Single-View 3D Reconstruction

Latest papers 80

Jul 2, 2026cs.CV

X-Splat: Gaussian Splatting for 3D CBCT Generation from Single Panoramic Radiograph

Generating a 3D dental volume from a single panoramic radiograph (PXR) could provide a low-radiation alternative to Cone-Beam Computed Tomography (CBCT), but the problem is highly underdetermined: panoramic acquisition integrates 3D attenuation along curved X-ray paths into a 2D image, leaving depth-resolved anatomy unobserved. Existing implicit and generative approaches often produce oversmoothed geometry or anatomically inconsistent hallucinations, lacking geometry-driven supervision and relying on smooth representations unable to precisely localize sharp anatomical boundaries. We propose X-Splat, the first Gaussian Splatting framework for generating CBCT-like 3D dental volumes from a single PXR. X-Splat uses the known panoramic acquisition geometry as a generation scaffold: learnable anisotropic Gaussian primitives are initialized along the X-ray paths that formed the input image and adjusted in a single feed-forward pass, constrained by Beer-Lambert reprojection and multi-view radiographic training supervision. A lightweight residual refiner adds dataset-level anatomical priors without overriding the geometry already resolved by the Gaussians. We train on synthetic PXR-CBCT pairs, enabling direct volumetric supervision without paired real scans. We further introduce segmentation-based geometry-aware metrics, providing the first evaluation of PXR-based generation over maxillofacial anatomy. X-Splat outperforms NeRF- and GAN-based baselines, recovering individual teeth, cortical boundaries, and alveolar structure, including the mandibular canal which prior methods fail to reconstruct. Code will be available at https://github.com/tomek1911/X-Splat
Jul 1, 2026cs.CV

Pano2World: End-to-End 3D Generation via Unified Multi-View Sequences

A single panorama captures the full visual sphere from one camera center, yet confines users to looking around in place without enabling true scene exploration. Converting a single panorama into a persistent, renderable 3D representation for free-viewpoint navigation has attracted growing interest; existing methods either adopt iterative per-view completion that propagates inpainting results to update the underlying geometry, leading to progressive error accumulation and cumbersome multi-step pipelines, or leverage the temporal consistency priors of video generation models, yet the continuous-trajectory constraint intrinsic to such models limits their flexibility in covering scenes from multiple directions simultaneously. We present Pano2World, which takes a single indoor panorama as input and directly outputs a persistent, explorable 3D Gaussian scene. Given the source panorama, Pano2World first reconstructs a coarse 3D Gaussian proxy and renders it at adaptively sampled nearby poses to obtain geometrically aligned guidance panoramas; a panoramic diffusion model then jointly denoises all target views via View-Aware Attention Routing, where each target view simultaneously receives geometric constraints from its corresponding guidance panorama and global semantic guidance from the source panorama, naturally enforcing cross-view consistency. To avoid the information loss incurred by decoding the multi-view hidden features formed during joint denoising back to the pixel domain via VAE, we introduce Latent Feature Adapter, a geometry-aware bridge module that directly distills these hidden features into a scene latent, subsequently decoded into the final 3D Gaussian scene. Experiments demonstrate that Pano2World significantly outperforms existing methods on the multi-position panoramic novel-view synthesis benchmark.
Jul 1, 2026cs.CV

CORGI: Consistency-Aware 3D Dog Reconstruction from a Single Image in the Wild

Reconstructing high-fidelity 3D models of highly articulated animals, such as dogs, from a single in-the-wild image remains a formidable challenge. In this paper, we introduce CORGI, a novel framework for consistency-aware 3D dog reconstruction from a single unconstrained image that completely eliminates the need for 3D supervision. To overcome generative inconsistencies and the lack of multi-view capture, our pipeline introduces three core components. First, we propose a Canonical-Driven Orbital Generation (CDOG) strategy, utilizing specialized Canonical and Orbit LoRAs to normalize arbitrary input poses and synthesize reliable 360-degree video observations. Second, we design a Consistency-aware Deformable 3DGS (CA-3DGS) module that anchors on a D-SMAL prior, explicitly modeling per-view generative errors through dedicated neural deformation fields to learn accurate vertex-level displacements. Finally, to eliminate structural distortions and recover high-frequency details, we introduce a self-supervised Deformation-Conditioned Generative Repair (DCGR) module. Extensive experiments demonstrate that CORGI achieves state-of-the-art performance, generalizing seamlessly across diverse dog breeds to produce geometrically accurate, visually coherent, and fully animatable 3D assets ready for downstream applications.
Jun 29, 2026cs.CV

