyond limited synthesized views. To address these limitations, we propose GenRe, a novel diffusion-guided generalizable enhancer for urban scene reconstruction. GenRe takes as input any pretrained 3D Gaussian representation and fixes the deficiencies within a few minutes. By learning to distill generative priors across diverse scenes, GenRe produces robust and high-fidelity representation efficiently that generalizes reliably to challenging unseen viewpoints (e.g., lane change). Experiments show that GenRe outperforms existing methods in both quality and efficiency and benefits various downstream tasks, enabling robust and scalable sensor simulation for autonomous driving.
May 20, 2026cs.AI

ScenePilot: Controllable Boundary-Driven Critical Scenario Generation for Autonomous Driving

Safety-critical scenarios are central to evaluating autonomous driving systems, yet their rarity in naturalistic logs makes simulation-based stress testing indispensable. Most scenario generation methods treat surrounding agents as adversaries, but they either (i) induce failures without explicitly modeling vehicle-road physical limits, yielding visually extreme yet physically unsolvable crashes, or (ii) enforce physical feasibility or policy feasibility in isolation, which can over-focus on aggressive maneuvers or remain tied to a controller-dependent capability boundary. We propose ScenePilot, a feasibility-guided, boundary-driven framework that targets the boundary band: scenarios that are physically solvable in principle yet still cause the deployed autonomy stack to fail. We formulate generation as constrained multi-objective reinforcement learning, combining an RSS-derived physical-feasibility score σσ with an online-learned AV-risk predictor ΦΦ, and introduce step-level feasibility-aware shielding to keep exploration near the feasibility boundary while avoiding infeasible artifacts. Experiments on SafeBench with multiple planners show that ScenePilot yields substantially higher collision rates (+6.2 percentage points) while preserving physical validity, and that adversarial fine-tuning on these boundary-band scenarios consistently reduces downstream crash rates. The code is available at https://github.com/QiyuRuan/ScenePilot.
May 20, 2026cs.CV

RelWitness: Open-Vocabulary 3D Scene Graph Generation with Visual-Geometric Relation Witnesses

Open-vocabulary 3D scene graph generation seeks to describe object instances and their relations with flexible natural-language predicates. The central difficulty is not only vocabulary expansion, but supervision reliability: relation annotations in 3D scene graph datasets are selective, and many valid object-pair relations are unannotated. We propose RelWitness, a framework for open-vocabulary 3D scene graph generation from posed RGB-D sequences under incomplete relation supervision. The key concept is a relation witness: a concrete visual-geometric cue that makes a relation observable in the captured scene. Support relations require contact and vertical ordering; containment requires enclosure; proximity requires metric closeness; orientation requires facing direction; and stable relations should persist across views where both objects are visible. RelWitness constructs relation witness records from RGB views, depth maps, reconstructed 3D geometry, role-sensitive text, object-prior null views, and multi-view consistency. A visual-geometric witness verifier assigns unannotated relation candidates to verified missing positives, reliable negatives, or uncertain unlabeled cases. A witness-guided positive-unlabeled objective then learns from incomplete annotations without turning every missing label into a negative. We further introduce witness-consistent decoding and an RGB-D missing-relation audit protocol. Simulated manuscript-planning experiments on 3DSSG/3RScan and ScanNet-derived open-vocabulary splits show the intended behavior: improved unseen-relation recognition, higher witness precision, lower hallucination, and reduced redundant relation phrases. All numerical results are planning values and must be replaced by reproduced measurements before submission
May 20, 2026cs.CV

