Online 3D reconstruction models perform poorly on long videos. This happens because regressing poses relative to a fixed first-frame anchor forces extrapolation far beyond the training distribution. Small drifts accumulate and amplify into significant geometric collapse. However, we observe that per-frame depth remains stable throughout this failure. The backbone's local geometry remains intact; only the global pose head breaks down. Motivated by this decoupling, we introduce Scal3R. This approach reformulates online reconstruction as multi-reference relative pose querying. We use lightweight learnable tokens, which make up about ~1% of the parameters, and inject them into a completely frozen backbone via asymmetric attention. This setup queries poses relative to multiple past keyframes. An online pose-graph optimization system with loop closure suppresses long-range drift. Scal3R reaches convergence in 8 hours on a single GPU. It reduces the average ATE by over 60% on KITTI compared to the online baseline. It also achieves state-of-the-art performance across Virtual KITTI, Sintel, TUM-Dynamic, ScanNet, and 7-Scenes. Project page: https://linjohnss.github.io/scal3r/
3D Foundation Models (3DFMs) such as VGGT have recently pushed the boundaries of 3D vision by predicting rich unified representations with feed-foward transformers. The scene representations learned by these models enable strong performance on multiple 3D vision tasks. In this paper, we investigate using their internal representations to infer 3D in the scene from new views. Our hypothesis is that in order to solve the task of 3D reconstruction, these models need to learn a representation that includes a large amount of general knowledge about 3D scenes. After showing that it is possible to decode hidden surfaces from internal 3DFM representations, we propose a method, Z3D, that estimates pointmaps in unseen views by doing latent diffusion on 3DFM representation. We show that Z3D can predict realistic depth maps for new views across multiple datasets.
Bundle Adjustment (BA) is a cornerstone of 3D computer vision and has benefited from decades of advances in sparse optimization and numerical methods. It was originally developed for jointly optimizing camera intrinsics, poses and sparse 3D points. While extensions incorporate lines and other primitives, integrating richer geometric structures such as parallelism, coplanarity, or wireframes often introduces significantly increased computational cost and reduced numerical stability. In this paper, we propose a unified framework that extends bundle adjustment to jointly optimize geometric features and higher-order relations. We first introduce a taxonomy that distinguishes scalable geometric features with direct 2D measurements (e.g., points and lines), from groups encoding higher-order relations (e.g., coplanarity, parallelism, etc.), where we show that groups can be modeled as camera-like entities within the bundle adjustment framework. Building on this formulation, we propose that both group constraints and cross-feature relations (i.e., point-line associations) can be expressed through 2D reprojection measurements. By formulating group-induced and cross-feature reprojection errors, we preserve the sparsity structure of classical point-based BA under Schur elimination, while avoiding direct 3D regularization that degrades the conditioning and stability. Experiments on both real-world and synthetic datasets demonstrate runtime performance comparable to classical point-only bundle adjustment, while producing significantly richer 3D structures and improved geometric accuracy.
Ernesto Lozano, Alberto Jaenal, Javier Civeracs.CV
3D foundation models (3DFMs) excel at predicting camera poses and dense depth from multiple views of a scene, showcasing strong zero-shot generalization. However, as metric scale is not observable from monocular images, their absolute scale predictions are typically inaccurate. Inertial measurement units (IMUs), present in most devices, naturally complement monocular cameras by observing scaled motion. We introduce VI3, a model-agnostic framework that metrically anchors a pretrained 3DFM using only IMU readings. VI3 initializes and preintegrates the IMU to obtain a metric motion reference, which is then used to recover the scale of the 3DFM outputs. Our method includes adaptable anchoring strategies tailored to diverse 3DFM architectures. Experiments on synthetic and real aerial datasets demonstrate that VI3 recovers metric scale without ground-truth supervision while preserving geometric consistency, acting as a fine refinement under well-conditioned motion and as a strong prior when motion is less informative.