FastPano3D: Feed-Forward Indoor Panoramic 3D Reconstruction from a Single Image

Recent advances in 3D scene reconstruction have highlighted the intricate trade-offs among rendering quality, inference efficiency, and data dependency. To address the challenge of rapidly reconstructing detailed 3D indoor scenes from minimal input, we introduce FastPano3D, an end-to-end framework that directly generates renderable 3D Gaussian representations from a single panoramic image. Unlike perspective-based methods, panoramic images inherently suffer from equirectangular projection distortions and spatially non-uniform feature distributions, making direct feed-forward Gaussian generation particularly challenging. In contrast to existing Gaussian Splatting based methods that rely on multi-view supervision or per-scene optimization, FastPano3D employs a lightweight feature encoder, adaptive Gaussian sampling, and a point-cloud-guided refinement strategy to achieve efficient and accurate scene generation without any test-time optimization. Our approach reconstructs high-fidelity 3D scenes within seconds, achieving up to 156 times faster inference than prior state-of-the-art methods such as Pano2Room, while using only half the parameters. Extensive experiments demonstrate that FastPano3D delivers rendering quality comparable to NeRF- and 3DGS-based reconstructions, establishing a new benchmark for rapid, single-view 3D scene inference.
Jun 26, 2026cs.CV

Home3D 1.0: A High-Fidelity Image-to-3D Asset Generation System for Interior Design

We present Home3D 1.0, a modular image-to-3D generation system that produces high-quality 3D assets from a single reference image, targeting interior design and e-commerce applications. Given a photograph of a furniture or decor item, the system outputs a mesh with physically-based rendering (PBR) materials, and the mesh can be decomposed into material-specific components. The pipeline is organized into four tightly coupled modules: Geometry reconstructs a watertight mesh through latent SDF modelling with a geometry VAE and a coarse-to-fine flow-matching DiT; Texture predicts multiview albedo observations, reprojects them onto the mesh, and completes unseen surface regions with a 3D texture field; Material uses MatWeaver to obtain component masks through video-based segmentation and UV-space voting, then retrieves and bakes PBR maps from a curated material library through hierarchical multi-modal matching; and Parts generates material-editable semantic part meshes with a PartVAE and PartDiT, decoding multi-head part-specific SDF fields in one pass. Each module is evaluated independently with dedicated metrics, highlighting both the current system capability and the remaining gaps toward broader deployment.
Jun 24, 2026cs.CV

PRISM: Feed-Forward Single-Image 3D Reconstruction via Geometric Warp-Residual Modeling

Reconstructing 3D scenes from a single image is a fundamental challenge in computer vision, with broad applications in virtual reality, robotics, and content creation. Recent methods achieve outstanding performance by leveraging camera-controlled video diffusion models, but rely on iterative diffusion sampling, which greatly limits their practical deployment. We observe that geometric forward warping alone can cover the majority of a target view directly from the input image, with only a compact residual left for the encoder to correct. Motivated by this observation, we propose PRISM, a feed-forward framework that decomposes multi-view latent prediction into a parameter-free geometric prior and a learned residual correction, with no diffusion sampling required at inference. To enable generalization from purely synthetic training data, we devise a two-stage training strategy combining latents supervised distillation for geometric generalization and perceptual fine-tuning for appearance quality optimization. Extensive experiments on three benchmarks demonstrate that PRISM achieves competitive reconstruction quality compared with diffusion-based methods, while reducing inference time dramatically to only 36 seconds per scene.
Jun 23, 2026cs.CV

PatternGSL: A Structured Specification Language for Template-Free and Simulation-Ready 3D Garments

Reconstructing realistic, physically plausible garments from a single image remains a fundamental challenge. Template-free methods capture surface geometry but lack explicit sewing structure for simulation; while programmatic systems are simulation-ready but constrained by predefined templates. This reveals a fundamental representation gap between geometric reconstruction and structured garment construction. We present PatternGSL, a structured garment representation in the form of a template-free and learnable specification language that encodes complete sewing patterns, including panel boundaries, parameterized seams, and explicit stitch topology, in a compact and standardized form. PatternGSL preserves the physical rigor of pattern-based models while removing template dependence, elevating sewing structure as a first-class target for generative modeling. We further propose a vision-language framework that predicts PatternGSL specifications directly from a single image and decodes them into garments using lightweight deterministic validity handling, without optimization-based refinement or manual cleanup. In addition, we introduce PatternGSLData, the first large-scale image-to-GSL paired dataset comprising 300K samples with complete sewing pattern annotations, enabling supervised VLM training for structured garment reconstruction. Experiments demonstrate improved pattern accuracy over prior baselines, explicit sewing-structure recovery, reliable cloth simulation, and pattern-level editing through the same deterministic decoding pipeline. Code and data-processing scripts will be released at https://lagrangeli.github.io/PatternGSL/.
Jun 23, 2026cs.CV