VSCD: Video-based Scene Change Detection in Unaligned Scenes

Detecting what has changed in an environment is essential for long-term autonomy, yet most change detection settings assume fixed viewpoints, mild misalignment, or only a few changed objects. We introduce Video-based Scene Change Detection (VSCD), which predicts a pixel-wise change mask for each query frame, given a reference and a query RGB video of the same indoor space recorded at different times under unconstrained camera motion. The two videos are not temporally synchronized, and many object instances may appear or disappear. To study this setting, we build a large-scale benchmark with over 1.1 million frames annotated with pixel-accurate change masks, together with a real-world test set for evaluating transfer beyond simulation. We propose a query-centric multi-reference model that learns temporal matching implicitly from change-mask supervision, aligns candidate reference features to the query via local patch correspondence, and fuses per-candidate change features using frame-level and patch-level confidence before decoding a high-resolution mask once per frame. Our approach achieves state-of-the-art performance against strong image- and video-based baselines, and we validate its real-world impact by deploying it on a mobile robot for two downstream applications -- visual surveillance and object incremental learning.
May 19, 2026cs.AI

SceneCode: Executable World Programs for Editable Indoor Scenes with Articulated Objects

Indoor scene synthesis underpins embodied AI, robotic manipulation, and simulation-based policy evaluation, where a useful scene must specify not only what the environment looks like, but also how its objects are structured. Existing pipelines, however, typically represent generated content as static meshes and inherit articulation only from curated asset libraries, which limits object-level controllability and prevents new interactable assets from being produced on demand. We address this gap by formulating physically interactable indoor scene synthesis as programmatic world generation, and present SceneCode, a framework that compiles a natural language prompt into an executable, code-driven indoor world rather than a collection of opaque meshes. A room-level agentic backbone first turns the prompt into a structured house layout and emits per-object AssetRequests through a planner--designer--critic loop. Each request is then routed to one of five code-generation strategies and converted into a synthesized part-wise Blender Python programs that are validated through an execution-guided repair-and-refine loop. The resulting programs are compiled into simulation-ready assets, and exported as SDF for physics simulation. A persistent scene-state registry links object requests, executable programs, rendered geometry, and simulation assets, turning scene assembly into a traceable and locally editable world-building process. We evaluate SceneCode across scene-level synthesis, object-level asset quality, human judgment, and downstream robot interaction. Results show that executable world programs improve prompt-faithful indoor scene generation and produce assets with cleaner mesh structure, and simulator-loadable articulation metadata. Project page: https://scene-code.github.io/.
May 18, 2026cs.CV

Can These Views Be One Scene? Evaluating Multiview 3D Consistency when 3D Foundation Models Hallucinate

Multiview 3D evaluation assumes that the images being scored are observations of one static 3D scene. This assumption can fail in NVS and sparse-view reconstruction: inputs or generated outputs may contain artifacts, outlier frames, repeated views, or noise, yet still receive high 3D consistency scores. Existing reference-based metrics require ground truth, while ground-truth-free metrics such as MEt3R depend on learned reconstruction backbones whose failure modes are poorly characterized. We study this reliability problem by comparing neural reconstruction priors with classical geometric verification. We introduce \benchmark, a controlled robustness benchmark for multiview 3D consistency, and a parametric family that decomposes neural metrics into backbone, residual, and aggregation components. This family recovers MEt3R and yields variants up to 3×3\times more robust. Our analysis shows that VGGT, MASt3R, DUSt3R, and Fast3R can hallucinate dense geometry and cross-view support for unrelated scenes, repeated images, and random noise. We introduce COLMAP-based metrics that use matches, registration, dense support, and reconstruction failure as failure-aware consistency signals. On real NVS outputs and a structured human study, these metrics achieve up to 4×4\times higher correlation with human judgments than MEt3R.
May 16, 2026cs.GR

VoxScene: Anchor-Conditioned Voxel Diffusion for Indoor Scene Arrangement

We present VoxScene, a novel anchor-conditioned voxel diffusion framework tailored for 3D scene synthesis. Current data-driven layout generation techniques typically rely on bounding proxies or implicit representations, which overlook volumetric structures. This geometric blindness inevitably leads to severe physical collisions and structural entanglement, particularly in densely populated environments. To overcome these limitations, we shift the paradigm to an explicit, object-centric voxel representation. Our pipeline sequentially synthesizes discrete volumetric occupancies conditioned on prior anchors and local context. By exploiting the mutually exclusive nature of discrete voxels, our approach eliminates spatial ambiguities and guarantees collision-free arrangements, even in highly complex environments. Furthermore, the synthesized high-fidelity voxel grids serve as discriminative geometric queries for downstream asset retrieval. Extensive experiments demonstrate the universality of our method, achieving state-of-the-art physical plausibility and unlocking shape diversity compared to existing layout planners.
May 16, 2026cs.CV

