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Nov 13

3D Reconstruction and Information Fusion between Dormant and Canopy Seasons in Commercial Orchards Using Deep Learning and Fast GICP

In orchard automation, dense foliage during the canopy season severely occludes tree structures, minimizing visibility to various canopy parts such as trunks and branches, which limits the ability of a machine vision system. However, canopy structure is more open and visible during the dormant season when trees are defoliated. In this work, we present an information fusion framework that integrates multi-seasonal structural data to support robotic and automated crop load management during the entire growing season. The framework combines high-resolution RGB-D imagery from both dormant and canopy periods using YOLOv9-Seg for instance segmentation, Kinect Fusion for 3D reconstruction, and Fast Generalized Iterative Closest Point (Fast GICP) for model alignment. Segmentation outputs from YOLOv9-Seg were used to extract depth-informed masks, which enabled accurate 3D point cloud reconstruction via Kinect Fusion; these reconstructed models from each season were subsequently aligned using Fast GICP to achieve spatially coherent multi-season fusion. The YOLOv9-Seg model, trained on manually annotated images, achieved a mean squared error (MSE) of 0.0047 and segmentation mAP@50 scores up to 0.78 for trunks in dormant season dataset. Kinect Fusion enabled accurate reconstruction of tree geometry, validated with field measurements resulting in root mean square errors (RMSE) of 5.23 mm for trunk diameter, 4.50 mm for branch diameter, and 13.72 mm for branch spacing. Fast GICP achieved precise cross-seasonal registration with a minimum fitness score of 0.00197, allowing integrated, comprehensive tree structure modeling despite heavy occlusions during the growing season. This fused structural representation enables robotic systems to access otherwise obscured architectural information, improving the precision of pruning, thinning, and other automated orchard operations.

  • 6 authors
·
Jul 2, 2025

RaV-IDP: A Reconstruction-as-Validation Framework for Faithful Intelligent Document Processing

Intelligent document processing pipelines extract structured entities (tables, images, and text) from documents for use in downstream systems such as knowledge bases, retrieval-augmented generation, and analytics. A persistent limitation of existing pipelines is that extraction output is produced without any intrinsic mechanism to verify whether it faithfully represents the source. Model-internal confidence scores measure inference certainty, not correspondence to the document, and extraction errors pass silently into downstream consumers. We present Reconstruction as Validation (RaV-IDP), a document processing pipeline that introduces reconstruction as a first-class architectural component. After each entity is extracted, a dedicated reconstructor renders the extracted representation back into a form comparable to the original document region, and a comparator scores fidelity between the reconstruction and the unmodified source crop. This fidelity score is a grounded, label-free quality signal. When fidelity falls below a per-entity-type threshold, a structured GPT-4.1 vision fallback is triggered and the validation loop repeats. We enforce a bootstrap constraint: the comparator always anchors against the original document region, never against the extraction, preventing the validation from becoming circular. We further propose a per-stage evaluation framework pairing each pipeline component with an appropriate benchmark. The code pipeline is publicly available at https://github.com/pritesh-2711/RaV-IDP for experimentation and use.

  • 1 authors
·
Apr 25 2

TwinTex: Geometry-aware Texture Generation for Abstracted 3D Architectural Models

Coarse architectural models are often generated at scales ranging from individual buildings to scenes for downstream applications such as Digital Twin City, Metaverse, LODs, etc. Such piece-wise planar models can be abstracted as twins from 3D dense reconstructions. However, these models typically lack realistic texture relative to the real building or scene, making them unsuitable for vivid display or direct reference. In this paper, we present TwinTex, the first automatic texture mapping framework to generate a photo-realistic texture for a piece-wise planar proxy. Our method addresses most challenges occurring in such twin texture generation. Specifically, for each primitive plane, we first select a small set of photos with greedy heuristics considering photometric quality, perspective quality and facade texture completeness. Then, different levels of line features (LoLs) are extracted from the set of selected photos to generate guidance for later steps. With LoLs, we employ optimization algorithms to align texture with geometry from local to global. Finally, we fine-tune a diffusion model with a multi-mask initialization component and a new dataset to inpaint the missing region. Experimental results on many buildings, indoor scenes and man-made objects of varying complexity demonstrate the generalization ability of our algorithm. Our approach surpasses state-of-the-art texture mapping methods in terms of high-fidelity quality and reaches a human-expert production level with much less effort. Project page: https://vcc.tech/research/2023/TwinTex.

  • 7 authors
·
Sep 20, 2023

Many Eyes, One World: Feed-Forward 3D Reconstruction from Mixed Cameras

Real-world capture is heterogeneous: perspective, fisheye, and 360^circ panoramic images can coexist within a single reconstruction task, yet most feed-forward 3D reconstruction models assume perspective imagery and a uniform input representation. Recent models handling several camera types are either informed of the camera type for each view or reconstruct one image pair at a time. No single-pass method reconstructs mixed-camera tuples containing full panoramas from images alone. We present MEOW, a feed-forward system that jointly reconstructs metric pointmaps and camera poses from one N-view tuple mixing perspective, fisheye and full-panorama images, in a single forward pass from images alone: no calibration, distortion parameters, camera-type labels or poses are supplied for any view. Our guiding design philosophy is to treat heterogeneous-camera reconstruction as a data-adaptation problem rather than an architectural redesign. MEOW retains a perspective-pretrained backbone and learns heterogeneous cameras entirely from a procedural data engine, which renders each scene across a continuous manifold of camera models with exact rays and depth, and certifies covisibility for every camera-sampled training tuple. Trained on synthetic tuples only, MEOW transfers zero-shot to real captures: on heterogeneous 2D3DS tuples it achieves 79.9 mAA@30 against 53.8 for Wid3R given the camera type of every view; on our laser-scanned mixed-camera benchmark it registers every four-view mixed tuple with 79.4 AUC@30. The data engine, benchmark, and complete evaluation pipeline will be released.

  • 6 authors
·
Sep 27

PReCache: Efficient KV Cache Sharing for Multi-LoRA Agents via Low-Rank Precomputation and Neutral Reconstruction

Multi-LoRA agent systems enable efficient role specialization by sharing a common backbone model. However, each agent repeatedly processes the growing shared trajectory and constructs its own KV cache, introducing substantial memory and computation redundancy in long-horizon tasks. Existing KV cache sharing methods reduce this repeated prefill, but they either require additional training or architectural constraints or retain substantial model computation. Moreover, direct cache reuse causes the current agent to rely on cache states generated by the previous agent's adapter, weakening the role-specific behavior encoded by its own LoRA. We present PReCache, a training-free KV cache sharing framework with two designs, namely PreLRShared and ReBaseShared, that share the base cache computed using the pretrained weights and precompute a compact agent-specific low-rank (LR) cache. To remove repeated prefill, PreLRShared precomputes each agent's LR cache when the shared context is first processed, allowing the current agent to use its own LR cache without reprocessing context processed by previous agents. To improve sharing accuracy, ReBaseShared reconstructs the shared base cache from adapter-free hidden states, reducing the remaining error caused by the previous agent's adapted representation. To minimize its reconstruction cost, we propose two inference schemes tailored to single-stream inference and concurrent serving, performing the same reconstruction after each agent's turn or alongside its execution, respectively. Across multiple models and agent benchmarks, PreLRShared achieves up to a 3.1x TTFT speedup and a 2.3x improvement in per-request throughput over inference without KV cache sharing. ReBaseShared best preserves accuracy overall among the evaluated cache-sharing methods, with an average drop of only 1.1 points relative to inference without cache sharing.