3DCarGen: Scalable 3D Car Generation via 3D-consistent Multi-view Synthesis

High-quality 3D vehicle assets are essential for autonomous driving simulation. Although multi-view diffusion-based paradigms enable controllable single-image reconstruction, they typically produce limited viewpoints and exhibit cross-view geometric inconsistencies, thereby reducing reconstruction fidelity in real-world scenarios. In this work, we introduce 3DCarGen, a scalable single-view 3D car generation framework designed for real-world images by synthesizing an arbitrary number of 3D-consistent multi-view images. Specifically, given a single image as input, we first synthesize a set of images from fixed viewpoints. These images are then fed into a feed-forward reconstruction model, resulting in a coarse 3D representation based on 3D Gaussian Splatting. Conditioned on this explicit 3D prior, our multi-view diffusion model generates 3D-consistent images from arbitrary camera viewpoints. We further extend a fast mesh reconstruction algorithm by incorporating color-normal joint optimization to recover detailed and coherent 3D vehicle models from the synthesized dense views. Extensive experiments on synthetic and real-world datasets demonstrate that our approach achieves robust geometric consistency and reconstruction fidelity compared to existing methods. Project page: https://honglixiao.github.io/3dcargen.github.io/.
Jun 22, 2026cs.CV

Can Single-View Mesh Reconstruction Generalize to Robot Camera Rotation?

Single-view mesh reconstruction predicts object meshes and spatial layouts from a single observation, making it attractive for fast robot spatial reasoning and real-to-sim digital twins. However, robot-mounted cameras naturally rotate during manipulation and navigation, while learned single-view reconstruction models often rely on view-dependent priors and may generalize poorly to out-of-distribution camera rotations. Such rotations can introduce 3D inconsistencies, incorrect layouts, and violations of physical constraints, but this failure mode remains under-evaluated. We introduce an evaluation protocol with controlled axis-wise roll, pitch, and yaw sweeps to trace errors in monocular depth estimation (MDE), canonical object meshes, camera-space layout, and physical plausibility within a representative SAM3D-style pipeline. On the Aria Digital Twin dataset and a real Franka wrist-camera sequence, camera rotations induce MDE distortion, layout drift, and collision penetration, while canonical mesh predictions remain relatively stable. A two-stage SAM3D+FoundationPose pipeline is more robust than one-stage feed-forward layout prediction, and our Gravity-Aware Refinement reduces one-stage pairwise ICP-based layout-orientation error by 47.1%\%. Our evaluation reveals that current single-view mesh reconstruction methods generalize poorly to robot camera rotation, and suggests that explicit gravity cues are important for reliable robotic single-view mesh reconstruction.
Jun 19, 2026cs.CV

φφ-Scene: Physically Grounded Image-to-3D Scene Reconstruction

Reconstructing compositional 3D scenes from a single image is a fundamental challenge in 3D world modeling. Recent methods can recover high-fidelity, complete 3D objects and predict plausible scene arrangements, but most still treat scene reconstruction primarily as a visual and geometric prediction problem. Their outputs may therefore contain floating objects, interpenetrations, or unstable-contact artifacts, limiting their physical validity and downstream usability in simulation, robotics, and interactive environments. We present φφ-Scene, a physically grounded approach to open-vocabulary and compositional image-to-3D scene reconstruction. The key premise is that a reconstructed scene should not be treated merely as a set of objects with predicted poses, but as a stable physical system. Accordingly, φφ-Scene formulates reconstruction as topology-driven physical assembly: it infers how objects support one another, orders them accordingly, and progressively settles each object against its already stabilized support context. For each object in topological order, SDF-based optimization first resolves penetrations against the pre-settled support context, and rigid-body simulation then settles the object into a stable contact configuration under real-world physical constraints. Experiments on 3D-Front show that φφ-Scene achieves the strongest overall performance among out-of-domain methods and remains highly competitive with in-domain baselines. Human and VLM evaluations further show strong preference for φφ-Scene in visual quality, reference alignment, and physical plausibility. Finally, dedicated physical plausibility metrics covering static contact quality and dynamic stability demonstrate that φφ-Scene substantially reduces penetration artifacts while producing much lower post-simulation drift, indicating more stable and physically grounded 3D scenes.
Jun 16, 2026cs.LG