DecoRec: Decomposed 3D Scene Reconstruction from Single-View Images via Object-Level Diffusion

In this paper, we introduce \textit{DecoRec}, a novel system designed to elevate single-view 2D images to a decomposed 3D scene mesh. Current methods for single-view scene reconstruction typically rely on object retrieval or the regression of coarse 3D voxels or surfaces, leading to inaccuracies in capturing the appearance and geometry of the input image. The lack of high-quality large-scale scene-level datasets further complicates direct 3D scene generation from single-view images. To achieve high-quality 3D scene generation from a single-view image, DecoRec takes advantage of recent diffusion-based single-view object reconstruction methods to reconstruct individual objects separately. Subsequently, a refinement pipeline is proposed to effectively merge these reconstructed objects, enhancing appearance and geometry through a differentiable rendering technique and diffusion-guided refinement. Our results demonstrate that DecoRec facilitates high-quality single-view scene reconstruction in both geometry and novel synthesis, offering significant benefits for downstream applications like room interior design.
May 16, 2026cs.CV

3DPhysVideo: Consistency-Guided Flow SDE for Video Generation via 3D Scene Reconstruction and Physical Simulation

Video generative models have made remarkable progress, yet they often yield visual artifacts that violate grounding in physical dynamics. Recent works such as PhysGen3D tackle single image-to-3D physics through mesh reconstruction and Physically-Based Rendering, but challenges remain in modeling fluid dynamics, multi-object interactions and photorealism. This work introduces 3DPhysVideo, a novel training-free pipeline that generates physically realistic videos from a single image. We repurpose an off-the-shelf video model for two stages. First, we use it as a novel view synthesizer to reconstruct complete 360-degree 3D scene geometry by guiding the image-to-video (I2V) flow model with rendered point clouds. Second, after applying physics solvers to this geometry, the physically simulated point cloud is used to guide the same I2V flow model to synthesize final, high-quality videos. Consistency-Guided Flow SDE, which decomposes the predicted velocity of the I2V flow model into denoising and consistency bias, enforces consistency to the conditional inputs, allowing us to effectively repurpose the model for both 3D reconstruction and simulation-guided video generation. In the diverse experiments including multi-objects, and fluid interaction scenes, our method successfully bridges the gap from single-images to physically plausible videos, while remaining efficient to run on a single consumer GPU. It outperforms state-of-the-art baselines on GPT-based scores, VideoPhy benchmark and human evaluation.
May 15, 2026cs.CV

Echo-Forcing: A Scene Memory Framework for Interactive Long Video Generation

Autoregressive video diffusion models enable open-ended generation through local attention and KV caching. However, existing training-free long-video optimization methods mainly focus on stable extension under a single prompt, making them difficult to handle interactive scenarios involving prompt switching, old scene forgetting, and historical scene recall. We identify the core bottleneck as the functional entanglement of historical KV states: stable anchors and recent dynamics are handled by the same cache policy, leading to outdated background contamination, delayed response to new prompts, and loss of long-range memory. To address this issue, we propose Echo-Forcing, a training-free scene memory framework specifically designed for interactive long video generation with three core mechanisms: (1) Hierarchical Temporal Memory, which decouples stable anchors, compressed history, and recent windows under relative RoPE; (2) Scene Recall Frames, which compresses historical scenes into spatially structured KV representations to support long-term recall; and (3) Difference-aware Memory Decay, which adaptively forgets conflicting tokens according to the discrepancy between old and new scenes. Based on these designs, Echo-Forcing uniformly supports smooth transitions, hard cuts, and long-range scene recall under a bounded cache budget. Extensive evaluations on VBench-Long further demonstrate that Echo-Forcing achieves the best overall performance in both long-video generation and interactive video generation settings. Our code is released in https://github.com/mingqiangWu/Echo-Forcing
May 15, 2026cs.CV

