Surface Reconstruction

Recent momentum

emerging

4 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this topic, kept on the site without email delivery.

Period ending 2026-09-21

1 new paper

A weekly snapshot of new work published in Surface Reconstruction.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Surface Reconstruction.

32 papers

Latest in Surface Reconstruction

Sep 14, 2026cs.CV

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

Cultural heritage documentation increasingly relies on image-based 3D surface reconstruction, with photogrammetry software making such workflows accessible to archaeologists, conservators, and heritage technicians. These tools have been successful for conventional multi-view acquisition, but they do not routinely exploit richer multi-view, multi-light data, despite its potential for improving fine-scale surface reconstruction. This limitation is particularly relevant in heritage contexts, where controlled-light acquisition devices such as RTI domes are already used to capture illumination-varying image sets. The challenge is therefore to connect these existing acquisition practices with recent computer vision methods in a form that can be used within operational heritage workflows. In this work, we address this need by integrating state-of-the-art components from computer vision for multi-view, multi-light surface reconstruction into Meshroom, an open-source photogrammetry framework. Rather than proposing a new reconstruction algorithm, our contribution is to assemble and expose existing advanced methods, namely a complete photometric stereo ecosystem (calibrated, self-calibrated and universal), automatic object masking, and multi-view normal-and-reflectance integration, within a usable heritage-oriented workflow. The proposed system thus provides an intermediate software layer between computer vision research code and practical cultural heritage applications, making recent techniques easier to use and evaluate.
Baptiste Brument, Robin Bruneau, Benjamin Coupry +6
Sep 3, 2026cs.CV

STARS-GS: Structure-Aware Regularized Gaussian Splatting for Large-Scale Aerial Surface Reconstruction

Large-scale 3D surface reconstruction from aerial imagery is fundamental to geospatial mapping and urban modeling. Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated considerable potential for this task. However, existing methods still face three major challenges in large and complex scenes: scene partitioning may split continuous scene elements across independently optimized sub-regions; geometric constraints mainly focus on the attributes of individual Gaussians while overlooking their local organization; and uniform regularization struggles to accommodate heterogeneous geometric structures. To address these issues, we propose STARS-GS, a structure-aware 3DGS framework for large-scale surface reconstruction. First, we introduce a structure-aware scene partitioning strategy that better preserves continuous scene structures during partitioning and reduces cross-region geometric inconsistencies and stitching artifacts through boundary refinement. Second, we develop neighborhood-aware Gaussian organization that extends geometric constraints from individual primitives to their neighborhood organization, encouraging Gaussians to better conform to local surface geometry. Third, we introduce adaptive surface regularization that adjusts the regularization strength according to local geometric characteristics, promoting geometric consistency in structured regions while preserving plausible variations in unstructured regions. Extensive experiments on large-scale aerial photogrammetry benchmarks demonstrate that STARS-GS consistently outperforms the evaluated Gaussian-based methods in surface reconstruction. It increases the average F1-score from 0.640 for the second-best method to 0.698, corresponding to a relative improvement of approximately 9.1%, demonstrating effective improvements in geometric accuracy and surface completeness.
Bocheng Li, Wenjuan Zhang, Jie Pan. Dongxu Han +3
Aug 31, 2026cs.CV

RealCAD: Towards Real-World Image-to-CAD Reconstruction under Domain Shift and Parameter Bias

Reconstructing editable Computer-Aided Design (CAD) models from images is essential for downstream modification, manufacturing, and design reuse. However, existing image-to-CAD methods are developed predominantly on synthetic renderings and face two coupled obstacles: a substantial appearance domain gap between synthetic and real images, and a previously overlooked parameter bias in widely used CAD data. We show that the local normalization adopted by DeepCAD concentrates several geometric parameters around a few discrete values while encoding substantial information in a single scale factor. Consequently, a model can achieve deceptively high parameter accuracy by exploiting these frequent values rather than inferring geometry from the input image. In this paper, we propose RealCAD, a unified framework that addresses these limitations at the representation, image, and feature levels. At the representation level, we redistribute scale information to the corresponding geometric parameters, producing less concentrated parameter distributions in a shared scale space. At the image level, geometry-constrained translation converts synthetic renderings toward the real-image domain while conditioning on object contours. At the feature level, a multi-positive contrastive objective aligns representations of the same CAD model across viewpoints and image domains, enabling CAD sequence prediction from each individual view. We further introduce OpenRealCAD, comprising four-view photographs of 392 3D-printed objects paired with ground-truth command sequences. Experiments show that the revised representation substantially reduces the accuracy attainable from parameter-frequency priors, making parameter accuracy a more reliable measure of image-conditioned geometric inference. RealCAD further improves real-domain command and parameter accuracy, while retaining competitive synthetic-domain performance.
Yihe Sun, Ziyu Lu, Kaihua Tang +1
Aug 30, 2026cs.CV

SVI2LoD3: Agent-Driven Reconstruction of LoD3 Facade Openings in Semantic 3D City Models from Volunteered Street View Imagery using Large Language and Visual Models