A Cross-Model VLM-Judge Protocol for Single-Image 3D Mesh Quality (and Why Cheap Proxies Fall Short)

Single-image-to-3D generators are improving quickly, but there is no agreed, human-free way to tell whether one generated mesh is better than another. Practitioners commonly rely on cheap automatic proxies (render-space CLIP similarity and mesh geometry-validity statistics), yet how well these track perceived quality is unestablished. We make two contributions. First, we propose and validate a reproducible VLM-judge evaluation protocol: a fixed 24-view headless render rig, two independent vision-language judge families, and a mandatory position-bias correction that queries both presentation orders and keeps only order-consistent verdicts. The two judge families agree substantially with each other (Cohen's kappa = 0.66), well above the chance-agreement floor. Second, using this protocol as the reference, we show the cheap proxies do not substitute for it. Geometry validity is only a weak signal on average (because, as we show, it is bimodal) and stays below our pre-registered target, while render-CLIP is at chance. A learned Bradley-Terry head collapses onto a single manifoldness statistic (giving render-CLIP a negative weight) and matches geometry-only exactly, so learning the feature weights buys nothing. The proxy is also bimodal: it is significantly above chance on contrasts with visible geometric defects but at chance on ambiguous contrasts, consistent with geometry validity tracking the judge only when the defect is visually salient. We therefore recommend the VLM-judge protocol as a reliable, reproducible evaluator under the conditions tested (two feed-forward generators on Google Scanned Objects, with a face-drop degradation regime) and advise against geometry/CLIP proxies as optimization targets.
Jun 11, 2026cs.CV

MoVerse: Real-Time Video World Modeling with Panoramic Gaussian Scaffold

We present MoVerse, a real-time video world model that creates an interactively navigable scene from a single narrow-field-of-view image. This setting is challenging because the input observes only a small fraction of the environment, while interactive roaming requires a complete surrounding world, persistent geometry, controllable camera motion, and temporally coherent high-fidelity observations. MoVerse addresses this problem by separating world construction from observation rendering. It first expands the input into a gravity-aligned 360∘^\circ panorama with topology-aware diffusion, closing the missing field of view before 3D reasoning. It then lifts the panorama into a persistent 3D Gaussian scaffold using panoramic geometry-aware residual prediction, yielding a dense and directly renderable spatial memory. Finally, a Gaussian-conditioned video renderer translates scaffold renderings along user-specified camera trajectories into photorealistic video. To make this renderer practical for interaction, we train a bidirectional diffusion teacher for high-quality conditional rendering and distill it into a causal autoregressive student for bounded-latency streaming. This design combines the controllability and long-range consistency of explicit 3D representations with the perceptual quality of generative video models. MoVerse supports real-time scene roaming at 8FPS on a single NVIDIA RTX4090 GPU, demonstrating a practical path toward single-image world creation with interactive video output.
Jun 7, 2026cs.CV

SceneConductor: 3D Scene Generation from a Single Image with Multi-Agent Orchestration

Generating complete 3D scenes from a single image requires inferring globally consistent geometry, object relationships, and environmental context from inherently ambiguous visual evidence. Despite recent progress in joint layout-and-mesh generation, existing methods often rely on holistic or weakly decomposed pipelines that entangle many factors at once and demand extensive scene-level supervision, limiting their generalization to complex real-world environments. We propose a multi-agent orchestration framework that decomposes single-image 3D scene generation into three structured stages: scene initialization, environment construction, and multi-agent refinement. The initialization stage extracts image-derived object masks, builds object-level 3D representations, and predicts an initial spatial layout to form a coarse 3D scene. The environment-construction stage then leverages this initialization together with point-map geometry to build an environmental scaffold of supporting surfaces, room boundaries, materials, and illumination. Finally, in the refinement stage, a planner agent identifies structural and visual inconsistencies, applies simple corrections directly, and dispatches specialist agents for complex localized revisions that are reintegrated into the global scene. To provide reliable structural initialization while reducing reliance on scene-level annotations, we further introduce a geometry-aware layout predictor supervised by sparse geometric priors derived from point maps. Unlike fully supervised layout generators, the predictor can be trained from segmentation-level data and generalizes robustly to diverse real-world scenes. Extensive experiments on benchmark datasets show that our method consistently outperforms prior approaches in geometric accuracy, spatial consistency, and perceptual realism.
Jun 2, 2026cs.CV

SimuScene: Simulation-Ready Compositional 3D Scene Reconstruction from a Single Image