VGGT-$Ω$

Recent feed-forward reconstruction models, such as VGGT, have proven competitive with traditional optimization-based reconstructors while also providing geometry-aware features useful for other tasks. Here, we show that the quality of these models scales predictably with model and data size. We do so by introducing VGGT-Ω, which substantially improves reconstruction accuracy, efficiency, and capabilities for both static and dynamic scenes. To enable training this model at an unprecedented scale, we introduce architectural changes that improve training efficiency, a high-quality data annotation pipeline that supports dynamic scenes, and a self-supervised learning protocol. We simplify VGGT's architecture by using a single dense prediction head with multi-task supervision and removing the expensive high-resolution convolutional layers. We also use registers to aggregate scene information into a compact representation and introduce register attention, which restricts inter-frame information exchange to these registers, in part replacing global attention. In this way, during training, VGGT-Ω uses only about 30% of the GPU memory of its predecessor, allowing us to train with 15x more supervised data than prior work and to leverage vast amounts of unlabeled video data. VGGT-Ω achieves strong results for reconstruction of static and dynamic scenes across multiple benchmarks, for example, improving over the previous best camera estimation accuracy on Sintel by 77%. We also show that the learned registers can improve vision-language-action models and support alignment with language, suggesting that reconstruction can be a powerful and scalable proxy task for spatial understanding. Project Page: http://vggt-omega.github.io/

  • 10 authors
·
May 13

InternVideo-Next: Towards General Video Foundation Models without Video-Text Supervision

Large-scale video-text pretraining achieves strong performance but depends on noisy, synthetic captions with limited semantic coverage, often overlooking implicit world knowledge such as object motion, 3D geometry, and physical cues. In contrast, masked video modeling (MVM) directly exploits spatiotemporal structures but trails text-supervised methods on general tasks. We find this gap arises from overlooked architectural issues: pixel-level reconstruction struggles with convergence and its low-level requirement often conflicts with semantics, while latent prediction often encourages shortcut learning. To address these, we disentangle the traditional encoder-decoder design into an Encoder-Predictor-Decoder (EPD) framework, where the predictor acts as a latent world model, and propose InternVideo-Next, a two-stage pretraining scheme that builds a semantically consistent yet detail-preserving latent space for this world model. First, conventional linear decoder in pixel MVM enforces the predictor output latent to be linearly projected to, thus separable in pixel space, causing the conflict with semantic abstraction. Our Stage 1 proposes a conditional diffusion decoder and injects reliable image-level semantic priors to enhance semantics and convergence, thus bridging pixel-level fidelity with high-level semantic abstraction. Stage 2 further learns world knowledge by predicting frozen Stage 1 targets within this space, mitigating shortcut learning. Trained on public, unlabeled videos, InternVideo-Next achieves state-of-the-art results across benchmarks and provides a scalable path toward general video representation learning.

OpenGVLab OpenGVLab
·
Dec 1, 2025 1

GigaTok: Scaling Visual Tokenizers to 3 Billion Parameters for Autoregressive Image Generation

In autoregressive (AR) image generation, visual tokenizers compress images into compact discrete latent tokens, enabling efficient training of downstream autoregressive models for visual generation via next-token prediction. While scaling visual tokenizers improves image reconstruction quality, it often degrades downstream generation quality -- a challenge not adequately addressed in existing literature. To address this, we introduce GigaTok, the first approach to simultaneously improve image reconstruction, generation, and representation learning when scaling visual tokenizers. We identify the growing complexity of latent space as the key factor behind the reconstruction vs. generation dilemma. To mitigate this, we propose semantic regularization, which aligns tokenizer features with semantically consistent features from a pre-trained visual encoder. This constraint prevents excessive latent space complexity during scaling, yielding consistent improvements in both reconstruction and downstream autoregressive generation. Building on semantic regularization, we explore three key practices for scaling tokenizers:(1) using 1D tokenizers for better scalability, (2) prioritizing decoder scaling when expanding both encoder and decoder, and (3) employing entropy loss to stabilize training for billion-scale tokenizers. By scaling to 3 space billion parameters, GigaTok achieves state-of-the-art performance in reconstruction, downstream AR generation, and downstream AR representation quality.

  • 5 authors
·
Apr 11, 2025 2

Feed-Forward 3D Scene Modeling: A Problem-Driven Perspective

Reconstructing 3D representations from 2D inputs is a fundamental task in computer vision and graphics, serving as a cornerstone for understanding and interacting with the physical world. While traditional methods achieve high fidelity, they are limited by slow per-scene optimization or category-specific training, which hinders their practical deployment and scalability. Hence, generalizable feed-forward 3D reconstruction has witnessed rapid development in recent years. By learning a model that maps images directly to 3D representations in a single forward pass, these methods enable efficient reconstruction and robust cross-scene generalization. Our survey is motivated by a critical observation: despite the diverse geometric output representations, ranging from implicit fields to explicit primitives, existing feed-forward approaches share similar high-level architectural patterns, such as image feature extraction backbones, multi-view information fusion mechanisms, and geometry-aware design principles. Consequently, we abstract away from these representation differences and instead focus on model design, proposing a novel taxonomy centered on model design strategies that are agnostic to the output format. Our proposed taxonomy organizes the research directions into five key problems that drive recent research development: feature enhancement, geometry awareness, model efficiency, augmentation strategies and temporal-aware models. To support this taxonomy with empirical grounding and standardized evaluation, we further comprehensively review related benchmarks and datasets, and extensively discuss and categorize real-world applications based on feed-forward 3D models. Finally, we outline future directions to address open challenges such as scalability, evaluation standards, and world modeling.

Reversa: A Reverse Documentation Engineering Framework for Converting Legacy Software into Operational Specifications for AI Agents

Legacy systems concentrate business rules, architectural decisions, and operational exceptions that often remain implicit in code, data, configuration, and maintenance practices. At the same time, language-model-based coding agents depend on reliable context, correctness criteria, and behavioral contracts to modify real systems with lower risk. This paper presents Reversa, a reverse documentation engineering framework for converting legacy software into traceable operational specifications for AI agents. Reversa organizes this process as a multi-agent pipeline: specialized agents map the project surface, analyze modules, extract implicit rules, synthesize architecture, write unit-level specifications, and review generated claims. The proposal emphasizes three mechanisms: traceability between code and specification, explicit confidence marking, and preservation of gaps for human validation. The framework is distributed as a Node.js CLI, installs skills across multiple agent engines, and uses a SHA-256 manifest to preserve modified files during update or uninstall operations. In addition to the architectural description, we report an exploratory case study on migrating an ATM from COBOL to Go, in which the pipeline produced 517 claims classified by an internal confidence index, 10 registered gaps, 53 Gherkin parity scenarios, and a reconstruction plan with 9 of 11 tasks completed at inventory time. Final parity validation and cutover were not completed in this study. We do not claim broad empirical superiority; we position the contribution with respect to the literature on reverse engineering, LLM-based documentation, and software agents, and propose an evaluation protocol with metrics for coverage, traceability, confidence, utility, and cost.