WorldAct: Activating Monolithic 3D Worlds into Interactive-Ready Object-Centric Scenes

Recent 3D world modeling systems based on generative scene synthesis, such as Marble, can create coherent and explorable 3D environments, yet their outputs are typically static monolithic assets with limited editability and physical interaction. This restricts their use in immersive content creation and embodied simulation, where generated worlds must be actively modified and manipulated. To tackle this challenge, we present WorldAct, a framework that converts static generated 3D worlds into editable and interaction-ready scenes. WorldAct uses a multimodal agent to guide scene decomposition, identify actionable objects, reconstruct geometrically aligned object-level meshes for interaction, and restore the residual background via 3D inpainting. The resulting scenes support object-level editing, collision-aware manipulation, and embodied task execution while preserving global scene coherence. Experiments show that WorldAct enables richer interaction scenarios than the original generated scenes, suggesting a practical path toward editable and interactive 3D world models.
May 14, 2026cs.CV

VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field Prediction

High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed. The project page is https://chriszkxxx.github.io/VGGT-Edit/.
May 14, 2026cs.CL

From Scenes to Elements: Multi-Granularity Evidence Retrieval for Verifiable Multimodal RAG

Multimodal Retrieval-Augmented Generation (RAG) systems retrieve evidence at coarse granularities (entire images or scenes), creating a mismatch with fine-grained user queries and making failures unverifiable. We introduce GranuVistaVQA, a multimodal benchmark featuring real-world landmarks with element-level annotations across multiple viewpoints, capturing the partial observation challenge where individual images contain only subsets of entities. We further propose GranuRAG, a multi-granularity framework that treats visual elements as first-class retrieval units through three stages: element-level detection and classification, multi-granularity cross-modal alignment for evidence retrieval, and attribution-constrained generation. By grounding retrieval at the element level rather than relying on implicit attention, our approach enables transparent error diagnosis. Experiments demonstrate that GranuRAG achieves up to 29.2% improvement over six strong baselines for this task.
May 14, 2026cs.CV

SceneParser: Hierarchical Scene Parsing for Visual Semantics Understanding

General scene perception has progressed from object recognition toward open-vocabulary grounding, part localization, and affordance prediction. Yet these capabilities are often realized as isolated predictions that localize objects, parts, or interaction points without capturing the structured dependencies needed for interaction-oriented scene understanding. To address this gap, we introduce Hierarchical Scene Parsing, an interaction-oriented parsing task that represents physical scenes as explicit scene -> object -> part -> affordance hierarchies with cross-level bindings. We instantiate this task with SceneParser, a VLM-based parser trained for unified hierarchical generation with structural-completion pseudo labels and curriculum learning. To support training and evaluation, we construct SceneParser-Bench, a large-scale benchmark built with a scalable hierarchical data engine, containing 110K training images, a 5K validation split, 777K objects, 1.14M parts, 1.74M affordance annotations, and 1.74M valid object-part-affordance chain instances. We further introduce Level-1 to Level-3 conditional metrics and ParseRate to evaluate localization, cross-level binding, and hierarchical completeness. Experiments show that existing MLLMs and perception-stitching pipelines struggle with hierarchical parsing on our SceneParser-Bench, while SceneParser achieves stronger structure-aware performance. Besides, ablations, evaluations on COCO and AGD20K, and a downstream planning probe demonstrate that our SceneParser is compatible with conventional tasks and provides an actionable representation for visual understanding.
May 14, 2026cs.CV

IG-Diff: Complex Night Scene Restoration with Illumination-Guided Diffusion Model

In nighttime circumstances, it is challenging for individuals and machines to perceive their surroundings. While prevailing image restoration methods adeptly handle singular forms of degradation, they falter when confronted with intricate nocturnal scenes, such as the concurrent presence of weather and low-light conditions. Compounding this challenge, the lack of paired data that encapsulates the coexistence of low-light situations and other forms of degradation hinders the development of a comprehensive end-to-end solution. In this work, we contribute complex nighttime scene datasets that simulate both illumination degradation and other forms of deterioration. To address the complexity of night degradation, we propose an integration of an illumination-guided module embedded in the diffusion model to guide the illumination restoration process. Our model can preserve texture fidelity while contending with the adversities posed by various degradation in low-light scenarios.
May 13, 2026cs.RO