This paper presents an end-to-end, agent-driven pipeline for the LoD3 reconstruction of facade openings in 3D city models, producing directly usable CityGML-conform outputs. In contrast to existing approaches that rely on supervised semantic segmentation and therefore require large amounts of manually annotated training data, the proposed method employs a zero-shot segmentation strategy. This substantially reduces the annotation effort while still achieving strong performance in our benchmark on the eTRIMS dataset. A further key contribution is the enforcement of correct partonomic hierarchies, thereby producing CityGML-conform LoD3 building models. Beyond the reconstruction pipeline itself, this work also introduces a novel evaluation metric for facade reconstruction, termed Facade Feature Distance (FFD). Unlike conventional metrics such as mIoU or FRDS, which assess similarity primarily through pixel-wise overlap, FFD measures distance in a high-level feature space derived from a vision transformer. In doing so, it captures both semantic correctness and architectural layout, providing a more suitable assessment of facade reconstruction quality. The proposed pipeline and evaluation strategy together offer a practical and scalable contribution toward the automated generation and analysis of semantically enriched 3D city models. The developed code is published at: https://github.com/hcu-cml/citydb-SVI2LoD3-ai.
Elmehdi Kanna, Lukas Arzoumanidis, Huynh Duc An Son Nguyen +1
Aug 13, 2026cs.CV

SCULPT: Subtractive Composition for 3D Part Generation

Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.
Sikuang Li, Chen Yang, Jiemin Fang +5
Aug 2, 2026cs.CV

DynActiveGS: Active Gaussian Splatting for Dynamic Scene Reconstruction

We present DynActiveGS, a dynamic-aware active reconstruction framework based on 3D Gaussian Splatting (3DGS) for autonomous exploration in dynamic environments. The framework incrementally reconstructs a 3D Gaussian scene representation while suppressing motion-corrupted observations through online uncertainty prediction and uncertainty-weighted Gaussian optimization. A key component of DynActiveGS is the explicit decomposition of uncertainty into structural uncertainty and motion-induced uncertainty, which enables the system to distinguish under-reconstructed static regions from dynamically unreliable areas. Based on these uncertainty fields, DynActiveGS performs dynamic-aware viewpoint selection and dynamic-constrained path planning to favor informative yet stable observations during exploration. The resulting system forms a unified closed-loop pipeline for robust active reconstruction in dynamic scenes. Extensive experiments on challenging dynamic benchmarks demonstrate consistent improvements over existing active reconstruction baselines in reconstruction accuracy, completeness, rendering quality, and exploration efficiency.
Hongbo Duan, Pengting Luo, Chengzhi Zhao +3
Jul 24, 2026cs.CV

Visual Relocalization from Sparse Views in Aliased and Low-Texture Environments via Novel View Synthesis

Visual localization becomes extremely challenging in planetary-like terrains characterized by low texture, perceptual aliasing, harsh illumination, and sparse, weakly overlapping viewpoints induced by forward rover motion and unconstrained driving directions. Under these conditions, state-of-the-art image-to-image and image-to-map matching pipelines suffer significant performance degradation. In this work, we propose a visual relocalization method that departs from classical correspondence-based pipelines by directly estimating camera poses against a differentiable map representation built with 3D Gaussian Splatting (3DGS). Our key contribution is a geometry-aware training strategy that combines photometric and geometric losses, where the geometric supervision is provided for the first time by combining multi-view stereo (MVS) and LiDAR depths. We show that this joint optimization produces a 3DGS model that better fits the underlying scene geometry, leading to improved photometric and geometric consistency and more robust, accurate single-image 6-DoF pose estimation. Extensive experiments on data acquired in planetary-analog environments validate the effectiveness of our approach, showing substantial gains in relocalization accuracy under challenging conditions. Code is available at https://github.com/DLR-RM/multimodal-gsplat-relocalization.
Maria Peribañez, Javier Civera, Rudolph Triebel +1
Jul 23, 2026cs.CV

Engine-Native Editable 3D World Reconstruction with Objects and Lighting

Editable 3D scene creation requires object instances and lights that can be inspected, moved, and imported into standard engines, yet existing single-image methods largely stop at room-scale geometry, baked/global illumination, or text-driven generation. We introduce Lumera (Light-aware Unified Engine-native Reconstruction and Assembly), a benchmark and reference pipeline for engine-native, light-aware 3D scene parsing from a single image. Lumera-2K is built from 2,513 UE5 projects and provides 3.73M components, 63M object instances, 102.6K engine-native parametric lights, and 95.1K camera views. On this data, Lumera-Box and Lumera-Light adapt VLM to parse object boxes and parametric light tuples (x,y,z,r,g,b,I), which are assembled with per-object mesh reconstruction, HDR environment estimation, and a bounded agentic refinement loop. In a sanitized box benchmark against DetAny3D, SpatialLM, N3D-VLM, and WildDet3D, Lumera-Box obtains the strongest overall detection, geometry, semantic, and layout scores (merged mAP 0.1141, IoU-B 0.2472, F-score 0.2762), while WildDet3D remains stronger on anchor recall. For lights, Lumera-Light recovers almost all non-empty scenes (recall 0.998) but remains limited at individual-light localization (F1 0.209 at 0.5 m); matched lights have median position error 0.261 m, median ΔE2000 4.59, and intensity Pearson r=0.628. These results establish parametric lights as a measurable editable-scene target and expose remaining bottlenecks in relation structure, light recall/intensity, and cross-engine generalization.
Junhao Chen, Xinghao Chen, Henghaofan Zhang +8
Jul 4, 2026cs.CV