  • 2 authors
·
May 18

Exploring Frequency-Domain Feature Modeling for HRTF Magnitude Upsampling

Accurate upsampling of Head-Related Transfer Functions (HRTFs) from sparse measurements is crucial for personalized spatial audio rendering. Traditional interpolation methods, such as kernel-based weighting or basis function expansions, rely on measurements from a single subject and are limited by the spatial sampling theorem, resulting in significant performance degradation under sparse sampling. Recent learning-based methods alleviate this limitation by leveraging cross-subject information, yet most existing neural architectures primarily focus on modeling spatial relationships across directions, while spectral dependencies along the frequency dimension are often modeled implicitly or treated independently. However, HRTF magnitude responses exhibit strong local continuity and long-range structure in the frequency domain, which are not fully exploited. This work investigates frequency-domain feature modeling by examining how different architectural choices, ranging from per-frequency multilayer perceptrons to convolutional, dilated convolutional, and attention-based models, affect performance under varying sparsity levels, showing that explicit spectral modeling consistently improves reconstruction accuracy, particularly under severe sparsity. Motivated by this observation, a frequency-domain Conformer-based architecture is adopted to jointly capture local spectral continuity and long-range frequency correlations. Experimental results on the SONICOM and HUTUBS datasets demonstrate that the proposed method achieves state-of-the-art performance in terms of interaural level difference and log-spectral distortion.

  • 6 authors
·
Feb 11

Diffusion Transformers with Representation Autoencoders

Latent generative modeling, where a pretrained autoencoder maps pixels into a latent space for the diffusion process, has become the standard strategy for Diffusion Transformers (DiT); however, the autoencoder component has barely evolved. Most DiTs continue to rely on the original VAE encoder, which introduces several limitations: outdated backbones that compromise architectural simplicity, low-dimensional latent spaces that restrict information capacity, and weak representations that result from purely reconstruction-based training and ultimately limit generative quality. In this work, we explore replacing the VAE with pretrained representation encoders (e.g., DINO, SigLIP, MAE) paired with trained decoders, forming what we term Representation Autoencoders (RAEs). These models provide both high-quality reconstructions and semantically rich latent spaces, while allowing for a scalable transformer-based architecture. Since these latent spaces are typically high-dimensional, a key challenge is enabling diffusion transformers to operate effectively within them. We analyze the sources of this difficulty, propose theoretically motivated solutions, and validate them empirically. Our approach achieves faster convergence without auxiliary representation alignment losses. Using a DiT variant equipped with a lightweight, wide DDT head, we achieve strong image generation results on ImageNet: 1.51 FID at 256x256 (no guidance) and 1.13 at both 256x256 and 512x512 (with guidance). RAE offers clear advantages and should be the new default for diffusion transformer training.

nyu-visionx VISIONx @ NYU
·
Oct 13, 2025 6

NAC: Neural Action Codec for Vision-Language-Action Models

Vision-language-action (VLA) models rely on discrete action tokenizers to bridge continuous robot control and autoregressive sequence modeling, yet existing tokenizers often trade off between compression, latency, and downstream performance. We revisit this design through the lens of neural audio codecs-convolutional encoder-decoder architectures with residual vector quantization that serve as the standard front end for audio foundation models. Motivated by their success, we introduce the Neural Action Codec (NAC), which treats short robot action trajectories as multi-channel 1D signals and compresses them using a multi-scale RVQGAN architecture. We observe that audio-specific mel-spectrogram objectives are ill-suited for kinematic signals; however, by replacing them with simple time-domain and non-mel spectral reconstruction losses, audio-codec-style models can autoencode actions with high fidelity without substantial architectural changes. NAC provides a compact, ordered token space via offset codebooks, enabling standard autoregressive policies to operate over short, structured sequences. Meanwhile, a Vocos-style decoder with an ISTFT head and adversarial discriminators recovers smooth, detailed trajectories. Across LIBERO-10, RoboMimic, and a suite of real-world manipulation tasks, NAC achieves lower reconstruction error and higher success rates than binning, FAST, and prior VQ-based tokenizers at comparable or better compression rates. These results demonstrate that repurposed neural audio codecs offer a strong, practical backbone for learned action tokenization in modern VLAs.

  • 2 authors
·
Jun 18

Generalized Teacher Forcing for Learning Chaotic Dynamics

Chaotic dynamical systems (DS) are ubiquitous in nature and society. Often we are interested in reconstructing such systems from observed time series for prediction or mechanistic insight, where by reconstruction we mean learning geometrical and invariant temporal properties of the system in question (like attractors). However, training reconstruction algorithms like recurrent neural networks (RNNs) on such systems by gradient-descent based techniques faces severe challenges. This is mainly due to exploding gradients caused by the exponential divergence of trajectories in chaotic systems. Moreover, for (scientific) interpretability we wish to have as low dimensional reconstructions as possible, preferably in a model which is mathematically tractable. Here we report that a surprisingly simple modification of teacher forcing leads to provably strictly all-time bounded gradients in training on chaotic systems, and, when paired with a simple architectural rearrangement of a tractable RNN design, piecewise-linear RNNs (PLRNNs), allows for faithful reconstruction in spaces of at most the dimensionality of the observed system. We show on several DS that with these amendments we can reconstruct DS better than current SOTA algorithms, in much lower dimensions. Performance differences were particularly compelling on real world data with which most other methods severely struggled. This work thus led to a simple yet powerful DS reconstruction algorithm which is highly interpretable at the same time.

  • 4 authors
·
Jun 7, 2023

The Continuity Layer: Why Intelligence Needs an Architecture for What It Carries Forward

The most important architectural problem in AI is not the size of the model but the absence of a layer that carries forward what the model has come to understand. Sessions end. Context windows fill. Memory APIs return flat facts that the model has to reinterpret from scratch on every read. The result is intelligence that is powerful per session and amnesiac across time. This position paper argues that the layer which fixes this, the continuity layer, is the most consequential piece of infrastructure the field has not yet built, and that the engineering work to build it has begun in public. The formal evaluation framework for the property described here is the ATANT benchmark (arXiv:2604.06710), published separately with evaluation results on a 250-story corpus; a companion paper (arXiv:2604.10981) positions this framework against existing memory, long-context, and agentic-memory benchmarks. The paper defines continuity as a system property with seven required characteristics, distinct from memory and from retrieval; describes a storage primitive (Decomposed Trace Convergence Memory) whose write-time decomposition and read-time reconstruction produce that property; maps the engineering architecture to the theological pattern of kenosis and the symbolic pattern of Alpha and Omega, and argues this mapping is structural rather than metaphorical; proposes a four-layer development arc from external SDK to hardware node to long-horizon human infrastructure; examines why the physics limits now constraining the model layer make the continuity layer newly consequential; and argues that the governance architecture (privacy implemented as physics rather than policy, founder-controlled class shares on non-negotiable architectural commitments) is inseparable from the product itself.