JoyIndustrial VisCAD Team, Linxin Cai, Qiuhe Hong +10cs.CV cs.CL
Parametric computer-aided design (CAD) modeling is difficult to evaluate with a single metric. Existing CAD benchmarks often emphasize synthetic or CAD-native settings, limited input modalities, or executability and IoUs alone. We introduce RealCADBench, a benchmark for intent-to-program CAD modeling from real industrial design intents. It contains 12,632 tasks from 19 factory-automation categories and spans text descriptions, 2D engineering drawings, real product pictures, and rendered images for both Part and Assembly modeling. We report results on a 1,770-task evaluation slice: 1,745 Part tasks across four input regimes and RCB-Assm25, a 25-task assembly study used in every reported assembly comparison. Each method generates FreeCAD API Python, which a shared runtime executes to export the 3D model. We evaluate the exported model using executability, Solid IoU, Surface IoU, and a rubric-based visual-semantic identity Judge. Among the nine standalone frontier large models evaluated, no model leads all four metrics. Across six frontier-scale large models, executability ranges from 0.565 to 0.812, Solid IoU from 0.2841 to 0.5379, and Surface IoU from 0.112 to 0.217 across the four Part regimes. The highest regime-balanced composite comes from a different model than the leaders on the four component metrics. On RCB-Assm25, Codex with GPT-5.5 improves executability and both IoU metrics over standalone GPT-5.5, but lowers the Judge score by 6.98 percentage points, leaving GPT-5.5 as the Judge leader. We also observe recurring failure modes, most notably missing fine structures, loss of part identity, and incorrect assembly placement. These results show that execution alone is insufficient to characterize realistic CAD modeling and that frontier models and agents differ substantially across executability, IoUs, and visual-semantic identity.
Javier del Pino, Salvador Rodríguez, Alejandro Garabito +2cs.CV cs.AI
We present ENEAS, a unified, text-promptable method for instance tracking and semantic discovery. Text-promptable segmentation models, including the latest foundation models such as SAM 3, still suffer from temporal hallucinations, spatial fragmentation, and semantic misclassification: they fail to report target absence when an object leaves the field of view, segment local textures instead of the complete object during extreme close-ups, and prioritize visual features over ontological reality, so that visually similar artifacts such as statues, paintings, or reflections are segmented as target entities. ENEAS works two ways from a single method: precise tracking and high-quality segmentation of a unique instance, and open-concept discovery of every instance a text query names, resolved by a semantic verification layer. For tracking, we extend the geometrically robust SeC architecture, previously limited to point interactions, with a text-prompting adapter and leverage its temporal memory, so that the target is held through disappearance without drifting to distractors and kept whole even when it fills the entire view. For discovery, the verification layer combines high-speed visual embedding matching with conditional VLM refinement, invoking semantic reasoning only for ambiguous candidates, which filters out the ontological errors that visual-only models cannot distinguish while keeping latency low. Designed with 3D reconstruction in mind, where a single misclassified distractor corrupts the asset, ENEAS unlocks high-quality semantic tracking and segmentation of video, of broad libraries, and of collections of temporally or spatially unordered data, together with the discrimination to tell true instances from their doppelgangers: things that look alike but are not the same. The code and models are available at https://github.com/speridlabs/eneas
Paul Büschl, Ezequiel de la Rosa, Julia Wolleb +3cs.CV
Implicit neural representations (INRs) can model continuous 3D shapes with a shared coordinate decoder and per-instance latent codes. At test time, autodecoder-style models commonly freeze the decoder and optimize a new latent code from sparse off-grid SDF samples. When these samples underconstrain inference, the latent can drift toward regions that fit the observations but decode implausible unobserved geometry. We propose a post-hoc observation-conditioned latent energy prior for frozen INR decoders. The energy scores standardized latents conditioned on a permutation-invariant encoding of the sparse observation set and is used as a residual expert alongside an L2 latent prior selected on validation data. We evaluate on a controlled cell-nucleus SDF dataset and a public MedShapeNet-derived SDF completion dataset. The proposed L2 objective augmented with conditional energy improves consistently over a validation-selected L2 baseline in the sparsest cell-nucleus regimes and, on MedShapeNet, outperforms both L2 and a six-component GMM latent-density prior across all reported readouts. A shuffled-context ablation is consistently weaker than matched context, supporting an observation-specific contribution. These results suggest that lightweight conditional energies can make pretrained INR decoders more observation-aware without retraining.