City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion

Multi-view 3D surface reconstruction is a longstanding challenge in computer vision. Although recent large-scale reconstruction methods based on 3D Gaussian Splatting (3DGS) achieve impressive novel-view synthesis, producing high-quality surfaces over large scenes remains difficult, due to complex geometry, long optimization, and limited memory. In this paper, we propose a novel yet simple partitioning method to efficiently and faithfully reconstruct large-scale scene surfaces. Our key insight lies in a scene partitioning method based on viewpoint orientation. This partitioning approach ensures that views with similar orientations are jointly involved for more accurate depth estimations, leading to precise surface reconstructions and balanced computation on multiple GPUs in parallel. In addition, we propose a strategy to detect and repair missing regions in the initial point cloud caused by sparse viewpoints or insufficient textures, thereby further improving the geometric quality. Extensive experiments on the GauU-Scene, MatrixCity, and UrbanScene3D datasets demonstrate that our method outperforms the state-of-the-art approaches in surface reconstruction for large-scale scenes. Project page: https://hanl2010.github.io/VOP-GS.
Liang Han, Wenyuan Zhang, Junsheng Zhou +2
Jul 4, 2026cs.CV

Sparse-View Surface Reconstruction using Gaussian Splatting through High-Confidence Depth Propagation with Normal Priors

3D reconstruction from sparse views is a challenging task in 3D computer vision. Recent studies on 3D Gaussian Splatting (3DGS) have achieved remarkable results with sparse views in novel view synthesis, yet reconstructing high-quality geometric surfaces from sparse views remains a challenge, due to the limited geometry clues and the discreteness of Gaussians. In this paper, we propose a novel 3DGS-based method for high-fidelity surface reconstruction from sparse views. Our key insight is to introduce a normal-guided depth propagation approach, which can extend depth information from high-confidence regions to constrain the depth in low-confidence areas. Additionally, we propose an abnormal depth edge-aware regularization to address depth discontinuities caused by the discreteness of Gaussians. Extensive experiments on DTU and Tanks-and-Temples datasets demonstrate that our method outperforms the state-of-the-art methods in sparse view surface reconstruction. Project page: https://hanl2010.github.io/DP-GS.
Liang Han, Bangcai Wei, Junsheng Zhou +2
Jun 30, 2026cs.CV

Diffusion-Based Material Regularization for Physics-Based Inverse Rendering

Reconstructing physics-based 3D assets -- geometry, materials, and illumination -- from multi-view images is a core problem in computer graphics and vision, and a prerequisite for realistic relighting and editing. Physics-based inverse rendering offers an accurate image-formation model, but is severely underconstrained: without strong priors, illumination is baked into materials, and reconstructions generalize poorly to novel views and lighting. Data-driven diffusion models, in contrast, predict visually plausible materials, yet their predictions rarely satisfy the rendering equation and are not directly usable for physics-based rendering. We bridge these two paradigms rather than replacing either. Our key idea is to treat the predictions of a state-of-the-art diffusion model not as target material values but as a similarity kernel for optimization: we introduce a regularization loss that penalizes deviations in the optimized material over surface regions where the diffusion predictions are near-constant, while leaving the optimization free to match the input images. Built on this regularizer, our end-to-end pipeline jointly reconstructs geometry, materials, and illumination, yielding high-quality assets that drop into standard rendering pipelines and relight faithfully. On the Synthetic4Relight, Stanford-ORB, and DTC-Synthetic datasets, our method significantly outperforms state-of-the-art baselines in both reconstruction accuracy and relighting quality.
Jingwang Ling, Lifan Wu, Feng Xu +1
Jun 18, 2026hep-ex

HEPTv2: End-to-End Efficient Point Transformer for Charged Particle Reconstruction

Charged-particle tracking -- reconstructing trajectories from sparse detector measurements -- is a fundamental high-energy-physics inference problem and a canonical example of learning under extreme combinatorial ambiguity. At the High-Luminosity Large Hadron Collider (HL-LHC), tracking must remain accurate and efficient despite unprecedented collision densities. Graph neural networks perform strongly, but incur substantial costs from graph construction and processing, while transformer-based approaches rely on auxiliary stages that prevent end-to-end optimization. To address this, we present HEPTv2, an end-to-end point-transformer architecture that reconstructs tracks from detector hits in one trainable pipeline. HEPTv2 combines a locality-aware point encoder with a track decoder that predicts complete trajectories without graph-building, clustering, or filtering. The encoder uses locality-sensitive hashing in detector coordinate space to preserve tracking-relevant geometry while enabling efficient local attention. The decoder resolves ambiguities through sectorized decoding and direct hit-to-track prediction under joint encoder-decoder supervision, allowing the full pipeline to be optimized end-to-end. On TrackML, HEPTv2 achieves 98.6% double-majority tracking efficiency at a 0.8% fake rate, while requiring only \sim15ms inference time and 0.4GB peak memory per event on a NVIDIA A100 GPU. Latency and memory scale approximately linearly for events with up to 5×1055\times10^5 hits. HEPTv2 establishes a new state of the art in the accuracy-latency trade-off, improving efficiency by 4.5% over the strongest prior transformer and by 1.1--2.2% over optimized graph-based pipelines, while reducing latency by factors of 7 and 38--52, respectively. These results show end-to-end transformers can deliver the accuracy and efficiency required for real-time particle reconstruction at the HL-LHC.
Siqi Miao, Shitij Govil, Jack P. Rodgers +5
Jun 3, 2026cs.CV