Kenotic-Labs Kenotic Labs
·
Apr 18 2

Vitruvio: 3D Building Meshes via Single Perspective Sketches

Today's architectural engineering and construction (AEC) software require a learning curve to generate a three-dimension building representation. This limits the ability to quickly validate the volumetric implications of an initial design idea communicated via a single sketch. Allowing designers to translate a single sketch to a 3D building will enable owners to instantly visualize 3D project information without the cognitive load required. If previous state-of-the-art (SOTA) data-driven methods for single view reconstruction (SVR) showed outstanding results in the reconstruction process from a single image or sketch, they lacked specific applications, analysis, and experiments in the AEC. Therefore, this research addresses this gap, introducing the first deep learning method focused only on buildings that aim to convert a single sketch to a 3D building mesh: Vitruvio. Vitruvio adapts Occupancy Network for SVR tasks on a specific building dataset (Manhattan 1K). This adaptation brings two main improvements. First, it accelerates the inference process by more than 26% (from 0.5s to 0.37s). Second, it increases the reconstruction accuracy (measured by the Chamfer Distance) by 18%. During this adaptation in the AEC domain, we evaluate the effect of the building orientation in the learning procedure since it constitutes an important design factor. While aligning all the buildings to a canonical pose improved the overall quantitative metrics, it did not capture fine-grain details in more complex building shapes (as shown in our qualitative analysis). Finally, Vitruvio outputs a 3D-printable building mesh with arbitrary topology and genus from a single perspective sketch, providing a step forward to allow owners and designers to communicate 3D information via a 2D, effective, intuitive, and universal communication medium: the sketch.

  • 4 authors
·
Oct 24, 2022

From Orbit to Ground: Generative City Photogrammetry from Extreme Off-Nadir Satellite Images

City-scale 3D reconstruction from satellite imagery presents the challenge of extreme viewpoint extrapolation, where our goal is to synthesize ground-level novel views from sparse orbital images with minimal parallax. This requires inferring nearly 90^circ viewpoint gaps from image sources with severely foreshortened facades and flawed textures, causing state-of-the-art reconstruction engines such as NeRF and 3DGS to fail. To address this problem, we propose two design choices tailored for city structures and satellite inputs. First, we model city geometry as a 2.5D height map, implemented as a Z-monotonic signed distance field (SDF) that matches urban building layouts from top-down viewpoints. This stabilizes geometry optimization under sparse, off-nadir satellite views and yields a watertight mesh with crisp roofs and clean, vertically extruded facades. Second, we paint the mesh appearance from satellite images via differentiable rendering techniques. While the satellite inputs may contain long-range, blurry captures, we further train a generative texture restoration network to enhance the appearance, recovering high-frequency, plausible texture details from degraded inputs. Our method's scalability and robustness are demonstrated through extensive experiments on large-scale urban reconstruction. For example, in our teaser figure, we reconstruct a 4,km^2 real-world region from only a few satellite images, achieving state-of-the-art performance in synthesizing photorealistic ground views. The resulting models are not only visually compelling but also serve as high-fidelity, application-ready assets for downstream tasks like urban planning and simulation. Project page can be found at https://pku-vcl-geometry.github.io/Orbit2Ground/.

  • 13 authors
·
Dec 8, 2025

Reconstructing 12-Lead ECG from 3-Lead ECG using Variational Autoencoder to Improve Cardiac Disease Detection of Wearable ECG Devices

Twelve-lead electrocardiograms (ECGs) are the clinical gold standard for cardiac diagnosis, providing comprehensive spatial coverage of the heart necessary to detect conditions such as myocardial infarction (MI). However, their lack of portability limits continuous and large-scale use. Three-lead ECG systems are widely used in wearable devices due to their simplicity and mobility, but they often fail to capture pathologies in unmeasured regions. To address this, we propose WearECG, a Variational Autoencoder (VAE) method that reconstructs twelve-lead ECGs from three leads: II, V1, and V5. Our model includes architectural improvements to better capture temporal and spatial dependencies in ECG signals. We evaluate generation quality using MSE, MAE, and Frechet Inception Distance (FID), and assess clinical validity via a Turing test with expert cardiologists. To further validate diagnostic utility, we fine-tune ECGFounder, a large-scale pretrained ECG model, on a multi-label classification task involving over 40 cardiac conditions, including six different myocardial infarction locations, using both real and generated signals. Experiments on the MIMIC dataset show that our method produces physiologically realistic and diagnostically informative signals, with robust performance in downstream tasks. This work demonstrates the potential of generative modeling for ECG reconstruction and its implications for scalable, low-cost cardiac screening.

  • 9 authors
·
Oct 13, 2025

Behind the Veil: Enhanced Indoor 3D Scene Reconstruction with Occluded Surfaces Completion

In this paper, we present a novel indoor 3D reconstruction method with occluded surface completion, given a sequence of depth readings. Prior state-of-the-art (SOTA) methods only focus on the reconstruction of the visible areas in a scene, neglecting the invisible areas due to the occlusions, e.g., the contact surface between furniture, occluded wall and floor. Our method tackles the task of completing the occluded scene surfaces, resulting in a complete 3D scene mesh. The core idea of our method is learning 3D geometry prior from various complete scenes to infer the occluded geometry of an unseen scene from solely depth measurements. We design a coarse-fine hierarchical octree representation coupled with a dual-decoder architecture, i.e., Geo-decoder and 3D Inpainter, which jointly reconstructs the complete 3D scene geometry. The Geo-decoder with detailed representation at fine levels is optimized online for each scene to reconstruct visible surfaces. The 3D Inpainter with abstract representation at coarse levels is trained offline using various scenes to complete occluded surfaces. As a result, while the Geo-decoder is specialized for an individual scene, the 3D Inpainter can be generally applied across different scenes. We evaluate the proposed method on the 3D Completed Room Scene (3D-CRS) and iTHOR datasets, significantly outperforming the SOTA methods by a gain of 16.8% and 24.2% in terms of the completeness of 3D reconstruction. 3D-CRS dataset including a complete 3D mesh of each scene is provided at project webpage.

  • 7 authors
·
Apr 3, 2024

GS4Buildings: Prior-Guided Gaussian Splatting for 3D Building Reconstruction

Recent advances in Gaussian Splatting (GS) have demonstrated its effectiveness in photo-realistic rendering and 3D reconstruction. Among these, 2D Gaussian Splatting (2DGS) is particularly suitable for surface reconstruction due to its flattened Gaussian representation and integrated normal regularization. However, its performance often degrades in large-scale and complex urban scenes with frequent occlusions, leading to incomplete building reconstructions. We propose GS4Buildings, a novel prior-guided Gaussian Splatting method leveraging the ubiquity of semantic 3D building models for robust and scalable building surface reconstruction. Instead of relying on traditional Structure-from-Motion (SfM) pipelines, GS4Buildings initializes Gaussians directly from low-level Level of Detail (LoD)2 semantic 3D building models. Moreover, we generate prior depth and normal maps from the planar building geometry and incorporate them into the optimization process, providing strong geometric guidance for surface consistency and structural accuracy. We also introduce an optional building-focused mode that limits reconstruction to building regions, achieving a 71.8% reduction in Gaussian primitives and enabling a more efficient and compact representation. Experiments on urban datasets demonstrate that GS4Buildings improves reconstruction completeness by 20.5% and geometric accuracy by 32.8%. These results highlight the potential of semantic building model integration to advance GS-based reconstruction toward real-world urban applications such as smart cities and digital twins. Our project is available: https://github.com/zqlin0521/GS4Buildings.