Bocheng Li, Wenjuan Zhang, Jie Pan. Dongxu Han +3cs.CV
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.
Advances in neural rendering have enabled high-fidelity multi-view reconstruction of 3D scenes. However, free-form non-rigid shape editing remains a significant challenge. Point-based neural representations are highly desirable for multi-view reconstruction because they lack fixed connectivity, which does not constrain the learned surface topology to that of the initialization. Yet this same property causes point-based representations to struggle with holes and surface discontinuities under large deformations. To address this, we propose a novel self-supervised method to enable point-based representations to adapt to large deformations without requiring ground truth multi-view images of deformed geometry. The key idea is to generate random deformations and to ensure consistency in the predicted surface before and after deformation. In particular, the surface prediction from the deformed point cloud should be the same as the deformation applied to the surface prediction from the original point cloud. We incorporate our approach into attention-based point representations, which differ from splatting-based point representations in their use of a learned interpolation kernel between points as opposed to a Gaussian kernel around each point. This learned interpolation kernel can learn to adapt to large deformations, without requiring addition or removal of points. We show that our framework significantly enhances its robustness to large deformations. Experiments on synthetic geometry editing benchmarks (Neural Editor, Objaverse) demonstrate that our approach outperforms existing point-based methods in zero-shot editing and significantly reduces artifacts. Furthermore, qualitative results on the DTU and Mip-NeRF 360 datasets demonstrate our method's effectiveness on real-world scenes.
A key bottleneck in 3D Gaussian Splatting training is the continual growth of Gaussian primitives, which increases optimization cost and slows convergence, especially at high resolutions. We propose Laplacian Frequency Hierarchies, a simple yet efficient 3DGS scheme that combines Laplacian image decomposition with coarse-to-fine, frequency-staged training. After fitting lower-frequency structure, we archive the corresponding Gaussian field so that subsequent fields can optimize higher-frequency residuals without carrying the full primitive burden, and we compose the rendered components in the image domain via a Laplacian-style reconstruction at inference time. This design reduces the number of active Gaussians during training, thereby lowering optimization overhead and accelerating training. The proposed scheme is plug-and-play and orthogonal to prior 3DGS accelerations: it can be directly combined with strong backbones such as Taming-3DGS and FastGS to improve training speed with competitive reconstruction quality. It achieves average speedups of 1.73x and 1.21x at 1K setting, and 1.74x and 1.33x at 4K setting on Taming-3DGS and FastGS, with larger gains on more challenging scenes and increasingly pronounced benefits at higher resolutions.
Novel view synthesis from sparse inputs requires both geometric grounding from the observed views and generative priors of unobserved regions, motivating recent hybrid methods that combine reconstruction and generation. However, existing methods bridge the two with rendered images or explicit 3D representations such as point maps or 3D Gaussians. Generation is thus conditioned on a lossy and imperfect projection of the scene, inheriting its errors, and reconstruction receives no signal from generation to correct them. We present RoGe, an end-to-end unified reconstruction and generation framework that removes this explicit bridge. It targets roaming within a scene anchored by sparse views: given a few posed images and a camera trajectory, it synthesizes a temporally coherent video along that trajectory. From the sparse input views, RoGe builds an implicit scene representation with a feed-forward reconstruction model, and queries it with target camera rays to obtain per-view geometric features. These features are injected into a video diffusion model as conditioning, without any 3D intermediate. Both modules are trained jointly, so the generation objective directly shapes its own geometric conditioning. We conduct experiments on DL3DV, where RoGe outperforms reconstruction-based, generation-based, and hybrid baselines on image-level metrics and video-level temporal consistency. Ablations confirm that ray-queried implicit features outperform both raw reconstruction tokens and rendered RGB as conditioning, and that joint training brings further gains.