Hierarchical Space Partition for Surface Reconstruction

Generating compact polygonal models from point clouds is a key problem in 3D vision and computer graphics. However, due to inherent limitations of LiDAR scanning (e.g. range constraints and occlusions), critical scene information is often missing, leading to degraded reconstruction accuracy. To address this, we propose a plane assembling strategy that effectively recovers missing details while maintaining model compactness. We classify all the planes extracted from the scene into three categories: highly visible, barely visible, and invisible. The invisible planes, which are recovered by scene structure analysis, indicate the missing details. The three types of planes correspond to the three growth priorities. Each plane grows according to the priority level, and the space is partitioned progressively, namely, the hierarchical partition. Subsequently, we generate a watertight polygonal mesh from the partition via a min-cut-based optimization. Finally, comparisons on public datasets show the effectiveness and superiority of our method against mainstream approaches. The project page is available at https://hsr-3dv.github.io/.
Minjie Tang, Xiangfei Li
Jun 1, 2026cs.RO

DisFlow: Scene Flow from Distance Field for Object Pose, Velocity Tracking, and Dynamic Object Reconstruction

We present \emph{DisFlow}, a novel framework for online scene flow estimation from distance field that enables \emph{6DoF dynamic object pose estimation}, \emph{motion tracking}, and \emph{surface reconstruction}. The scene is represented by Gaussian Process Implicit Surfaces (GPIS), with surface normals serving as derivative constraints, enabling accurate signed distance computations near the surface and gradient queries with uncertainty. With this representation as a foundation, we compute a scene flow from the distance field that describes how surface points are transported over time in consecutive frames. Through our flow, we can estimate an object's pose and motion by incrementally registering a new observed point cloud via an elegant closed-form optimisation. Unlike prior methods that operate in the camera or world frame, our approach performs probabilistic fusion directly in the \emph{object frame}, where the object remains geometrically consistent over time. The tight coupling of the DisFlow method in space and time yields dense geometry, surface normals, object pose trajectories, velocities, and uncertainty, all at real-time rates. We evaluate DisFlow on dynamic object sequences and demonstrate that it achieves accurate pose and motion tracking while simultaneously reconstructing high-quality object surfaces. Code publicly available at \href{https://github.com/LanWu076/disflow_ros2}{https://github.com/LanWu076/disflow\_ros2}
Lan Wu, Sheila Sutjipto, Jennifer Wakulicz +1
May 28, 2026cs.CV

Comparative evaluation of photogrammetric reconstruction methods and 3D Gaussian Splatting for road surface roughness analysis

Image-based 3D reconstruction offers a low-cost alternative to traditional sensor-based techniques for road surface assessment. This study compares four reconstruction pipelines--COLMAP, Meshroom, Metashape, and 3D Gaussian Splatting (3DGS)--to evaluate their ability to estimate road surface roughness from smartphone imagery. All point clouds were processed in CloudCompare using a consistent workflow involving orientation alignment, segmentation, normal estimation, and roughness computation at neighborhood radiuses of 0.2, 0.4, and 0.6 model units. The results show that COLMAP provides the highest sensitivity to micro-texture, while Meshroom yields balanced reconstructions with moderate roughness variation. Metashape produces the smoothest geometry due to its internal filtering, and 3DGS captures visible irregularities but exhibits higher noise and lower density. The comparison demonstrates that open-source pipelines are viable for relative roughness evaluation, offering a practical approach for low-cost pavement monitoring.
Marouane Elmegdar, Teng Xiao
May 24, 2026cs.GR

Snapshot Polarimetric Display Inverse Rendering

Inverse rendering remains a core challenge in graphics and vision, especially in the snapshot configurations required for lightweight desktop workflows, where the per-frame information budget is highly constrained. Previous inverse rendering work explores various available dimensions for enriching the per-shot information, including temporal modulation, spectral encoding, and polarization. In this work, we introduce polarimetric display inverse rendering, using an LCD to project a linearly polarized RGB binary pattern and an RGB polarization camera augmented with a quarter-wave plate to acquire spectro-polarimetric measurements in a single shot. A feed-forward transformer maps these measurements to per-pixel normal, albedo, roughness, and metallicity. To overcome training data scarcity, we expand a limited set of measured polarimetric bidirectional reflectance distribution functions via a generative manifold. Evaluations on a real desktop setup demonstrate accurate inverse rendering across diverse scenes, outperforming existing approaches.
Seokjun Choi, Yunseong Moon, Kaizhang Kang +4
May 21, 2026cs.CV