  • 3 authors
·
Aug 9, 2025

CADFit: Precise Mesh-to-CAD Program Generation with Hybrid Optimization

Despite recent progress, recovering parametric CAD construction sequences from geometric input, such as meshes or point clouds, is a key challenge for design and manufacturing, as existing CAD reconstruction and generation methods are largely restricted to difficult-to-edit formats like meshes or Breps or editable simple sketch-and-extrude pipelines and low-complexity datasets. We introduce CADFit, a hybrid optimization-based CAD reconstruction framework that recovers complex, editable CAD construction sequences from meshes by incrementally fitting and validating parametric operations using geometric feedback. Our approach is distinguished by formulating reconstruction as an IoU-driven optimization over structured CAD programs and supporting a rich set of operations, including extrusions, revolutions, fillets, and chamfers. Experiments on multiple CAD benchmarks show that CADFit outperforms state-of-the-art mesh-to-CAD methods in volumetric Intersection-over-Union and Chamfer Distance, while substantially reducing the Invalid Ratio of reconstructed CAD programs, particularly for complex designs. We further present a multimodal pipeline that enables end-to-end reconstruction of CAD construction sequences from images by combining image-based geometry reconstruction with CADFit. By enabling accurate reconstruction of higher-complexity CAD models, CADFit provides a practical foundation for generating richer datasets and advancing future learning-based approaches to CAD reverse engineering. The code is available at: https://github.com/ghadinehme/CADFit.

  • 3 authors
·
Jun 6

LeVJEPA: Efficient & Scalable Video Pretraining without the Heuristics

Video carries the temporal structure of the physical world, yet learning representations from it has remained computationally expensive: prevailing self-supervised methods either prevent representation collapse through architectural asymmetries, coupling an exponential-moving-average target encoder, a stop-gradient, and a capacity-limited predictor, or circumvent it by reconstructing masked content in pixel space. We introduce LeVJEPA, the first video encoder trained under LeJEPA's collapse-free objective, which dispenses with both. A single encoder is trained with an invariance loss over global and local views of a clip, regularized by SIGReg, which excludes collapse with a provable guarantee. The architecture reduces to an encoder and a projector, and the objective to a single hyperparameter. This formulation admits two properties. First, the cost of pretraining is governed by the number of tokens the encoder observes; uniform random token dropping renders this number small while simultaneously improving downstream accuracy. At matched epochs on identical data, LeVJEPA matches or surpasses V-JEPA 2 across ViT-S/B/L at 5.6 to 20.8x less pretraining compute, and at matched total FLOPs it exceeds the strongest video baseline by 7.6 points on ImageNet-1K while remaining competitive on motion-centric benchmarks. Second, since no asymmetry between branches is required, the encoder can be trained with block-causal attention at no measurable accuracy cost: temporal ordering becomes a property of the encoder itself. Against a compute-matched DINOv2 trained on frames of the same videos, LeVJEPA approaches the image-pretrained encoder on appearance-centric evaluation while nearly doubling its motion-centric accuracy. These results indicate that, once its computational overhead is removed, video becomes a viable and in several respects preferable substrate for general-purpose visual pretraining.

  • 7 authors
·
Aug 26

Is Decentralized AI Governable? From Regulative Policy to Constitutive Protocol

Every major framework for governing artificial intelligence presupposes an identifiable entity -- a developer, deployer, or operator -- who can be held responsible and compelled to comply. Decentralized AI (DeAI) dissolves this presupposition. We analyze DeAI as a six-layer decentralizing stack -- model, training, compute, harness, identity, and ownership -- and show how partial decentralization across layers compounds into what we call the governance vacuum: a condition in which AI systems are consequential enough to require governance but lack the properties that existing frameworks presuppose in their targets. This vacuum takes two analytically distinct forms: an accountability gap, where no addressable principal can be identified, and an incapacitation gap, where even an identified principal cannot alter the running system. We demonstrate that these failures are not merely jurisdictional but defeat every presupposition of governance through normative address -- the communication of rules to a comprehending, responsive agent. Drawing on Lessig's modalities of regulation and Searle's distinction between regulative and constitutive rules, we argue for a shift in the locus of governance from policy to protocol, from normative address to architectural constraint. Protocol-based constitutive governance does not address the agents operating within a system but shapes the substrate that determines what kinds of actions are possible within it. We identify four ethical conditions -- legitimacy, contestability, transparency, and non-domination -- that such governance must satisfy to avoid degenerating into unaccountable technocratic power, and we argue that the central political challenge of governing AI in a decentralized world is reconstructing forms of democratic authorization for architectural choices that persist after the ordinary chain of policy has broken down.

  • 2 authors
·
May 22

ResPlan: A Large-Scale Vector-Graph Dataset of 17,000 Residential Floor Plans

We introduce ResPlan, a large-scale dataset of 17,000 detailed, structurally rich, and realistic residential floor plans, created to advance spatial AI research. Each plan includes precise annotations of architectural elements (walls, doors, windows, balconies) and functional spaces (such as kitchens, bedrooms, and bathrooms). ResPlan addresses key limitations of existing datasets such as RPLAN (Wu et al., 2019) and MSD (van Engelenburg et al., 2024) by offering enhanced visual fidelity and greater structural diversity, reflecting realistic and non-idealized residential layouts. Designed as a versatile, general-purpose resource, ResPlan supports a wide range of applications including robotics, reinforcement learning, generative AI, virtual and augmented reality, simulations, and game development. Plans are provided in both geometric and graph-based formats, enabling direct integration into simulation engines and fast 3D conversion. A key contribution is an open-source pipeline for geometry cleaning, alignment, and annotation refinement. Additionally, ResPlan includes structured representations of room connectivity, supporting graph-based spatial reasoning tasks. Finally, we present comparative analyses with existing benchmarks and outline several open benchmark tasks enabled by ResPlan. Ultimately, ResPlan offers a significant advance in scale, realism, and usability, providing a robust foundation for developing and benchmarking next-generation spatial intelligence systems.

  • 2 authors
·
Aug 19, 2025

Review of Feed-forward 3D Reconstruction: From DUSt3R to VGGT

3D reconstruction, which aims to recover the dense three-dimensional structure of a scene, is a cornerstone technology for numerous applications, including augmented/virtual reality, autonomous driving, and robotics. While traditional pipelines like Structure from Motion (SfM) and Multi-View Stereo (MVS) achieve high precision through iterative optimization, they are limited by complex workflows, high computational cost, and poor robustness in challenging scenarios like texture-less regions. Recently, deep learning has catalyzed a paradigm shift in 3D reconstruction. A new family of models, exemplified by DUSt3R, has pioneered a feed-forward approach. These models employ a unified deep network to jointly infer camera poses and dense geometry directly from an Unconstrained set of images in a single forward pass. This survey provides a systematic review of this emerging domain. We begin by dissecting the technical framework of these feed-forward models, including their Transformer-based correspondence modeling, joint pose and geometry regression mechanisms, and strategies for scaling from two-view to multi-view scenarios. To highlight the disruptive nature of this new paradigm, we contrast it with both traditional pipelines and earlier learning-based methods like MVSNet. Furthermore, we provide an overview of relevant datasets and evaluation metrics. Finally, we discuss the technology's broad application prospects and identify key future challenges and opportunities, such as model accuracy and scalability, and handling dynamic scenes.