LEXI-SG: Monocular 3D Scene Graph Mapping with Room-Guided Feed-Forward Reconstruction

Scene graphs are becoming a standard representation for robot navigation, providing hierarchical geometric and semantic scene understanding. However, most scene graph mapping methods rely on depth cameras or LiDAR sensors. In this work, we present LEXI-SG, the first dense monocular visual mapping system for open-vocabulary 3D scene graphs using only RGB camera input. Our approach exploits the semantic priors of open-vocabulary foundation models to partition the scene into rooms, deferring feed-forward reconstruction to when each room is fully observed -- enabling scalable dense mapping without sliding-window scale inconsistencies. We propose a room-based factor graph formulation to globally align room reconstructions while preserving local map consistency and naturally imposing the semantic scene graph hierarchy. Within each room, we further support open-vocabulary object segmentation and tracking. We validate LEXI-SG on indoor scenes from the Habitat-Matterport 3D and self-collected egocentric office sequences. We evaluate its performance against existing feed-forward SLAM methods, as well as established scene graphs baselines. We demonstrate improved trajectory estimation and dense reconstruction, as well as, competitive performance in open-vocabulary segmentation. LEXI-SG shows that accurate, scalable, open-vocabulary 3D scene graphs can be achieved from monocular RGB alone. Our project page and office sequences are available here: https://ori-drs.github.io/lexisg-web/.
May 13, 2026cs.RO

Causality-Aware End-to-End Autonomous Driving via Ego-Centric Joint Scene Modeling

End-to-end autonomous driving, which bypasses traditional modular pipelines by directly predicting future trajectories from sensor inputs, has recently achieved substantial progress. However, existing methods often overlook the causal inter-dependencies in ego-vehicle planning, ignoring the reciprocal relations between the ego vehicle and surrounding agents. This causal oversight leads to inconsistent and unreliable trajectory predictions, especially in interaction-critical scenarios where ego decisions and neighboring agent behaviors must be reasoned about jointly. To address this limitation, we propose CaAD, a Causality-aware end-to-end Autonomous Driving framework that captures these dependencies within a shared latent scene representation. First, we propose an ego-centric joint-causal modeling module that builds on the marginal prediction branch, and learns causal dependencies between the ego vehicle and interaction-relevant agents. Second, we employ a causality-aware policy alignment stage implemented with joint-mode embeddings to align the stochastic ego policy with planning-oriented closed-loop feedback computed from surrounding traffic and map context. On the Bench2Drive and NAVSIM benchmarks, CaAD demonstrates strong closed-loop planning performance, achieving a Driving Score of 87.53 and Success Rate of 71.81 on Bench2Drive, and a PDMS of 91.1 on NAVSIM. The project page is available at https://moonseokha.github.io/CaAD/.
May 13, 2026cs.CV

HetScene: Heterogeneity-Aware Diffusion for Dense Indoor Scene Generation

Generating controllable and physically plausible indoor scenes is a pivotal prerequisite for constructing high-fidelity simulation environments for embodied AI. However, existing deeplearning-based methods usually treat all objects as homogeneous instances within a unified generation process. While effective for sparse and simplistic layouts, they struggle to model realistic layouts with dense object arrangements and complex spatial dependencies, leadingto limited scalability and degraded physical plausibility. To deal with these challenges, we revisit indoor layout generation from the perspective of structural heterogeneity and decompose the objects into primary objects and secondary objects according to their distinct roles in shaping a scene. Based on this decomposition, we propose HetScene, a heterogeneous two-stage generation framework that decouples indoor layout synthesis into Structural Layout Generation (SLG) and Contextual Layout Generation (CLG). SLG first generates globally coherent structural layouts with only primary objects conditioned on text descriptions, top-down binary room masks, and spatial relation graphs, establishing a stable global macro-skeleton of large core furniture.
May 13, 2026cs.CV

