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Nov 11

UAVFF3D: A Geometry-Aware Benchmark for Feed-Forward UAV 3D Reconstruction

Feed-forward 3D reconstruction has advanced rapidly, but current models remain unreliable in UAV photogrammetric acquisition. We argue that this failure is caused not only by appearance-domain shift, but also by UAV-specific camera-geometry variations, especially oblique views and HFOV-height ambiguity. Existing UAV datasets mainly emphasize scene diversity and provide limited coverage of camera configurations, which restricts robustness evaluation and UAV-domain adaptation. To address this gap, we introduce UAVFF3D, a geometry-aware real-synthetic benchmark for feed-forward UAV 3D reconstruction. UAVFF3D contains more than 170k real UAV images and more than 370k synthetic images rendered from high-quality textured 3D models, covering diverse HFOVs, flight altitudes, viewing directions, and acquisition patterns. It also includes a controlled HFOV-height test subset for diagnosing projection-geometry ambiguity. We further propose an evaluation protocol that jointly assesses camera-geometry estimation and dense scene reconstruction under a shared global alignment, avoiding the bias caused by separate camera and geometry alignments. Experiments on representative feed-forward reconstruction models show that UAVFF3D-based domain adaptation consistently improves camera and geometry estimation, reducing Ray Error by up to 84.2%, Pose ATE by up to 76.0%, and Chamfer Distance by up to 41.1%. In oblique scenes, adaptation reduces the oblique-nadir rotation gap by up to 90.7%. Under HFOV-height ambiguity, it improves robustness across HFOV-height configurations and yields more stable performance across HFOV settings. Incorporating camera priors further improves reconstruction under UAV-specific acquisition geometries. The dataset and evaluation code are available at https://github.com/yanxian-ll/UAVFF3D .

  • 4 authors
·
May 18

Geometry-Grounded Unified 3D Perception for Autonomous Driving

Camera-based autonomous driving perception requires a shared representation that preserves metric 3D structure across synchronized multi-camera streams. However, existing image-based frameworks often rely on backbones pretrained for semantic recognition, and introduce 3D geometry through downstream task-specific modules. As a result, their shared representations may fail to preserve explicit metric geometry and consistent 3D scene structure. In this paper, we present a Geometry-grounded Unified 3D Perception (GeoUP) framework that adapts the reconstruction-oriented latent of VGGT to calibrated, streaming multi-camera driving scenes. GeoUP factorizes cross-image interaction into self, temporal, and view attention to capture structurally distinct temporal and cross-view correspondences. It further injects calibration-aware raymap encodings to provide metric scale and camera geometry. The resulting geometry-grounded latent is decoded for metric depth estimation, 3D object detection, and semantic occupancy prediction, corresponding to surface-, instance-, and volume-level readouts of the same 3D scene. Through joint multi-task and multi-dataset training, GeoUP effectively leverages heterogeneous annotations and generalizes across diverse sensor configurations and perception ranges. Extensive experiments on nuScenes, Argoverse 2, Waymo, KITTI, and DDAD demonstrate that GeoUP achieves SOTA performance across detection, occupancy, and depth estimation. These results validate the effectiveness of geometry-grounded representations for unified 3D driving perception.

  • 7 authors
·
Aug 30

Unified Camera Positional Encoding for Controlled Video Generation

Transformers have emerged as a universal backbone across 3D perception, video generation, and world models for autonomous driving and embodied AI, where understanding camera geometry is essential for grounding visual observations in three-dimensional space. However, existing camera encoding methods often rely on simplified pinhole assumptions, restricting generalization across the diverse intrinsics and lens distortions in real-world cameras. We introduce Relative Ray Encoding, a geometry-consistent representation that unifies complete camera information, including 6-DoF poses, intrinsics, and lens distortions. To evaluate its capability under diverse controllability demands, we adopt camera-controlled text-to-video generation as a testbed task. Within this setting, we further identify pitch and roll as two components effective for Absolute Orientation Encoding, enabling full control over the initial camera orientation. Together, these designs form UCPE (Unified Camera Positional Encoding), which integrates into a pretrained video Diffusion Transformer through a lightweight spatial attention adapter, adding less than 1% trainable parameters while achieving state-of-the-art camera controllability and visual fidelity. To facilitate systematic training and evaluation, we construct a large video dataset covering a wide range of camera motions and lens types. Extensive experiments validate the effectiveness of UCPE in camera-controllable video generation and highlight its potential as a general camera representation for Transformers across future multi-view, video, and 3D tasks. Code will be available at https://github.com/chengzhag/UCPE.

  • 7 authors
·
Dec 8, 2025

GeLoc3r: Enhancing Relative Camera Pose Regression with Geometric Consistency Regularization