  • 7 authors
·
Jul 11, 2025

Sat-DN: Implicit Surface Reconstruction from Multi-View Satellite Images with Depth and Normal Supervision

With advancements in satellite imaging technology, acquiring high-resolution multi-view satellite imagery has become increasingly accessible, enabling rapid and location-independent ground model reconstruction. However, traditional stereo matching methods struggle to capture fine details, and while neural radiance fields (NeRFs) achieve high-quality reconstructions, their training time is prohibitively long. Moreover, challenges such as low visibility of building facades, illumination and style differences between pixels, and weakly textured regions in satellite imagery further make it hard to reconstruct reasonable terrain geometry and detailed building facades. To address these issues, we propose Sat-DN, a novel framework leveraging a progressively trained multi-resolution hash grid reconstruction architecture with explicit depth guidance and surface normal consistency constraints to enhance reconstruction quality. The multi-resolution hash grid accelerates training, while the progressive strategy incrementally increases the learning frequency, using coarse low-frequency geometry to guide the reconstruction of fine high-frequency details. The depth and normal constraints ensure a clear building outline and correct planar distribution. Extensive experiments on the DFC2019 dataset demonstrate that Sat-DN outperforms existing methods, achieving state-of-the-art results in both qualitative and quantitative evaluations. The code is available at https://github.com/costune/SatDN.

  • 4 authors
·
Feb 12, 2025

3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework

Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.

  • 3 authors
·
Dec 19, 2025 2

Deep Learning for Identifying Iran's Cultural Heritage Buildings in Need of Conservation Using Image Classification and Grad-CAM

The cultural heritage buildings (CHB), which are part of mankind's history and identity, are in constant danger of damage or in extreme situations total destruction. That being said, it's of utmost importance to preserve them by identifying the existent, or presumptive, defects using novel methods so that renovation processes can be done in a timely manner and with higher accuracy. The main goal of this research is to use new deep learning (DL) methods in the process of preserving CHBs (situated in Iran); a goal that has been neglected especially in developing countries such as Iran, as these countries still preserve their CHBs using manual, and even archaic, methods that need direct human supervision. Having proven their effectiveness and performance when it comes to processing images, the convolutional neural networks (CNN) are a staple in computer vision (CV) literacy and this paper is not exempt. When lacking enough CHB images, training a CNN from scratch would be very difficult and prone to overfitting; that's why we opted to use a technique called transfer learning (TL) in which we used pre-trained ResNet, MobileNet, and Inception networks, for classification. Even more, the Grad-CAM was utilized to localize the defects to some extent. The final results were very favorable based on those of similar research. The final proposed model can pave the way for moving from manual to unmanned CHB conservation, hence an increase in accuracy and a decrease in human-induced errors.

  • 2 authors
·
Feb 28, 2023

ReLi3D: Relightable Multi-view 3D Reconstruction with Disentangled Illumination

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present ReLi3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single-image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two-path prediction strategy. The first path predicts the object's structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This, combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. In addition, with our mixed domain training protocol, which combines synthetic PBR datasets with real-world RGB captures, we establish generalizable results in geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets. Project Page: https://reli3d.jdihlmann.com/

ArchSIBench: Benchmarking the Architectural Spatial Intelligence of Vision-Language Models

Architectural spatial intelligence, the ability to recognize and infer architectural space, is fundamental to tasks such as robot navigation, embodied interaction, and 3D scene understanding and generation. Although extensive research has evaluated the basic spatial skills of Vision-Language Models (VLMs) such as relative orientation, distance comparison, and object counting, these tasks cover only the most elementary levels of spatial cognition and largely overlook higher-level cognition of architectural space, including layout understanding, circulation patterns, and functional zoning. In this work, we present ArchSIBench, a Benchmark for Architectural Spatial Intelligence based on the perspectives from architecture, cognitive science, and psychology. ArchSIBench covers five core dimensions: perception, reasoning, navigation, transformation, and configuration, comprising 17 fine-grained subtasks. Through careful manual annotation by experts with architectural backgrounds, we construct 3,000 question-answer pairs to enable comprehensive evaluation of architectural spatial intelligence. Based on ArchSIBench, we evaluate various VLMs and find that the architectural spatial intelligence of most models shows significant differences from human baselines; additionally, models exhibit substantial variability across capability dimensions. Some state-of-the-art models can approach the level of human evaluators without architectural training. However, a clear gap remains compared to human evaluators with architectural training, particularly in spatial transformation and configuration reasoning. We believe that ArchSIBench will provide important insights and systematic resources for measuring and advancing the architectural spatial intelligence of VLMs. The dataset and code are available at https://huggingface.co/datasets/ArchSIBench/ArchSIBench.

  • 8 authors
·
May 19

Structure-from-Sherds++: Robust Incremental 3D Reassembly of Axially Symmetric Pots from Unordered and Mixed Fragment Collections

Reassembling multiple axially symmetric pots from fragmentary sherds is crucial for cultural heritage preservation, yet it poses significant challenges due to thin and sharp fracture surfaces that generate numerous false positive matches and hinder large-scale puzzle solving. Existing global approaches, which optimize all potential fragment pairs simultaneously or data-driven models, are prone to local minima and face scalability issues when multiple pots are intermixed. Motivated by Structure-from-Motion (SfM) for 3D reconstruction from multiple images, we propose an efficient reassembly method for axially symmetric pots based on iterative registration of one sherd at a time, called Structure-from-Sherds++ (SfS++). Our method extends beyond simple replication of incremental SfM and leverages multi-graph beam search to explore multiple registration paths. This allows us to effectively filter out indistinguishable false matches and simultaneously reconstruct multiple pots without requiring prior information such as base or the number of mixed objects. Our approach achieves 87% reassembly accuracy on a dataset of 142 real fragments from 10 different pots, outperforming other methods in handling complex fracture patterns with mixed datasets and achieving state-of-the-art performance. Code and results can be found in our project page https://sj-yoo.info/sfs/.

  • 10 authors
·
Feb 18, 2025

Solv3R: 3D Looped Transformer as a Multi-view Solver

Classical structure-from-motion reconstruction proceeds iteratively, refining camera poses and scene geometry from a current estimate. This allows maps to easily expand without recomputing already computed views, or geometry estimates to improve as more observations are provided. Most geometric foundation models, however, predict entire geometry in a single forward pass or update a recurrent state as frames arrive sequentially, making this expansion and refinement non-trivial. We introduce Solv3R, a looped transformer that learns to continue solving multi-view geometry from its current state. Importantly, its update operator is independent of the iteration count, allowing previously refined and newly introduced views to be jointly updated regardless of how ``solved'' they are. We train the operator to preserve accurate reconstructions under continued iteration and correct inaccurate states, enabling refinement of fixed image collections and integration of new observations. Representations of solved views can also be cached once and reused as geometric context across iterations, enabling compact and efficient key-value caching. We analyze the solver dynamics and compare it with the state-of-the-art, demonstrating that a single learned solver supports offline reconstruction, incremental reconstruction, relocalization, and streaming without task-specific training or modules. The code and models will be made publicly available at https://ubc-vision.github.io/solv3r/.