Revealing the Gap in Human and VLM Scene Perception through Counterfactual Semantic Saliency

Evaluating whether large vision-language models (VLMs) align with human perception for high-level semantic scene comprehension remains a challenge. Traditional white-box interpretability methods are inapplicable to closed-source architectures and passive metrics fail to isolate causal features. We introduce Counterfactual Semantic Saliency (CSS). This black-box, model-agnostic framework quantifies the importance of objects by measuring the semantic shift induced by their causal ablation from a scene. To evaluate AI-human semantic alignment, we tested prominent VLMs against a human psychophysics baseline comprising 16,289 valid responses across 307 complex natural scenes and 1,306 high-fidelity counterfactual variants. Our analysis reveals a pervasive scene comprehension gap: models exhibit an overreliance (relative to humans) on large objects (size bias), objects at the center of the image (center bias), and high saliency objects. In contrast, models rely less on people in the scenes than our human participants to describe the images. A model's size bias is a primary driver explaining variations in model-human semantic divergence. Code and data will be available at https://github.com/starsky77/Counterfactual-Semantic-Saliency.
May 12, 2026cs.CV

From Image Hashing to Scene Change Detection

Image hashing provides compact representations for efficient storage and retrieval but is inherently limited to global comparison and cannot reason about where changes occur. This limitation prevents hashing from being directly applicable to scene change detection, where spatial localization is essential. In this work, we revisit hashing from a scene change detection perspective and propose HashSCD, a patch-wise hashing framework that enables both efficient global change detection and localized change identification. HashSCD encodes spatially aligned patches into compact hash codes and aggregates them through an XOR-like operation, allowing change detection and localization to be performed directly in the Hamming space without repeated inference on previous images. The model is trained in an unsupervised manner using contrastive learning at both patch and global levels. Experiments demonstrate that HashSCD achieves competitive performance compared to state-of-the-art unsupervised hashing and scene change detection methods, while significantly reducing computational cost and storage requirements.
May 12, 2026cs.CV

Grounding by Remembering: Cross-Scene and In-Scene Memory for 3D Functional Affordances

Functional affordance grounding requires more than recognizing an object: an agent must localize the specific region that supports an interaction, such as the handle to pull or the button to press. This is difficult for training-free vision-language pipelines because actionable regions are often small, visually ambiguous, and repeated across multiple same-category instances in a scene. We propose AFFORDMEM, a framework that grounds 3D functional affordances by remembering geometry at two levels. The first is cross-scene affordance memory: the agent maintains a category-level memory bank of RGB images with affordance regions rendered as overlays, and recalls the most informative examples at query time to guide a frozen VLM toward small operable subregions that text-only prompting consistently misses. The second is in-scene spatial memory: as the agent processes the scene, it organizes candidate instances and their 3D spatial relations into a structured scene graph, enabling the language model to resolve references over distant or currently unobserved candidates such as "the second handle from the top." AFFORDMEM requires no model fine-tuning and no target-scene annotation, using a reusable memory bank built from source scenes. On SceneFun3D, our method improves AP50 over the prior training-free state of the art by 3.23 on Split 0 and 3.7 on Split 1. Ablation studies support complementary benefits: cross-scene affordance memory improves fine-grained localization, while in-scene spatial memory provides the larger gain on spatially qualified queries. The project homepage is available at the project page.
May 12, 2026cs.CV

PD-4DGS:Progressive Decomposition of 4D Gaussian Splatting for Bandwidth-Adaptive Dynamic Scene Streaming