Reconstructing interactive, simulation-ready 3D scenes from a single image is a critical bottleneck for robotic manipulation. While recent single-image lifters recover plausible per-object shapes, composing them yields scenes that collapse under physical simulation due to interpenetrating, hovering, or sinking objects. Existing physics-aware methods address this strictly as a post-hoc layout correction, leaving the underlying geometric errors unresolved. To address this, we introduce SimuScene, a compositional 3D reconstruction pipeline that puts physics in the loop of shape and layout estimation. Rather than using physics merely for layout cleanup, we utilize the physics engine as a diagnostic measurement tool during the generative process itself. By diagnostically simulating reconstructed objects under gravity, we convert penetration and support failures into quantitative correction signals that drive gravity-axis stretching and amodal shape resampling. This physics-informed feedback loop mitigates accumulated reconstruction errors and produces a stable, simulation-ready compositional 3D scene. Extensive experiments demonstrate state-of-the-art performance on physical stability and geometric alignment benchmarks. We further highlight SimuScene's utility by deploying reconstructed environments in humanoid control and robot-arm manipulation tasks.
Jun 1, 2026cs.CV

Thinking in Blender: Staged Executable Inverse Graphics with Vision-Language Models

Inverse graphics is a longstanding and highly underconstrained problem that seeks to reconstruct images as editable 3D scenes which can be rendered, relit, and manipulated. In this work, we investigate whether pretrained vision-language models (VLMs) can perform executable inverse graphics directly from a single image by reconstructing a scene as an editable Blender program, without relying on specialized 2D or 3D foundation models, differentiable rendering, or multi-view supervision. We introduce Staged Executable Inverse Graphics (SEIG), an agentic framework that reconstructs a 3D scene from a single image by progressively refining scene factors including geometry, materials, composition, and lighting directly in executable Blender code space. We evaluate our framework across diverse scenes using a range of reconstruction metrics spanning pixel-level, perceptual, and semantic fidelity. Our experiments show that staged reconstruction substantially improves reconstruction fidelity, highlighting the importance of task decomposition for executable inverse graphics with general-purpose VLMs. Finally, we showcase various downstream applications enabled by the reconstructed editable Blender scenes.
Jun 1, 2026cs.CV

HumanNOVA: Photorealistic, Universal and Rapid 3D Human Avatar Modeling from a Single Image

In this paper, we present HumanNOVA, a photorealistic, universal, and rapid model for generating 3D human avatars from a single RGB image. Achieving both photorealism and generalization is challenging due to the scarcity of diverse, high-quality 3D human data. To address this, we build a scalable data generation pipeline that follows two strategies. The first one is to leverage existing rigged assets and animate them with extensive poses from daily life. The second strategy is to utilize existing multi-camera captures of humans and employ fitting to generate more diverse views for training. These two strategies enable us to scale up to 100k assets, significantly enhancing both the quantity and the diversity of data for robust model training. In terms of the architecture, HumanNOVA adopts a feed-forward, token-conditioned avatar modeling framework that allows fast inference in less than one second and requires no test-time optimization. Given an input image and an estimated simplified human mesh (SMPL) without detailed geometry or appearance, the model first encodes both inputs into compact token representations. These tokens then act as conditioning signals and are fused through cross-attention to construct a triplane-based 3D avatar representation. Extensive experiments on multiple benchmarks demonstrate the superiority of our approach, both quantitatively and qualitatively, as well as its robustness under diverse input image conditions. Project page at https://HumanNOVA.github.io .
May 31, 2026cs.CV

Splatshot: 3D Face Avatar Generation from a Single Unconstrained Photo

Reconstructing a photorealistic 3D face avatar from a single unconstrained photograph is challenging: feed-forward 3D Gaussian Splatting (3DGS) models degrade on out-of-distribution inputs, while pretrained diffusion models produce high-fidelity images but lack multi-view consistency. We observe that these paradigms are fundamentally complementary: explicit 3D representations guarantee geometric consistency, whereas 2D diffusion priors ensure photorealism. Building on this, we propose SplatShot, a training-free framework that couples these representations directly within the denoising process. Given a base 3DGS face model and a single reference image, we jointly denoise all target views using a per-step 3D feedback loop. At each timestep, we predict clean images from the noisy latents, refit the 3DGS to these multi-view predictions, and back-propagate the photometric discrepancy between the 3DGS re-renderings and 2D predictions into the noise estimate. This steers the sampling trajectory toward strictly 3D-coherent, identity-faithful outputs. Experiments on diverse in-the-wild images demonstrate that SplatShot produces 3D avatars with superior identity preservation, photorealism, and multi-view consistency.
May 29, 2026cs.CV