4D-GSW: Kinematic-Aware Spatio-Temporal Consistent Watermarking for 4D Gaussian Splatting

While 4D Gaussian Splatting (4DGS) has revolutionized high-fidelity dynamic reconstruction, safeguarding the intellectual property of these assets remains an open challenge. Conventional steganographic techniques often neglect the underlying kinematic manifolds, triggering non-physical artifacts such as severe temporal flickering and "FVD collapse". To address this, we propose \textbf{4D-GSW}, a kinematic-aware watermarking framework designed to embed robust copyright information while preserving high spatio-temporal consistency. Unlike prior 4D steganography that primarily focuses on opacity-guided invisibility, our approach explicitly addresses the physical coherence of motion trajectories. We introduce a \textbf{Spatio-Temporal Curvature (STC)} metric to identify "Dynamic Instants," adaptively gating watermark gradient injection to shield critical motion manifolds from non-physical perturbations. To ensure global coherence across complex deformations, we formulate a joint \textbf{HMM-MRF energy minimization} model that synchronizes watermark phases within both temporal trajectories and spatial neighborhoods. Furthermore, an \textbf{anisotropic gradient routing} mechanism ensures that watermark embedding remains strictly decoupled from photometric reconstruction fidelity. Extensive experiments have demonstrated the superior performance of our method in robustly hiding watermarks while resisting various attacks and maintaining high rendering quality and spatiotemporal consistency.
Sifan Zhou, Hang Zhang, Yuhang Wang +1
May 12, 2026cs.CV

The Missing GAP: From Solving Square Jigsaw Puzzles to Handling Real World Archaeological Fragments

Jigsaw puzzle solving has been an increasingly popular task in the computer vision research community. Recent works have utilized cutting-edge architectures and computational approaches to reassemble groups of pieces into a coherent image, while achieving increasingly good results on well established datasets. However, most of these approaches share a common, restricting setting: operating solely on strictly square puzzle pieces. In this work, we introduce GAP, a set of novel jigsaw puzzles datasets containing synthetic, heavily eroded pieces of unrestricted shapes, generated by a learned distribution of real-world archaeological fragments. We also introduce PuzzleFlow, a novel ViT and Flow-Matching based framework for jigsaw puzzle solving, capable of handling complex puzzle pieces and demonstrating superior performance on GAP when compared to both classic and recent prominent works in this domain.
Ofir Itzhak Shahar, Gur Elkin, Ohad Ben-Shahar
May 12, 2026cs.CV

VidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion Priors

Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat, a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction.
Jimin Tang, Wenyuan Zhang, Junsheng Zhou +5
May 8, 2026cs.CV

High-Fidelity Surface Splatting-Based 3D Reconstruction from Multi-View Images

Multi-view mesh reconstruction remains a core challenge in computer graphics and vision, especially for recovering high-frequency geometry from sparse observations. Recent methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) rely on post-processing for mesh extraction, thereby limiting joint optimization of geometry and appearance. Implicit Moving Least Squares (IMLS) instead enables direct conversion of point clouds into signed distance and texture fields, supporting end-to-end reconstruction and rendering. However, existing IMLS formulations use exponential kernels that struggle with high-frequency detail. We introduce a compact polynomial kernel with local support and greater flexibility, allowing better control over frequency content and improved geometric fidelity. To further enhance fine details, we incorporate stochastic regularization with Laplacian filtering. Together, these improve the preservation of high-frequency structure while maintaining stable optimization. Experiments show state-of-the-art performance in both surface reconstruction and rendering, yielding more accurate geometry and sharper visuals from multi-view data.
Nandhana Sunil, Abhirami R Iyer, Avirup Mandal
May 7, 2026cs.GR

3DSS: 3D Surface Splatting for Inverse Rendering

We present 3D Surface Splatting (3DSS), the first differentiable surface splatting renderer for physically-based inverse rendering from multi-view images. Our central insight is that the surface separation problem at the heart of surface splatting admits a direct formulation in terms of the reconstruction kernels themselves. From this foundation we derive a coverage-based compositing model whose per-layer opacity arises directly from the accumulated Elliptical Weighted Average reconstruction weight, yielding anti-aliased silhouettes and informative visibility gradients at sparsely covered edges. Combined with forward microfacet shading under co-optimized HDR environment lighting and density-aware adaptive refinement, 3DSS jointly recovers shape, spatially-varying BRDF materials, and illumination. Because the optimized representation is a set of oriented surface samples, it bridges natively to mesh-based workflows via surface reconstruction from oriented point cloud methods. We evaluate 3DSS against mesh-based, implicit, and Gaussian-splatting baselines across geometry reconstruction, novel-view synthesis, and novel-illumination relighting.
Mae Younes, Adnane Boukhayma
May 6, 2026cs.CV