4D Gaussian Splatting (4DGS) enables high-quality dynamic novel view synthesis, yet current models remain monolithic bitstreams that clients must download in full before any frame can be rendered, causing black-screen waits of tens to hundreds of seconds on mobile bandwidth and leaving 4DGS incompatible with modern adaptive-bitrate delivery. Progressive 3DGS compression alleviates this for static scenes, but it acts only on spatial anchors and cannot partition the temporal deformation networks that dominate dynamic-scene size. We present PD-4DGS, the first framework for progressive compression and on-demand transmission of 4DGS. Hierarchical Deformation Decomposition (HDD) externalises the coarse-to-fine motion hierarchy already latent in 4DGS into three independently transmittable layers -- a static scaffold, a global deformation, and a local refinement -- so that any prefix of the bitstream is already renderable, turning a single training run into a scalable, DASH/HLS-compatible bitstream. A Gaussian-entropy attribute rate-distortion loss together with a temporal mask consistency regulariser shrink the base layer while suppressing low-bitrate flicker; a capacity-weighted rollout schedule, gated online by a learnt activation rate rho, then prevents deformation-network under-training without any per-scene hyperparameter. On the Dycheck iPhone benchmark, PD-4DGS cuts the streamed bitstream by >60% at matched rendering fidelity and reduces first-frame latency from 73--930 s to ~1.7 s on a 2 Mbps link, uniquely enabling true on-demand progressive streaming for 4DGS.
May 11, 2026cs.CV

MPerS: Dynamic MLLM MixExperts Perception-Guided Remote Sensing Scene Segmentation

The multimodal fusion of images and scene captions has been extensively explored and applied in various fields. However, when dealing with complex remote sensing (RS) scenes, existing studies have predominantly concentrated on architectural optimizations for integrating textual semantic information with visual features, while largely neglecting the generation of high-quality RS captions and the investigation of their effectiveness in multimodal semantic fusion.In this context, we propose the Dynamic MLLM Mixture-of-Experts Perception-Guided Remote Sensing Scene Segmentation, referred to as MPerS.We design multiple prompts for MLLMs to generate high-quality RS captions, enabling MLLMs to perceive RS scenes from diverse expert perspectives. DINOv3 is employed to extract dense visual representations of land-covers.We design a Dynamic MixExperts module that adaptively integrates the most effective textual semantics. Linguistic Query Guided Attention is constructed to utilize textual semantic information to guide visual features for precise segmentation. The MLLMs include LLaVA, ChatGPT, and Qwen. Our method achieves superior performance on three public semantic segmentation RS datasets.
May 11, 2026cs.CV

TransmissiveGS: Residual-Guided Disentangled Gaussian Splatting for Transmissive Scene Reconstruction and Rendering

Transmissive scenes are ubiquitous in daily life, yet reconstructing and rendering them remains highly challenging due to the inherent entanglement between near-field reflections from the surrounding environment on the transmissive surface, and the transmitted content of the scene behind it. This coupling gives rise to dual surface geometries and dual radiance components within each observation, posing ambiguities for standard methods. We present TransmissiveGS, a novel framework for disentangled reconstruction and rendering of transmissive scenes. Specifically, we model the scene with a dual-Gaussian representation and introduce a deferred shading function to jointly render the two Gaussian components. To separate reflection and transmission, we exploit the inherent multi-view inconsistency of reflections and leverage the residuals from reconstructing multi-view consistent content as cues for disentangled geometry and appearance modeling. We further propose a reflection light field that enables high-fidelity estimation of near-field reflections. During training, we introduce a high-frequency regularization to preserve fine details. We also contribute a new synthetic dataset for evaluating transmissive surface reconstruction. Experiments on both synthetic and real-world scenes demonstrate that TransmissiveGS consistently outperforms prior Gaussian Splatting-based methods in both reconstruction and rendering quality for transmissive scenes.
May 11, 2026cs.CV

PaMoSplat: Part-Aware Motion-Guided Gaussian Splatting for Dynamic Scene Reconstruction