VolFill: Single-View Amodal 3D Scene Reconstruction with Volumetric Flow Matching

Reconstructing the complete geometry of a scene from a single RGB image remains challenging - especially when inferring hidden structures where visual evidence is incomplete. We introduce VolFill, a generative framework that predicts the 3D structure of the complete scene rather than relying on traditional pixel-aligned regression. Our method utilizes a hybrid 3D VAE to compress sparse truncated unsigned distance function grids into a compact latent space, paired with a latent Diffusion Transformer that denoises this representation to recover the complete scene. We condition the generation on geometry foundation models, leveraging rich spatial priors for robust reasoning. Unlike existing methods limited by per-ray constraints or unstructured point-cloud queries, VolFill provides a structured representation that supports direct surface extraction and occupancy queries at scale. Extensive experiments on the SCRREAM and NRGB-D datasets demonstrate that our approach significantly outperforms current baselines, providing a robust foundation for holistic spatial understanding.
May 28, 2026cs.CV

REST3D: Reconstructing Physically Stable 3D Scenes from a Single Image

Reconstructing physically stable 3D scenes from a single RGB image enables casual images to be converted into simulation-ready digital assets for applications such as immersive interaction and content creation. However, existing single-image reconstruction methods fall short in capturing the physical structure of a scene. As a result, they often produce geometrically plausible but physically inconsistent results, including object floating and penetration, which lead to unstable behavior in physics simulations. Image-conditioned scene generation methods improve physical plausibility but often rely on strong scene priors, yielding plausible yet inaccurate object arrangements that fail to match the input image. We propose REST3D, a single-image reconstruction framework that can reconstruct physically stable 3D scenes by integrating physical scene understanding with physics-constrained refinement. We first introduce an agentic physical scene understanding technique that constructs a scene-tree representation capturing object physical states and inter-object relationships from a gravity-support perspective, providing a structural prior for reconstruction. Leveraging this structure, we initialize the scene using image-to-3D models, followed by scene-tree-guided alignment and physics-constrained optimization to resolve physical violations while preserving visual consistency with the input image. Experiments show that our method significantly reduces physical errors and improves simulation stability on both synthetic and real-world datasets while maintaining strong reconstruction quality. We further demonstrate the reconstructed scenes in VR-based human-object interaction, showing their potential for immersive applications.
May 27, 2026cs.CV

SEMAGIC: Learning Semantically Consistent Deformable 3D Representations from In-the-Wild Images

Learning deformable 3D object models from single-view in-the-wild images has enabled impressive 3D shape reconstruction without supervision. However, it remains unclear whether these models capture the semantic structure required for downstream tasks. We find that existing deformable reconstruction approaches, despite producing visually plausible geometry, yield unstable correspondences across instances and perform poorly on semantic correspondence benchmarks. We introduce SEMAGIC, a framework for learning semantically consistent deformable 3D representations from single-view in-the-wild images. Rather than treating reconstruction as the end goal, SEMAGIC uses deformable modeling as a mechanism to discover category-level correspondences. Each category is represented by a canonical template mesh and a learned deformation field, functioning similarly to an autoencoder that reconstructs instance geometry from image features, enabling vertices to maintain consistent semantic meaning across instances. Semantic consistency is enforced during training through (i) a feature-level consistency loss aligning semantic features between canonical and deformed meshes, and (ii) vertex-index-conditioned deformation that preserves semantic correspondence across instances. By explicitly coupling geometric deformation with semantic alignment, SEMAGIC produces representations that maintain stable part correspondences across intra-category variation. Experiments demonstrate that SEMAGIC improves semantic correspondence of deformable models by +14.7 [email protected] on SPair-71k, establishing deformable models as effective semantic 3D representations.
May 26, 2026cs.CV

I2PRef: Image-Driven Point Completion with Iterative Refinement

We present an image-conditioned point cloud completion approach that treats images as the primary geometric source rather than a secondary guide. To this end, we introduce an Image-to-Point (I2P) module that can reconstruct complete point clouds directly from a single RGB image, with no need for 3D inputs. Additionally, we introduce a transformer-based Point-to-Point (P2P) refinement module that uses self- and cross-attention between point tokens and image features to iteratively refine the coarse I2P output. The I2P module enables the image encoder to learn rich geometric representations, while the P2P module progressively recovers fine-grained details. Unlike existing multimodal methods that rely on auxiliary losses or fusion modules, our explicit I2P task provides a strong, geometry-aware prior based on images alone. Extensive experiments on ShapeNet-ViPC demonstrate state-of-the-art completion performance with a 12.3% relative Chamfer Distance improvement over prior methods. Code is available at: https://github.com/AzharSindhi/I2PRef.git
May 25, 2026cs.CV