Ground4D: Spatially-Grounded Feedforward 4D Reconstruction for Unstructured Off-Road Scenes

Feedforward Gaussian Splatting has recently emerged as an efficient paradigm for 4D reconstruction in autonomous driving. However, in unstructured off-road scenes, its performance degrades due to high-frequency geometry, ego-motion jitter, and increased non-rigid dynamics. These factors introduce conflicting Gaussian observations across timestamps, leading to either over-smoothed renderings or structural artifacts. To address this issue, we propose Ground4D, a spatially-grounded 4D feedforward framework for pose-free off-road reconstruction. The key idea is to resolve temporal conflicts through spatially localized conditioning. Specifically, we introduce voxel-grounded temporal Gaussian aggregation, which partitions the canonical Gaussian space into spatial voxels and performs query-conditioned temporal attention within each voxel. Intra-voxel softmax normalization ensures that temporal selectivity and spatial occupancy become mutually reinforcing rather than conflicting. We furthermore introduce surface normal cues as auxiliary geometric guidance to regularize the geometry of Gaussian primitives. Extensive experiments on ORAD-3D and RELLIS-3D demonstrate that Ground4D consistently outperforms existing feedforward methods in reconstruction quality and generalizes zero-shot to unseen off-road domains. Project page and code:https://github.com/wsnbws/Ground4D.
Shuo Wang, Jilin Mei, Fuyang Liu +6
May 2, 2026cs.CV

SplAttN: Bridging 2D and 3D with Gaussian Soft Splatting and Attention for Point Cloud Completion

Although multi-modal learning has advanced point cloud completion, the theoretical mechanisms remain unclear. Recent works attribute success to the connection between modalities, yet we identify that standard hard projection severs this connection: projecting a sparse point cloud onto the image plane yields an extremely sparse support, which hinders visual prior propagation, a failure mode we term Cross-Modal Entropy Collapse. To address this practical limitation, we propose SplAttN, which replaces hard projection with Differentiable Gaussian Splatting to produce a dense, continuous image-plane representation. By reformulating projection as continuous density estimation, SplAttN avoids collapsed sparse support, facilitates gradient flow, and improves cross-modal connection learnability. Extensive experiments show that SplAttN achieves state-of-the-art performance on PCN and ShapeNet-55/34. Crucially, we utilize the real-world KITTI benchmark as a stress test for multi-modal reliance. Counter-factual evaluation reveals that while baselines degenerate into unimodal template retrievers insensitive to visual removal, SplAttN maintains a robust dependency on visual cues, validating that our method establishes an effective cross-modal connection. Code is available at https://github.com/zay002/SplAttN.
Zhaoyang Li, Zhichao You, Tianrui Li
Apr 30, 2026cs.CV

Generalizable Sparse-View 3D Reconstruction from Unconstrained Images

Reconstructing 3D scenes from sparse, unposed images remains challenging under real-world conditions with varying illumination and transient occlusions. Existing methods rely on scene-specific optimization using appearance embeddings or dynamic masks, which requires extensive per-scene training and fails under sparse views. Moreover, evaluations on limited scenes raise questions about generalization. We present GenWildSplat, a feed-forward framework for sparse-view outdoor reconstruction that requires no per-scene optimization. Given unposed internet images, GenWildSplat predicts depth, camera parameters, and 3D Gaussians in a canonical space using learned geometric priors. An appearance adapter modulates appearance for target lighting conditions, while semantic segmentation handles transient objects. Through curriculum learning on synthetic and real data, GenWildSplat generalizes across diverse illumination and occlusion patterns. Evaluations on PhotoTourism and MegaScenes benchmark demonstrate state-of-the-art feed-forward rendering quality, achieving real-time inference without test-time optimization
Vinayak Gupta, Chih-Hao Lin, Shenlong Wang +2
Apr 28, 2026cs.CV

Edge-Cloud Collaborative Reconstruction via Structure-Aware Latent Diffusion for Downstream Remote Sensing Perception

The exponential surge in high-resolution remote sensing data faces a severe bottleneck in satellite-to-ground transmission. Limited downlink bandwidth forces the use of extreme high-ratio compression, which irreversibly destroys high-frequency structural details essential for downstream machine perception tasks like object detection. While current super-resolution techniques attempt to recover these details, regression-based methods often yield over-smoothed textures, and generative diffusion models frequently introduce structural hallucinations that mislead detection systems. To address this trade-off, we propose the Structure-Aware Latent Diffusion (SALD) framework, an asymmetric edge-cloud collaborative SR system. At the resource-constrained edge, the system decouples imagery into a highly compressed low-frequency payload and a lightweight soft structural prior. Transmitting this decoupled representation minimizes bandwidth consumption. On the powerful cloud side, we introduce a Structure-Gated Large Kernel (SGLK) module and a Semantic-Guidance Engine (SGE) within the diffusion backbone. These modules leverage the transmitted structural priors to gate large-kernel convolutions, effectively capturing long-range dependencies inherent in aerial scenes while actively suppressing generative hallucinations. Extensive experiments on both the MSCM and UCMerced datasets demonstrate that, even under extreme bandwidth constraints, SALD achieves superior perceptual quality (LPIPS) and significantly enhances downstream performance in both scene classification and small-target detection.
Yun Li, Xianju Li
Apr 22, 2026cs.CV