  • 5 authors
·
Nov 2 3

EAG-PT: Emission-Aware Gaussians and Path Tracing for Indoor Scene Reconstruction and Editing

Recent reconstruction methods based on radiance field such as NeRF and 3DGS reproduce indoor scenes with high visual fidelity, but break down under scene editing due to baked illumination and the lack of explicit light transport. In contrast, physically based inverse rendering relies on mesh representations and path tracing, which enforce correct light transport but place strong requirements on geometric fidelity, becoming a practical bottleneck for real indoor scenes. In this work, we propose Emission-Aware Gaussians and Path Tracing (EAG-PT), aiming for physically based light transport with a unified 2D Gaussian representation. Our design is based on three cores: (1) using 2D Gaussians as a unified scene representation and transport-friendly geometry proxy that avoids reconstructed mesh, (2) explicitly separating emissive and non-emissive components during reconstruction for further scene editing, and (3) decoupling reconstruction from final rendering by using efficient single-bounce optimization and high-quality multi-bounce path tracing after scene editing. Experiments on synthetic and real indoor scenes show that EAG-PT produces more natural and physically consistent renders after editing than radiant scene reconstructions, while preserving finer geometric detail and avoiding mesh-induced artifacts compared to mesh-based inverse path tracing. These results suggest promising directions for future use in interior design, XR content creation, and embodied AI.

  • 9 authors
·
Jan 30

BIMScript: Material-Aware Structured Scene Programs for BIM Ingestion

Structured-language models such as SceneScript reconstruct a scene as a short program of parametric commands, an inherently editable and semantically explicit representation. We ask three questions that stand between such models and their most compelling application, automated ingestion of existing buildings into BIM tools, studied here on synthetic scans: what is the scene made of, how fast can it be produced, and exactly where is each element. BIMScript answers all three within one grammar. First, we extend the layout language with per-element material and condition attributes, supervised by a vision-language-model material-passport corpus we build over 100k synthetic scenes (1.9M pseudo-labeled elements), and route image appearance to the material tokens through a lifted-feature point encoder. Second, we show that autoregressive decoding of these programs is dominated not by compute but by kernel-launch and host-synchronization overhead, and remove it with an output-exact CUDA-graph decoder (1.9 vs 6.4\,ms/step, 3.4times) plus a grammar-parallel, tolerance-verified draft-and-verify scheme that exploits the deterministic entity schema. Third, we address the model's 5cm token-grid granularity with training-free geometric snapping and a hybrid discrete--continuous decoder head that regresses a sub-bin offset, and measure how much of the residual error each recovers. Because each command maps one-to-one onto a native Revit object, we validate direct ingestion into a BIM authoring tool end to end with a working add-in and its IFC4 export, and the same program's language form is designed to support LLM-driven, sustainability-aware reasoning over the built asset.

  • 3 authors
·
Aug 18

Instructive3D: Editing Large Reconstruction Models with Text Instructions

Transformer based methods have enabled users to create, modify, and comprehend text and image data. Recently proposed Large Reconstruction Models (LRMs) further extend this by providing the ability to generate high-quality 3D models with the help of a single object image. These models, however, lack the ability to manipulate or edit the finer details, such as adding standard design patterns or changing the color and reflectance of the generated objects, thus lacking fine-grained control that may be very helpful in domains such as augmented reality, animation and gaming. Naively training LRMs for this purpose would require generating precisely edited images and 3D object pairs, which is computationally expensive. In this paper, we propose Instructive3D, a novel LRM based model that integrates generation and fine-grained editing, through user text prompts, of 3D objects into a single model. We accomplish this by adding an adapter that performs a diffusion process conditioned on a text prompt specifying edits in the triplane latent space representation of 3D object models. Our method does not require the generation of edited 3D objects. Additionally, Instructive3D allows us to perform geometrically consistent modifications, as the edits done through user-defined text prompts are applied to the triplane latent representation thus enhancing the versatility and precision of 3D objects generated. We compare the objects generated by Instructive3D and a baseline that first generates the 3D object meshes using a standard LRM model and then edits these 3D objects using text prompts when images are provided from the Objaverse LVIS dataset. We find that Instructive3D produces qualitatively superior 3D objects with the properties specified by the edit prompts.

  • 7 authors
·
Jan 8, 2025

HARMONY: Hierarchical Agentic Reasoning for MONocular Image-to-Scene Synthesis

Compositional 3D scene reconstruction has recently been explored from two directions: agentic reasoning that provides semantic understanding of spatial relationships but lacks precise alignment with input images; and visual geometry foundation models that predict dense point maps from input images but the reconstruction quality is limited. Therefore, recovering a complete 3D scene from a single monocular image with accurate inter-object relationships and high-fidelity reconstruction quality remains challenging. In this paper, we present HARMONY, a hierarchical chain-of-thought framework that leverages both agentic reasoning and visual geometry foundation. Given an image of an indoor scene, starting from an empty 3D floorplan, HARMONY first calibrates the camera against the reference image to establish a semantically-grounded spatial frame, then uses agentic VLM reasoning to recover the 3D room layout and an initial placement order. It then places the objects in a hierarchical order, from wall-mounted elements, free-standing furniture, to dependent decorations on top of furniture. We also use depth-first traversal for furniture so each placement conditions on previously resolved structure and a reflective feedback loop to avoid error accumulation. After each object placement by VLM, we use the point cloud estimations to perform geometry-based refinement so that the rendered image aligns better with the input. HARMONY can produce 3D scenes that are semantically consistent and perceptually aligned with the reference image, extending single-image compositional reconstruction to complex indoor scene images. Experiments on synthetic and real-world images demonstrate that HARMONY outperforms the evaluated reconstruction baselines, while qualitative comparisons with GPT-6 Astra suggest more faithful object arrangements and better preservation of scene details.

Argus: Leveraging Multiview Images for Improved 3-D Scene Understanding With Large Language Models

Advancements in foundation models have made it possible to conduct applications in various downstream tasks. Especially, the new era has witnessed a remarkable capability to extend Large Language Models (LLMs) for tackling tasks of 3D scene understanding. Current methods rely heavily on 3D point clouds, but the 3D point cloud reconstruction of an indoor scene often results in information loss. Some textureless planes or repetitive patterns are prone to omission and manifest as voids within the reconstructed 3D point clouds. Besides, objects with complex structures tend to introduce distortion of details caused by misalignments between the captured images and the dense reconstructed point clouds. 2D multi-view images present visual consistency with 3D point clouds and provide more detailed representations of scene components, which can naturally compensate for these deficiencies. Based on these insights, we propose Argus, a novel 3D multimodal framework that leverages multi-view images for enhanced 3D scene understanding with LLMs. In general, Argus can be treated as a 3D Large Multimodal Foundation Model (3D-LMM) since it takes various modalities as input(text instructions, 2D multi-view images, and 3D point clouds) and expands the capability of LLMs to tackle 3D tasks. Argus involves fusing and integrating multi-view images and camera poses into view-as-scene features, which interact with the 3D features to create comprehensive and detailed 3D-aware scene embeddings. Our approach compensates for the information loss while reconstructing 3D point clouds and helps LLMs better understand the 3D world. Extensive experiments demonstrate that our method outperforms existing 3D-LMMs in various downstream tasks.