Achieving truly immersive large-scale scene digitization necessitates consistent and visually pleasing rendering across all possible viewing perspectives. However, collecting multi-view images covering every fine detail of a large-scale scene is prohibitive due to scene complexity, capture cost, negligence, or accessibility constraints. As a result, the sampled views tend to be highly unstructured -- the majority of the scene is well covered yet certain regions inevitably lack sufficient observations. Existing reconstruction based methods are vulnerable to view scarcity while generation based approaches suffer from generalization, controllability, and 3D consistency issues. To address this challenge, we propose InceptionGS, which bootstraps Gaussian splatting by subtly balancing reconstruction and generation. Starting from an initial Gaussian splatting, InceptionGS reasonably rethinks and repairs problematic regions caused by view scarcity while preserving the quality elsewhere, by softly incorporating scene- and view-adaptive generative priors. Extensive experiments on real-world large-scale scenes demonstrate the superiority and broad applicability of our approach in handling unstructured imagery and boosting high-fidelity Gaussian splatting. Please refer to the supplementary video for better visual demonstrations.
Ritwesh A. Kumar, Som Tripathi, Peja Matthews +5cs.CV
Maize kernel traits such as row number, kernels per row, and kernel size vary largely for genetic reasons and are consistently associated with regions of the genome that influence yield. Manual measurement of these traits, however, cannot keep pace with the volume of maize generated in a breeding program. To address this, we developed and validated a fully automated pipeline for extracting these traits from 3D point clouds of corn ears, built on a recently developed video-to-point-cloud platform. Raw video frames are processed through COLMAP and NeRF, the ear is isolated via density-based separation, and the point cloud is distance-calibrated to physical units. The calibrated ear point cloud was Z-axis aligned via PCA and cylindrically unwrapped to a 2D image. We enhanced contrast and performed zero-fine-tuning instance segmentation using Cellpose-SAM. A triple-juxtaposed unwrap strategy was used to prevent double-counting at the seam. The pipeline achieved kernel count R^2 = 0.921 (MAPE = 10.33%) and kernel row number within +-2 rows for 95.2% of ears (MAE = 0.75 rows) on a 168-ear held-out set from the 268-ear labeled dataset. The resulting multi-trait dataset has known genotype identity for each ear, positioning it for phenotype-to-genotype association analyses.
While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction and novel-view synthesis, scenarios with limited input views often lead to poor reconstruction quality and artifacts in rendered novel views. Recent efforts attempt to utilize powerful diffusion priors, yet they typically process rendered and reference views concatenated along an additional dimension in a single network. These methods overlook an inherent nature that different views should maintain appearance similarity but differ in structure due to view shifts, leading to blur caused by conflicts between the two properties. In this paper, we propose DualDiff, a novel pipeline that leverages dual diffusion priors with a Structure-Appearance Attention (SAA) module to introduce reference guidance for refining low-quality novel views rendered from flawed 3D representations. Specifically, we retain one diffusion branch to focus on extracting structural information from the low-quality novel views, while introducing another branch to ensure appearance consistency with reference views. Furthermore, we present a 3D reconstruction framework named DualDiff3D, which integrates a reliability-enhanced Render-Refine-Optimize (RRO) loop to progressively and robustly incorporate the refined novel views, yielding more accurate 3DGS. Extensive experiments demonstrate that our approach outperforms state-of-the-art methods even in the inference-only setting, with further performance gains achievable through training. Our code and pre-trained weights are available at https://github.com/Akaneqwq/DualDiff3D.
Triangle-based neural rendering bridges neural scene representations and conventional graphics pipelines by optimizing explicit geometric primitives compatible with standard rasterization hardware. However, existing approaches are evaluated almost exclusively within custom research renderers, obscuring their practical deployability in production engines. To bridge this gap, we introduce \textbf{MeshSplatBench}, a unified benchmark that systematically investigates triangle-based neural rendering across the complete pipeline from native optimization to game-engine deployment. MeshSplatBench establishes a standardized evaluation protocol while preserving each method's native optimization semantics, reproducing published results within $0.8\%$ PSNR deviation. Furthermore, we introduce a hierarchical Unity deployment protocol spanning three rendering tiers: native CUDA renderers, method-specific dedicated engine shaders, and standard opaque mesh pipelines, isolating the exact fidelity losses caused by engine adaptation \textit{vs.} representation reduction. Finally, we conduct a topological audit of reconstructed surfaces, demonstrating that explicit connectivity and shared indexing alone are insufficient to guarantee production-ready assets due to prevalent non-manifold structures, fragmented components, and boundary artifacts. Overall, MeshSplatBench demonstrates that rasterizability is merely a primitive-level attribute, whereas graphics readiness requires jthe holistic alignment of representation, topology, and engine compatibility. Source code will be released.