GeoRect4D: Geometry-Compatible Generative Rectification for Dynamic Sparse-View 3D Reconstruction

Reconstructing dynamic 3D scenes from sparse multi-view videos is highly ill-posed, often leading to geometric collapse, trajectory drift, and floating artifacts. Recent attempts introduce generative priors to hallucinate missing content, yet naive integration frequently causes structural drift and temporal inconsistency due to the mismatch between stochastic 2D generation and deterministic 3D geometry. In this paper, we propose GeoRect4D, a novel unified framework for sparse-view dynamic reconstruction that couples explicit 3D consistency with generative refinement via a closed-loop optimization process. Specifically, GeoRect4D introduces a degradation-aware feedback mechanism that incorporates a robust anchor-based dynamic 3DGS substrate with a single-step diffusion rectifier to hallucinate high-fidelity details. This rectifier utilizes a structural locking mechanism and spatiotemporal coordinated attention, effectively preserving physical plausibility while restoring missing content. Furthermore, we present a progressive optimization strategy that employs stochastic geometric purification to eliminate floaters and generative distillation to infuse texture details into the explicit representation. Extensive experiments demonstrate that GeoRect4D achieves state-of-the-art performance in reconstruction fidelity, perceptual quality, and spatiotemporal consistency across multiple datasets.
Zhenlong Wu, Zihan Zheng, Xuanxuan Wang +5
Apr 17, 2026cs.CV

Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction

Recent years have witnessed the rapid emergence of 3D Gaussian splatting (3DGS) as a powerful approach for 3D reconstruction and novel view synthesis. Its explicit representation with Gaussian primitives enables fast training, real-time rendering, and convenient post-processing such as editing and surface reconstruction. However, 3DGS suffers from a critical drawback: the number of primitives grows drastically for scenes with high-frequency appearance details, since each primitive can represent only a single color, requiring multiple primitives for every sharp color transition. To overcome this limitation, we propose neural Gabor splatting, which augments each Gaussian primitive with a lightweight multi-layer perceptron that models a wide range of color variations within a single primitive. To further control primitive numbers, we introduce a frequency-aware densification strategy that selects mismatch primitives for pruning and cloning based on frequency energy. Our method achieves accurate reconstruction of challenging high-frequency surfaces. We demonstrate its effectiveness through extensive experiments on both standard benchmarks, such as Mip-NeRF360 and High-Frequency datasets (e.g., checkered patterns), supported by comprehensive ablation studies.
Haato Watanabe, Nobuyuki Umetani
Apr 7, 2026physics.med-ph

Spatiotemporal Gaussian representation-based dynamic reconstruction and motion estimation framework for time-resolved volumetric MR imaging (DREME-GSMR)

Time-resolved volumetric MR imaging that reconstructs a 3D MRI within sub-seconds to resolve deformable motion is essential for motion-adaptive radiotherapy. Representing patient anatomy and associated motion fields as 3D Gaussians, we developed a spatiotemporal Gaussian representation-based framework (DREME-GSMR), which enables time-resolved dynamic MRI reconstruction from a pre-treatment 3D MR scan without any prior anatomical/motion model. DREME-GSMR represents a reference MRI volume and a corresponding low-rank motion model (as motion-basis components) using 3D Gaussians, and incorporates a dual-path MLP/CNN motion encoder to estimate temporal motion coefficients of the motion model from raw k-space-derived signals. Furthermore, using the solved motion model, DREME-GSMR can infer motion coefficients directly from new online k-space data, allowing subsequent intra-treatment volumetric MR imaging and motion tracking (real-time imaging). A motion-augmentation strategy is further introduced to improve robustness to unseen motion patterns during real-time imaging. DREME-GSMR was evaluated on the XCAT digital phantom, a physical motion phantom, and MR-LINAC datasets acquired from 6 healthy volunteers and 20 patients (with independent sequential scans for cross-evaluation). DREME-GSMR reconstructs MRIs of a ~400ms temporal resolution, with an inference time of ~10ms/volume. In XCAT experiments, DREME-GSMR achieved mean(s.d.) SSIM, tumor center-of-mass-error(COME), and DSC of 0.92(0.01)/0.91(0.02), 0.50(0.15)/0.65(0.19) mm, and 0.92(0.02)/0.92(0.03) for dynamic reconstruction/real-time imaging. For the physical phantom, the mean target COME was 1.19(0.94)/1.40(1.15) mm for dynamic/real-time imaging, while for volunteers and patients, the mean liver COME for real-time imaging was 1.31(0.82) and 0.96(0.64) mm, respectively.
Jiacheng Xie, Hua-Chieh Shao, Can Wu +7
Apr 6, 2026cs.CV