Unified Panoramic Geometry Estimation via Multi-View Foundation Models

Geometry estimation from perspective images has greatly advanced, maturing to the point where off-the-shelf foundation models are able to reconstruct 3D scene structure not only from multi-view imagery, but even from a single view. A natural extension is 3D reconstruction from panoramas, with the exciting prospect of recovering a full 360-degree scene from a single panoramic image. In this work, we introduce PaGeR (Panoramic Geometry Reconstruction), a framework to lift powerful 3D foundation models designed for perspective imagery to the panorama domain. Our strategy is to start from a pre-trained transformer for 3D reconstruction and turn it into a unified high-performance model that predicts scale-invariant depth, metric depth, surface normals, and sky masks from both perspective and omnidirectional images, in a single forward pass. By keeping architectural changes to a minimum and mixing perspective and panoramic images during training, PaGeR retains the rich 3D prior of the underlying foundation model while learning to also estimate geometrically consistent 360-degree scenes from single panoramas. We extensively test our method in both indoor and outdoor environments and find that it delivers state-of-the-art performance and excellent zero-shot performance across a wide range of scenes. Code, data and models are available \href\href{https://github.com/prs-eth/PaGeR}{\text{here}}.
May 25, 2026cs.CV

MuNet: A Mutualistic Network for Joint 3D Human Mesh Recovery and 3D Clothed Human Reconstruction from Single Images

3D human mesh recovery and 3D clothed human reconstruction are inherently related, yet they have long been studied in isolation, thereby overlooking the potential gains of joint optimization. To overcome this limitation, we propose to address these two tasks within a unified framework, which allows their mutual dependencies to be effectively exploited. Building on this idea, we propose MuNet, a mutualistic network for joint 3D human mesh recovery and 3D clothed human reconstruction from single images. First, we adopt 2-manifold graphs as a unified representation for all 3D models, enabling consistent modeling across 3D human mesh recovery and clothed human reconstruction. Second, we design an end-to-end graph convolutional network that progressively deforms an initial graph into a 3D human mesh and refines it into a detailed 3D clothed human model. Third, we introduce a mutualistic mechanism that allows reciprocal interaction between the two tasks {during training}, where 3D human mesh recovery provides guidance for 3D clothed human reconstruction, and reconstruction feedback refines the 3D human mesh recovery. We extensively evaluate MuNet on six benchmark datasets for 3D human mesh recovery and 3D clothed human reconstruction, including Human3.6M, 3DPW, MPI-INF-3DHP, THuman2.0, CAPE, and RenderPeople. Experimental results demonstrate that MuNet achieves state-of-the-art performance on both tasks across all datasets. The code of MuNet is released for research purposes at https://github.com/starVisionTeam/MuNet.
May 25, 2026cs.CV

SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting

3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.
May 24, 2026cs.CV

K-U-KAN: Koopman-Enhanced U-KAN for 3D Dental Reconstruction from a Single Panoramic X-ray Radiograph

A panoramic X-ray compresses a 3D jaw into a 2D strip; we aim to recover the missing depth cleanly and fast. Existing implicit neural representations render realistic volumes but are slow to train, sensitive to sampling and positional encodings, and costly in practice. Pure CNN baselines are efficient yet struggle with the dental arch's long-range geometry, blur fine enamel-dentin boundaries, and offer little interpretability. We present K-U-KAN, a three-stage pipeline that (i) lifts 2D features into depth-aware observables with Kolmogorov-Arnold Networks, (ii) advances these observables by a stable, phase-aware linear evolution via a Koopman token block, and (iii) places the predicted depth bins onto focal-trough rays before a lightweight 3D attention U-KAN refines the volume. This marriage of physics (Beer-Lambert image formation), geometry (horseshoe focal trough), and learned linear dynamics yields sharp anatomy, fewer artifacts, and robust behavior on native radiographic intensities with batch size one. On held-out data, K-U-KAN matches transformer/implicit baselines on signal and structure metrics, clearly improves perceptual quality, and trains in roughly half the time-making single-view PX →\to CBCT reconstruction more practical for clinical pipelines.
May 22, 2026cs.CV