Complete 3D perception from egocentric video requires recovering the surrounding scene and the wearer's full-body motion in a shared metric frame. Existing methods typically address scene reconstruction and motion estimation separately: scene reconstruction methods ignore the wearer, whereas motion estimation methods lack explicit scene geometry and often depend on external trajectories. Joint recovery is challenging because the two tasks exhibit asymmetric visibility and require different prediction paradigms. The largely visible scene supports deterministic geometric regression, whereas the severely occluded body requires generative motion inference. We therefore propose RESELF (REconstructing the Scene and the sELF), a unified framework that couples deterministic metric geometry reconstruction with geometry-conditioned motion generation. RESELF adapts a geometry foundation model pre-trained on large-scale exocentric data to egocentric video using frame-wise scale and relative-pose consistency objectives. The resulting camera trajectory and latent geometric features condition a diffusion model that recovers the wearer's motion. A subsequent closed-loop kinematic feedback stage further refines the camera head while preserving the reconstructed scene geometry. To support training and evaluation, we curate EE4D-JSM from EgoExo4D by aligning egocentric video, sparse metric scene geometry, camera trajectories, and full-body motion annotations. Experiments show that RESELF outperforms state-of-the-art methods designed for the individual tasks across depth estimation, camera tracking, and full-body motion estimation. Code, models, and datasets will be available at https://ka1guan.github.io/RESELF/.
Monocular depth estimation has long stood as a fundamental challenge in computer vision, enabling a wide range of applications including 3D reconstruction, robotics, autonomous driving, and augmented reality. This survey traces the field's evolution from early learning-based methods to the emergence of transformative foundation models. We begin by framing the problem, distinguishing between relative and metric depth estimation, and highlighting the key challenges that have shaped a decade of research. We then present common problem formulations and introduce the most widely used datasets, covering indoor, outdoor, and synthetic data. Following this, we review major advances prior to the foundation model era, distilling core insights from influential methods that contributed to improvements in accuracy, efficiency, and robustness. The survey then turns to the recent surge of foundation-model-based approaches, categorizing them into discriminative and generative paradigms and emphasizing the critical roles of large-scale pretraining (e.g., DINOv3) and synthetic data. We compare representative models using both quantitative benchmarks and qualitative examples, and discuss natural extensions to video-based depth estimation. Further, to illustrate real-world impact, we highlight the integration of depth estimation into applications such as visual SLAM, content generation, and robot perception. Finally, we outline open challenges and promising research directions as the field advances further into the era of foundation models.
While feed-forward 3D reconstruction (3R) offers efficient end-to-end modeling, its application in large-scale UAV mapping is hindered by the prohibitive memory cost of Transformer attention. Current scalable streaming 3R methods assume temporally and spatially continuous inputs, rendering them ineffective for the weakly ordered or unordered image streams common in cross-strip UAV operations. To address this, we propose On-the-Fly3R, a training-free, progressive online 3D reconstruction framework for large-scale UAV images that upgrades various 3R backbones for large-scale UAV scenarios. Our method enables reconstruction from unordered inputs via retrieval-guided dynamic subset construction, which adaptively selects spatially relevant images. To further improve the robustness, a validation-rejection-retry mechanism is designed to guarantee global consistency, performing a pre-integration consistency check and automatically rejecting misaligned images and retrying with alternative subset. Finally, inspired by VSLAM, pose graph optimization based on the retrieval loop closure is employed to mitigate camera drift. Evaluations on several UAV benchmarks show that our On-the-Fly3R successfully scales various 3R models to over 5,000 images across square-kilometer UAV scenes, delivering substantially superior accuracy compared to several SOTA streaming 3R methods. Code is available at https://github.com/Sh1nZzz/On_the_Fly3R
Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.