  • 9 authors
·
Jul 17, 2025

GeoRay: Gauge-Aware Feed-Forward Satellite 3D Reconstruction in the Geodetic Frame

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. 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. , 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, 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

  • 8 authors
·
Aug 29

OpenFACADES: An Open Framework for Architectural Caption and Attribute Data Enrichment via Street View Imagery

Building properties, such as height, usage, and material composition, play a crucial role in spatial data infrastructures, supporting applications such as energy simulation, risk assessment, and environmental modeling. Despite their importance, comprehensive and high-quality building attribute data remain scarce in many urban areas. Recent advances have enabled the extraction and tagging of objective building attributes using remote sensing and street-level imagery. However, establishing a method and pipeline that integrates diverse open datasets, acquires holistic building imagery at scale, and infers comprehensive building attributes remains a significant challenge. Among the first, this study bridges the gaps by introducing OpenFACADES, an open framework that leverages multimodal crowdsourced data to enrich building profiles with both objective attributes and semantic descriptors through multimodal large language models. Our methodology proceeds in three major steps. First, we integrate street-level image metadata from Mapillary with OpenStreetMap geometries via isovist analysis, effectively identifying images that provide suitable vantage points for observing target buildings. Second, we automate the detection of building facades in panoramic imagery and tailor a reprojection approach to convert objects into holistic perspective views that approximate real-world observation. Third, we introduce an innovative approach that harnesses and systematically investigates the capabilities of open-source large vision-language models (VLMs) for multi-attribute prediction and open-vocabulary captioning in building-level analytics, leveraging a globally sourced dataset of 30,180 labeled images from seven cities. Evaluation shows that fine-tuned VLM excel in multi-attribute inference, outperforming single-attribute computer vision models and zero-shot ChatGPT-4o.

  • 5 authors
·
Apr 1, 2025

DrawAI: Agentic Benchmark and Workflow for Making Raster Images Editable

Recent image-generation models and multimodal agents can produce high-quality visuals for increasingly complex visual communication tasks. Yet their raster outputs remain difficult to use directly because meaningful content and relationships are flattened into pixels, preventing users from inspecting, modifying, rearranging, or reusing individual components. We formulate image-to-editable reconstruction, which recovers a structured, directly manipulable artifact from a raster image while preserving its visual and semantic content. The central challenge is to jointly satisfy Fidelity and Editability, which often trade off in practice. To study this task, we introduce DrawAI, comprising an agentic benchmark, DrawAI-Bench, and a reconstruction workflow, DrawAI-Flow. DrawAI-Bench spans scientific figures, presentation slides, posters, and diagrams, combining real and AI-generated images to reflect practical visual-creation scenarios. It evaluates Fidelity and Editability through a hybrid protocol of 39 criteria: deterministic rule-based metrics measure properties with direct correspondences, while asset-specific vision-language rubrics capture semantic and perceptual qualities for which exact matching is misleading. Besides, we propose DrawAI-Flow, a two-stage agentic workflow in which a Parser Agent turns extracted elements evidence into an explicit reconstruction plan, and a Reconstruction Agent realizes the plan as executable graphics code through an iterative code-render-validate-revise loop. On DrawAI-Bench, we systematically evaluate thirteen models across five agent harnesses to study the effects of model capability, harness choice, and workflow design. The results show that reconstruction quality and costs vary substantially across model-harness configurations, while DrawAI-Flow consistently improves editable structure.

  • 8 authors
·
Jul 31

Raster2Seq: Polygon Sequence Generation for Floorplan Reconstruction

Reconstructing a structured vector-graphics representation from a rasterized floorplan image is typically an important prerequisite for computational tasks involving floorplans such as automated understanding or CAD workflows. However, existing techniques struggle in faithfully generating the structure and semantics conveyed by complex floorplans that depict large indoor spaces with many rooms and a varying numbers of polygon corners. To this end, we propose Raster2Seq, framing floorplan reconstruction as a sequence-to-sequence task in which floorplan elements--such as rooms, windows, and doors--are represented as labeled polygon sequences that jointly encode geometry and semantics. Our approach introduces an autoregressive decoder that learns to predict the next corner conditioned on image features and previously generated corners using guidance from learnable anchors. These anchors represent spatial coordinates in image space, hence allowing for effectively directing the attention mechanism to focus on informative image regions. By embracing the autoregressive mechanism, our method offers flexibility in the output format, enabling for efficiently handling complex floorplans with numerous rooms and diverse polygon structures. Our method achieves state-of-the-art performance on standard benchmarks such as Structure3D, CubiCasa5K, and Raster2Graph, while also demonstrating strong generalization to more challenging datasets like WAFFLE, which contain diverse room structures and complex geometric variations.

UniVerse: Unleashing the Scene Prior of Video Diffusion Models for Robust Radiance Field Reconstruction

This paper tackles the challenge of robust reconstruction, i.e., the task of reconstructing a 3D scene from a set of inconsistent multi-view images. Some recent works have attempted to simultaneously remove image inconsistencies and perform reconstruction by integrating image degradation modeling into neural 3D scene representations. However, these methods rely heavily on dense observations for robustly optimizing model parameters. To address this issue, we propose to decouple robust reconstruction into two subtasks: restoration and reconstruction, which naturally simplifies the optimization process. To this end, we introduce UniVerse, a unified framework for robust reconstruction based on a video diffusion model. Specifically, UniVerse first converts inconsistent images into initial videos, then uses a specially designed video diffusion model to restore them into consistent images, and finally reconstructs the 3D scenes from these restored images. Compared with case-by-case per-view degradation modeling, the diffusion model learns a general scene prior from large-scale data, making it applicable to diverse image inconsistencies. Extensive experiments on both synthetic and real-world datasets demonstrate the strong generalization capability and superior performance of our method in robust reconstruction. Moreover, UniVerse can control the style of the reconstructed 3D scene. Project page: https://jin-cao-tma.github.io/UniVerse.github.io/

  • 6 authors
·
Oct 2, 2025

HoloScene: Simulation-Ready Interactive 3D Worlds from a Single Video

Digitizing the physical world into accurate simulation-ready virtual environments offers significant opportunities in a variety of fields such as augmented and virtual reality, gaming, and robotics. However, current 3D reconstruction and scene-understanding methods commonly fall short in one or more critical aspects, such as geometry completeness, object interactivity, physical plausibility, photorealistic rendering, or realistic physical properties for reliable dynamic simulation. To address these limitations, we introduce HoloScene, a novel interactive 3D reconstruction framework that simultaneously achieves these requirements. HoloScene leverages a comprehensive interactive scene-graph representation, encoding object geometry, appearance, and physical properties alongside hierarchical and inter-object relationships. Reconstruction is formulated as an energy-based optimization problem, integrating observational data, physical constraints, and generative priors into a unified, coherent objective. Optimization is efficiently performed via a hybrid approach combining sampling-based exploration with gradient-based refinement. The resulting digital twins exhibit complete and precise geometry, physical stability, and realistic rendering from novel viewpoints. Evaluations conducted on multiple benchmark datasets demonstrate superior performance, while practical use-cases in interactive gaming and real-time digital-twin manipulation illustrate HoloScene's broad applicability and effectiveness. Project page: https://xiahongchi.github.io/HoloScene.

  • 8 authors
·
Oct 7, 2025 2