Single View Seafloor Recovery from Imaging Sonar via Differentiable Rendering

Sonar is often the only modality suitable for high-resolution imaging underwater due to light attenuation and turbidity. Forward-looking imaging sonar provides measurements over range and horizontal angle but collapses vertical structure into a flat image, creating ambiguities that make 3D recovery challenging. A common use case for imaging sonar is underwater terrain mapping (bathymetry), yet current methods require many views, expensive multi-sensor setups, or significant training data, which limits use and adaptability to new environments. We present a training-free method that recovers bathymetry from a single sonar image in under 30 seconds via differentiable rendering, conditioned on a known seafloor tilt. To our knowledge, this is the first differentiable rendering approach for single-view height recovery in sonar. Our method implements differentiable sonar ray tracing and optimizes an explicit height field to reproduce the target image. On synthetic datasets, our approach outperforms a supervised CNN under distribution shift and remains close on rough terrain, while the CNN wins in-distribution. By modeling physically grounded priors of the sonar process, our method adapts across sensor configurations and environments without training data.
May 19, 2026cs.GR

TelePhysics: Physics-Grounded Multi-Object Scene Generation from a Single Image with Real-Time Interaction

Recent generative video models achieve impressive visual quality but remain constrained by limited physical consistency and controllability. Existing video generation methods provide minimal physical control, and single-image-to-3D conversion approaches often suffer from object interpenetration. Furthermore, physics-based scene-level 3D generation methods exhibit spatial misalignment, stylized artifacts, and inconsistencies with the input data, restricting their use in realistic interactive video synthesis. We propose TelePhysics, a training-free framework that converts a single image into a physically consistent and controllable video through holistic scene-level 3D reconstruction. By representing the full scene geometry in a unified spatial coordinate system, TelePhysics resolves object penetration and alignment ambiguity. Unlike prior methods, this formulation enables accurate scenelevel multi-object interactions and introduces richer, complex control types for advanced mechanicsbased manipulation. By decoupling simulation from rendering, TelePhysics bypasses latency-heavy priors, achieving real-time physical interaction previews paired while preserving photorealistic visual fidelity. Experimental results demonstrate that TelePhysics substantially outperforms prior methods in physical fidelity, spatial coherence, and controllability. The open-source code is available at https://github.com/xinzhang007/TelePhysics.
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 13, 2026cs.CV

Img2CADSeq: Image-to-CAD Generation via Sequence-Based Diffusion

Boundary Representation (BRep) is the standard format for Computer-Aided Design (CAD), yet reconstructing high-quality BReps from single-view images remains challenging due to the complexity of topological constraints and operation sequences. We present Img2CADSeq, a multi-stage pipeline that overcomes these limitations by encoding CAD sequences into a three-level hierarchical codebook. Guided by an importance prioritization, this strategy values profiles over details, compressing long sequences into a stable discrete latent space. To bridge the modality gap, we leverage a coarse-to-fine point cloud intermediate, aligning 2D visual features with 3D CAD sequences via contrastive learning to condition a VQ-Diffusion model. Supported by newly introduced CAD-220K and PrintCAD datasets, our approach ensures robust industrial domain adaptation. Extensive experiments demonstrate that Img2CADSeq significantly outperforms state-of-the-art methods, producing standard STEP files that can be directly used in commercial CAD software.
May 13, 2026cs.CV

OCH3R: Object-Centric Holistic 3D Reconstruction

Object-centric scene understanding is a fundamental challenge in computer vision. Existing approaches often rely on multi-stage pipelines that first apply pre-trained segmentors to extract individual objects, followed by per-object 3D reconstruction. Such methods are computationally expensive, fragile to segmentation errors, and scale poorly with scene complexity. We introduce OCH3R, a unified framework for Object-Centric Holistic 3D Reconstruction from a single RGB image. OCH3R performs one forward pass to simultaneously predict all object instances with their 6D poses and detailed 3D reconstructions. The key idea is a transformer architecture that predicts per-pixel attributes, including CLIP-based category embeddings, metric depth, normalized object coordinates (NOCS), and a fixed number of 3D Gaussians representing each object. To supervise these Gaussian reconstructions, we transform them into canonical space using the predicted 6D poses and align them with pre-rendered canonical ground truth, avoiding costly per-image Gaussian label generation. On standard indoor benchmarks, OCH3R achieves state-of-the-art performance across monocular depth estimation, open-vocabulary semantic segmentation, and RGB-only category-level 6D pose estimation, while producing high-fidelity, editable per-object reconstructions. Crucially, inference is fully feed-forward and scales independently of the number of objects, offering orders-of-magnitude speedups over conventional multi-stage pipelines in cluttered scenes.