Current 4D generation paradigms are often bottlenecked by a sequential decoupling design: video is generated first, followed by 3D reconstruction, leading to high interaction latency. This limits applications in interactive real-time scenarios. To this end, we propose \textbf{Streaming4D}, a tightly coupled synchronous pipeline that integrates block-wise autoregressive video generation with incremental 3D reconstruction. Unlike traditional frame-by-frame emission and delayed geometry recovery, Streaming4D generates temporal video blocks and immediately triggers reconstruction for each completed block, enabling parallel execution between synthesis and geometric updates. This approach allows the world representation to evolve online with the video stream, reducing feedback latency while preserving geometric fidelity. We instantiate \textbf{Streaming4D} using a Self-Forcing-style autoregressive generator and an incremental reconstruction backend. Experiments show consistent runtime improvements across resolutions on a single RTX 4090 (1.24$\times$ speedup), while maintaining high-quality 4D geometry and multi-view consistency.
We study dynamic Gaussian Splatting from monocular videos. While recent advancements in dynamic Gaussian splatting offer a promising foundation for modeling dynamic scenes, they often overfit to the training views and fail under occlusion or complex scene motion due to the lack of reliable regularization signals in under-constrained regions. We propose Semantic Motion Graph (SMG), a novel approach models the Gaussian motion as the low-rank semantic motion. Our key insight is that the real-world scene motion is often structured by semantic coherence: regions that are spatially close and semantically related tend to exhibit consistent dynamics. To leverage this prior, we construct SMG to model structured motion of the scene. The Gaussian motion is driven by the motion of SMG nodes. We further observe that the uncertainty of Gaussian motion arises from both unreliable off-the-shelf priors and weakly constrained regions during optimization. SMG addresses this by using reliable graph nodes to guide the motion of nearby unreliable nodes. To evaluate dynamic Gaussian splatting under challenging real-world scenarios, we introduce a new multiview dataset collected under an ego-exo setup. Extensive experiments demonstrate that SMG achieves state-of-the-art performance on monocular dynamic Gaussian splatting across challenging real-world benchmarks. Project page: https://smg-gaussian.github.io/.
Minhas Kamal, Hiranya Garbha Kumar, Mahedi Kamal +1cs.CV cs.AI cs.LG
Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a scene as a single monolithic field. Therefore, the reconstruction has no object-level structure, leaving it infeasible for downstream editing or interaction. Moreover, regions that are never directly observed in the input scans are contaminated by the surrounding texture and left uncorrected, capping both mesh fidelity and novel-view synthesis. We propose a decompose-before-reconstruct approach: we segment the instances out of every frame, consider the remaining as background and inpaint it, reconstruct each instance and the background independently with mesh splatting, and compose them into a single scene. Our method significantly improves mesh fidelity (over a 5\% gain in F-score) and novel-view synthesis, while supporting object-wise modifiability and interactivity. The code will be made publicly available.
When does 3D Gaussian Splatting (3DGS) recover the true scene surface rather than just overfitting view-dependent appearance? We answer this by developing a mathematical framework based on a first-hit rendering abstraction that cleanly isolates geometry from appearance. We prove that geometric misalignment forcefully converts spatial textures into high-frequency angular signals via parallax. This establishes a strict identifiability window: if angular capacity is bounded, surface-consistent solutions are mathematically preferred; if unrestricted, the same images can be perfectly explained by an incorrect, opaque billboard geometry. Experiments on synthetic stress tests confirm this prediction, showing billboard failures emerge precisely at high angular capacities. Conversely, in the real-world datasets we evaluate under standard capture protocols, reconstructions remain surface-consistent even at high SH degrees, which is consistent with the prediction that rich spatial texture can push billboard solutions outside the tested angular-capacity range.