LSRM: High-Fidelity Object-Centric Reconstruction via Scaled Context Windows

We introduce the Large Sparse Reconstruction Model to study how scaling transformer context windows affects feed-forward 3D reconstruction. Although recent object-centric feed-forward methods produce robust, high-quality reconstructions, they still lag behind dense-view optimization in recovering fine-grained texture and appearance. We show that expanding the context window -- by substantially increasing the number of active object and image tokens -- narrows this gap and enables high-fidelity 3D object reconstruction and inverse rendering. To scale effectively, we adapt native sparse attention for 3D reconstruction with three key contributions: (1) an efficient coarse-to-fine pipeline that focuses computation on informative regions by predicting sparse high-resolution residuals; (2) a 3D-aware spatial routing mechanism that establishes accurate 2D-3D correspondences using explicit geometric distances rather than standard attention scores; and (3) a custom block-aware sequence-parallel strategy with an All-gather-KV protocol to balance dynamic, sparse workloads across GPUs. As a result, LSRM handles 20x more object tokens and >2x more image tokens than prior state-of-the-art (SOTA) methods. Extensive evaluations on standard novel-view synthesis benchmarks show substantial gains over the current SOTA, yielding >2.4dB higher PSNR and >40% lower LPIPS. Furthermore, when extending LSRM to inverse rendering, qualitative and quantitative evaluations on widely used benchmarks demonstrate consistent improvements in texture and geometry details, achieving an LPIPS that matches or exceeds that of SOTA dense-view optimization methods. Code and model weights are available on our project page.
Zhengqin Li, Cheng Zhang, Jakob Engel +1
Mar 4, 2026cs.CV

Real5-OmniDocBench: A Full-Scale Physical Reconstruction Benchmark for Robust Document Parsing in the Wild

While Vision-Language Models (VLMs) achieve near-perfect scores on digital document benchmarks like OmniDocBench, their performance in the unpredictable physical world remains largely unknown due to the lack of controlled yet realistic evaluations. We introduce Real5-OmniDocBench, the first benchmark that performs a full-scale, one-to-one physical reconstruction of the entire OmniDocBench v1.5 (1,355 images) across five critical real-world scenarios: Scanning, Warping, Screen-Photography, Illumination, and Skew. Unlike prior benchmark that either lack digital correspondence or employ partial sampling, our complete ground-truth mapping enables, for the first time, rigorous factor-wise attribution of performance degradation-allowing us to pinpoint whether failures stem from geometric distortions, optical artifacts, or model limitations. Our benchmark establishes a challenging new standard for the community, demonstrating that the 'reality gap' in document parsing is far from closed, and provides a diagnostic tool to guide the development of truly resilient document intelligence.
Changda Zhou, Ziyue Gao, Xueqing Wang +4
Nov 10, 2025cs.CV

DIAL-GS: Dynamic Instance Aware Reconstruction for Label-free Street Scenes with 4D Gaussian Splatting

Urban scene reconstruction is critical for autonomous driving, enabling structured 3D representations for data synthesis and closed-loop testing. Supervised approaches rely on costly human annotations and lack scalability, while current self-supervised methods often confuse static and dynamic elements and fail to distinguish individual dynamic objects, limiting fine-grained editing. We propose DIAL-GS, a novel dynamic instance-aware reconstruction method for label-free street scenes with 4D Gaussian Splatting. We first accurately identify dynamic instances by exploiting appearance-position inconsistency between warped rendering and actual observation. Guided by instance-level dynamic perception, we employ instance-aware 4D Gaussians as the unified volumetric representation, realizing dynamic-adaptive and instance-aware reconstruction. Furthermore, we introduce a reciprocal mechanism through which identity and dynamics reinforce each other, enhancing both integrity and consistency. Experiments on urban driving scenarios show that DIAL-GS surpasses existing self-supervised baselines in reconstruction quality and instance-level editing, offering a concise yet powerful solution for urban scene modeling.
Chenpeng Su, Wenhua Wu, Chensheng Peng +3
Nov 26, 2024cs.CV

NumGrad-Pull: Numerical Gradient Guided Tri-plane Representation for Surface Reconstruction from Point Clouds

Reconstructing continuous surfaces from unoriented and unordered 3D points is a fundamental challenge in computer vision and graphics. Recent advancements address this problem by training neural signed distance functions to pull 3D location queries to their closest points on a surface, following the predicted signed distances and the analytical gradients computed by the network. In this paper, we introduce NumGrad-Pull, leveraging the representation capability of tri-plane structures to accelerate the learning of signed distance functions and enhance the fidelity of local details in surface reconstruction. To further improve the training stability of grid-based tri-planes, we propose to exploit numerical gradients, replacing conventional analytical computations. Additionally, we present a progressive plane expansion strategy to facilitate faster signed distance function convergence and design a data sampling strategy to mitigate reconstruction artifacts. These components are synergistically integrated into a unified tri-plane-based pulling framework, in which numerical gradients, progressive expansion, and complementary sampling jointly address the locality and sparsity challenges of learning SDFs from unoriented point clouds. Our extensive experiments across a variety of benchmarks demonstrate the effectiveness and robustness of our approach. Codes are available at: https://github.com/cuiruikai/numgrad-pull.
Ruikai Cui, Binzhu Xie, Shi Qiu +3