Dynamic scene reconstruction represents a fundamental yet demanding challenge in computer vision and robotics. While recent progress in 3DGS-based methods has advanced dynamic scene modeling, obtaining high-fidelity rendering and accurate tracking in scenarios with substantial, intricate motions remains significantly challenging. To address these challenges, we propose PaMoSplat, a novel dynamic Gaussian splatting framework incorporating part awareness and motion priors. Our approach is grounded in two key observations: 1) Parts serve as primitives for scene deformation, and 2) Motion cues from optical flow can effectively guide part motion. Specifically, PaMoSplat initializes by lifting multi-view segmentation masks into 3D space via graph clustering, establishing coherent Gaussian parts. For subsequent timestamps, we leverage a differential evolutionary algorithm to estimate the rigid motion of these parts using multi-view optical flow cues, providing a robust warm-start for further optimization. Additionally, PaMoSplat introduces an adaptive iteration count mechanism, internal learnable rigidity, and flow-supervised rendering loss to accelerate and optimize the training process. Comprehensive evaluations across diverse scenes, including real-world environments, demonstrate that PaMoSplat delivers superior rendering quality, improved tracking precision, and faster convergence compared to existing methods. Furthermore, it enables multiple part-level downstream applications, such as 4D scene editing.
May 9, 2026cs.CV

Kinematics-Driven Gaussian Shape Deformation for Blurry Monocular Dynamic Scenes

Reconstructing dynamic 3D scenes from blurry monocular videos is challenging as motion-induced blur entangles object motion and geometry, hindering geometric consistency. We present Kinematics-GS, a kinematics-aware framework that models blur as motion-aligned deformation and introduces a kinematic prior to reparameterize Gaussian shapes along motion trajectories, thereby mitigating degenerate shape collapse without auxiliary motion supervision. To stabilize optimization, we decompose scenes into dynamic and static components using temporal deformation variance and employ a coarse-to-fine deformation strategy to capture both global motion and fine-grained details. We also introduce a challenging real-world dataset of deformable and elastic objects exhibiting non-rigid motion with spatially non-uniform motion blur that obscures geometric cues. Extensive experiments on real-world benchmarks with realistic motion blur demonstrate that Kinematics-GS outperforms prior methods by a clear margin in monocular dynamic scene reconstruction, highlighting its effectiveness in handling complex and non-rigid motion scenarios.
May 8, 2026cs.CL

SCENE: Recognizing Social Norms and Sanctioning in Group Chats

Online group chats are social spaces with implicit behavior patterns that, when broken, are often met with social sanctioning from the group. The ability and willingness of LLM-based agents to recognize and adapt to these norms remains mostly unexplored. We introduce SCENE, a social-interaction benchmark focused on implicit norms and social sanctioning in multi-party chat. SCENE generates plausible non-roleplay scenarios with scripted personas that follow a hidden norm, create opportunities for the subject agent to violate it, and sanction breaches when they occur. We further propose behavioral evaluation metrics for two functional adaptation abilities: responsiveness to negative sanctioning, and adapting norm from peers behavior. We evaluate six frontier and open-weight models on SCENE. Our results show that Claude Opus 4.7 and Gemini 3.1 Pro adapt to implicit norms significantly more than the evaluated open-weight models. SCENE contributes one benchmark in the direction of recent calls for dynamic, interactional evaluation of LLM social capabilities.
May 8, 2026cs.CV

AsyncEvGS: Asynchronous Event-Assisted Gaussian Splatting for Handheld Motion-Blurred Scenes

3D reconstruction methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) achieve impressive photorealism but fail when input images suffer from severe motion blur. While event cameras provide high-temporal-resolution motion cues, existing event-assisted approaches rely on low-resolution sensors and strict synchronization, limiting their practicality for handheld 3D capture on common devices, such as smartphones. We introduce a flexible, high-resolution asynchronous RGB-Event dual-camera system and a corresponding reconstruction framework. Our approach first reconstructs sharp images from the event data and then employs a cross-domain pose estimation module based on the Visual Geometry Transformer (VGGT) to obtain robust initialization for 3DGS. During optimization, we employ a structure-driven event loss and view-specific consistency regularizers to mitigate the ill-posed behavior of traditional event losses and deblurring losses, ensuring both stable and high-fidelity reconstruction. We further contribute AsyncEv-Deblur, a new high-resolution RGB-Event dataset captured with our asynchronous system. Experiments demonstrate that our method achieves state-of-the-art performance on both our challenging dataset and existing benchmarks, substantially improving reconstruction robustness under severe motion blur. Project page: https://openimaginglab.github.io/AsyncEvGS/