Nanxing Nick Deng, Qing Cheng, Niclas Zeller +1cs.CV cs.AI
Feed-forward 3D reconstruction models emit a per-pixel confidence that downstream systems read as a reliability signal. It is trained as a loss weight, not as an uncertainty magnitude, and whether it can be used as an error prediction has not been measured. We audit seven released backbones on thirteen datasets and score the confidence on four properties, how well it ranks error, whether its level is right on average, whether it holds across the confidence range, and whether its intervals cover the truth. The confidence ranks error well, but the predicted uncertainty is too low when it is read under conditions that are not exactly those of training. The median case is off by 2.4x across all seven models, and the error prediction is further off the more confident the model is. We show that this phenomenon can appear even though the loss's optimum is reached. A released model resumed under its own loss reaches that optimum on its training data within a few hundred updates and stays overconfident on unseen frames. A power law with two constants per backbone and dataset corrects the overall magnitude of the predicted uncertainty and leaves the ranking untouched. What no rescaling reaches is the scene, which we attribute to the model's missing knowledge of scale across predictions. Every correction we tried is close to right on average and still leaves two thirds of held-out scenes outside a five-point band, because what a scene is missing is a shape rather than a shift. We release the audit protocol, its results, and the fitted constants per model and dataset. Fitted with the target dataset held out, the constants bring the median case from 2.4x off to 1.35x, and a refit on a few labelled scenes of that dataset reaches 1.12x.
Feed-forward 3D foundation models reconstruct perspective scenes in one pass. Satellite photogrammetry needs a different product, one that domain adaptation alone does not deliver: dense surface height in an absolute geodetic frame under non-central rational polynomial cameras (RPCs). Perspective-pretrained features are not reliably observable along RPC height rays, absolute elevation carries a low-order height--datum gauge exchangeable with sensor bias to first order, and monocular and multi-view cues fail in different regions. \method{} treats all three. Lightweight ray-consistent adapters make a frozen backbone matchable along native RPC rays. An explicit datum mechanism separates relief from absolute level and is equivariant to the vertical origin by construction, so one trained model serves zero-, one-, and sparse-control inference. Calibrated inverse-variance fusion combines the two relief streams. \bench{}, our absolute-frame benchmark of eighteen systems across in-domain, cross-dataset, and cross-city tiers, scores absolute placement without registration or test-reference leakage. On 26 held-out US3D tiles, \method{} attains $2.99$\,m absolute MAE at $91.9\%$ coverage, improves completeness-aware accuracy by $46.4$ points over the strongest compliant feed-forward baseline, remains the most accurate such system under both transfer shifts, and runs in $24$\,s model-forward time per tile. Code and models will be released at https://github.com/HIT-SIRS/GeoRay
3D Gaussian Splatting has achieved remarkable success in photorealistic rendering, yet it suffers from severe overfitting and geometric artifacts in sparse-view scenarios due to the inherent deficiency of photometric supervision. Recent advances have attempted to regularize optimization by incorporating external priors, such as depth, point clouds, or diffusion models. However, these methods typically overlook the non-uniform distribution of supervision across the viewing space, resulting in limited specificity in prior use and primitive control. In this paper, we propose GSPotential, a framework that quantifies view-space supervision imbalance using a Camera Potential Field. Our key insight is to identify supervision valleys where photometric constraints are most deficient, and use the potential field to guide reconstruction from two complementary aspects. First, we devise a probabilistic spherical sampling strategy that places informative virtual cameras in low-potential regions. Point-cloud renderings from these views then provide targeted geometric guidance. Second, the same field provides a directional coverage cue for conservative Gaussian updates in weakly covered spatial sectors. Extensive experiments demonstrate that GSPotential achieves high reconstruction fidelity while maintaining competitive training efficiency.
Angel Daruna, Ben Southall, Niluthpol Chowdhury Mithun +6cs.CV
Ground image localization with respect to satellite imagery is a key enabler for metrically-accurate, geo-localized 3D scene reconstruction from unconstrained image collections. Existing cross-view localization methods have strict requirements such as panoramic imagery or known initial locations, limiting their applicability for in-the-wild reconstruction settings. We propose a robust hierarchical cross-view localization framework that leverages geometric constraints from Structure-from-Motion (SfM) models derived from unconstrained ground image collections. Our method generates coarse-to-fine pose hypotheses through a cross-view matching approach and aggregates noisy predictions across SfM model(s) using Kernel Density Estimation to recover consensus alignments while filtering outliers. Experiments demonstrate reliable localization performance from challenging image collections. Empirically we found satellite-referenced alignment enables accurate metric scale estimation, doppelgänger detection, and merging of disjoint SfM reconstructions, resulting in more complete, geo-localized site models than are possible with SfM alone.
While neural rendering methods such as 3D Gaussian Splatting achieve remarkable visual fidelity, traditional polygonal meshes remain the backbone of established graphics pipelines. Triangle splatting bridges this gap by optimizing triangle primitives as differentiable splats, producing representations that are closer to mesh-based workflows. Central to these methods is the kernel function that softens triangle boundaries to propagate gradients to vertex positions. Existing triangle splatting methods make inconsistent choices of kernel functions, and analysis of these kernels' optimization behavior has been limited to unstructured triangle soups for novel-view synthesis. In this work, we consider triangle splatting as a generic tool for photometric optimization, comparing kernel properties through two complementary tasks: mesh optimization for shape reconstruction and triangle soup optimization for novel-view synthesis. Along with the analysis, we introduce an elastic kernel function that features bilateral gradient support across the boundary and an adaptive boundary value, which are shown to be essential for robust optimization. Under isolated comparison, our elastic kernel outperforms existing kernels on shape reconstruction and in the majority of novel-view synthesis benchmarks, demonstrating the importance of kernel design in the effectiveness and versatility of triangle splatting.
In dynamic and unstructured environments, conventional SLAM systems generally suffer from significant accuracy degeneration due to their static assumptions. In this work, we propose Robust Semantic-aware Gaussian Splatting SLAM (RoSe-SLAM), to address the dynamic challenge by a holistic semantic scene understanding from uncalibrated monocular inputs, achieving accurate camera tracking and high-quality geometry reconstruction. Unlike conventional semantic SLAM using handcrafted semantic labels, our RoSe-SLAM exploits the semantic feature from 2D foundation model to enhance the dynamic tracking and mapping performance. By distilling the rich semantic features to our Gaussian fields, our method effectively identifies dynamic distractors and achieves semantic-aware multi-view consistency, significantly enhancing the geometric reconstruction and scene inpainting. Specifically, we propose a spatial-temporal motion mask generation module, enabling both long-term motion monitoring and short-term transient dynamics capturing, achieving robust and effective disentanglement of dynamic objects and static backgrounds. During global bundle adjustment, we propose an occlusion-aware keyframe selection mechanism to prioritize the occlusion as metric to pick the keyframes, and a multi-view semantic consistency module to improve the mapping quality in dynamic environments. By combining geometric motion cues with semantic priors, our system dynamically filters unreliable observations and reconstructs accurate static scene geometry. Extensive experiments conducted on benchmark datasets including dynamic TUM, Bonn and Wild-Mocap datasets, demonstrate that our method achieves superior performance in both trajectory estimation and static scene mapping, outperforming existing dynamic RGB SLAM baselines in long-term dynamic indoor environments.
Vage Taamazyan, Zhuowen Shen, Stefan Hinterstoisser +6cs.CV
Stereo reconstruction is one of the last remaining Computer Vision tasks where all state-of-the-art methods employ a heavy architectural inductive bias. Even though it has been demonstrated that the task can be solved using general-purpose methods, it is widely believed that inductive biases in stereo are strictly necessary for both high-quality results and computational efficiency. We challenge this paradigm. In this paper, we demonstrate that both state-of-the-art accuracy and superior runtime efficiency are achievable with a model completely devoid of architectural inductive biases, relying instead on a simple, end-to-end Vision Transformer. By training on massive synthetic datasets, we show that pure data-driven learning can surpass explicitly engineered geometry. This work proves that explicit inductive biases are no longer a prerequisite for stereo matching, ultimately unlocking true scaling laws for continuous improvement in 3D reconstruction.