Prior ReLoc3R achieves breakthrough performance with fast 25ms inference and state-of-the-art regression accuracy, yet our analysis reveals subtle geometric inconsistencies in its internal representations that prevent reaching the precision ceiling of correspondence-based methods like MASt3R (which require 300ms per pair). In this work, we present GeLoc3r, a novel approach to relative camera pose estimation that enhances pose regression methods through Geometric Consistency Regularization (GCR). GeLoc3r overcomes the speed-accuracy dilemma by training regression networks to produce geometrically consistent poses without inference-time geometric computation. During training, GeLoc3r leverages ground-truth depth to generate dense 3D-2D correspondences, weights them using a FusionTransformer that learns correspondence importance, and computes geometrically-consistent poses via weighted RANSAC. This creates a consistency loss that transfers geometric knowledge into the regression network. Unlike FAR method which requires both regression and geometric solving at inference, GeLoc3r only uses the enhanced regression head at test time, maintaining ReLoc3R's fast speed and approaching MASt3R's high accuracy. On challenging benchmarks, GeLoc3r consistently outperforms ReLoc3R, achieving significant improvements including 40.45% vs. 34.85% AUC@5° on the CO3Dv2 dataset (16% relative improvement), 68.66% vs. 66.70% AUC@5° on RealEstate10K, and 50.45% vs. 49.60% on MegaDepth1500. By teaching geometric consistency during training rather than enforcing it at inference, GeLoc3r represents a paradigm shift in how neural networks learn camera geometry, achieving both the speed of regression and the geometric understanding of correspondence methods.

  • 3 authors
·
Sep 26, 2025

Attention-DP3: Spatially Object-aware 3D Diffusion Policy via Geometry-aligned Attentional Conditioning

3D point-cloud observations are inherently ambiguous in complex, cluttered manipulation scenes, where target objects may be partially occluded or tightly intermingled with visually similar distractors. As a result, standard 3D diffusion policies often struggle to localize and exploit task-relevant geometry as scene complexity grows. We propose Attention-DP3, a spatially object-aware 3D diffusion policy that injects object-level geometric cues via attention while keeping the DP3 diffusion backbone unchanged. Our pipeline performs open-vocabulary 2D segmentation on RGB images, then lifts predicted target masks into 3D using calibrated camera geometry to obtain object-centric geometric priors. We incorporate these cues through Tri-field Attentional Conditioning, which constructs three complementary fields: (i) a targetness field to anchor the target object, (ii) an intra-target saliency field to emphasize task-relevant geometry within the target, and (iii) a backgroundness field to suppress distractors and clutter. Experiments on Adroit, DexArt, MetaWorld, and the real-world SO101 platform show consistent improvements over DP3, achieving state-of-the-art performance across benchmarks. Notably, as distractor objects increase, DP3 drops sharply, whereas Attention-DP3 remains stable and outperforms DP3 by up to 31\% under heavy clutter. The code is publicly available at https://github.com/zhangzhongbo2213/Attention-DP3.

WorldCast: World-Consistent Character Video Generation with Large-Angle Camera Control

Precise camera control is essential for cinematic character video generation, yet existing methods struggle to follow large-angle trajectories with combined rotation, translation, and radius variation from arbitrary initial azimuths. Such viewpoint changes also reveal character regions unseen in the initial frame, causing geometric distortions, appearance degradation, and identity drift. To systematically study these coupled challenges, we introduce CLACT, a large-scale Character-centric dataset and benchmark covering diverse Large-Angle Camera Trajectories, with accurate camera geometry and multi-view character observations for training and evaluation. We further propose WorldCast, a framework for world-consistent character video generation under diverse large-angle camera motions. Specifically, we back-project the initial frame into a 3D point cloud using estimated depth, align the point-cloud scale with the target camera trajectory, and render it along the trajectory to obtain explicit geometric guidance and coverage masks. To complement the incomplete character information, we introduce Geometry-Aligned Memory Attention (GAMA). Using relative camera poses estimated jointly from the initial frame and multi-view character anchors, we express anchor and target-view geometry in a common coordinate frame. GAMA uses this geometric alignment to guide the retrieval and injection of view-relevant character features during generation. Evaluations across diverse large-angle camera trajectories demonstrate accurate trajectory following while preserving character geometry, appearance, and identity.

  • 10 authors
·
Oct 22 2

G$^3$VLA: Geometric Inductive Bias for Vision-Language-Action Models

Vision-language-action (VLA) models have rapidly advanced generalist robot manipulation by harnessing the semantic knowledge of pretrained vision-language backbones. However, their visual representations are typically grounded in 2D image coordinates rather than calibrated camera geometry. This limitation is especially pronounced in multi-camera systems, where views are coupled by known intrinsics and extrinsics but processed as independent images. We propose G^3VLA, a camera-aware geometric module that injects calibrated structure into the visual-token stream of a pretrained VLA without altering its action space or original action-learning objective. G^3VLA combines intrinsic-conditioned ray embeddings, projective positional encoding (PRoPE), and bidirectional cross-view fusion to establish geometrically consistent representations across camera views. Geometric supervision is provided by ground-truth point maps or confidence-gated π^3X teacher predictions, enabling training without depth sensors or manual geometric annotations. On π_0, G^3VLA consistently improves performance on LIBERO and RoboCasa24 under both supervision regimes, while ground-truth supervision improves five-task RoboTwin2.0 averages with three cameras. Experiments on camera-shifted LIBERO-Goal and real robots demonstrate improved robustness to unseen camera viewpoints. Controlled calibration studies across π_0 and π_{0.5} show that these gains depend on correct camera geometry while remaining stable under mild calibration perturbations. These results demonstrate that grounding VLA visual tokens in calibrated camera geometry provides a simple and general mechanism for improving geometric consistency, multi-view reasoning, and viewpoint robustness in pretrained robot policies.

  • 8 authors
·
Oct 13 1

Semantic MapNet: Building Allocentric Semantic Maps and Representations from Egocentric Views

We study the task of semantic mapping - specifically, an embodied agent (a robot or an egocentric AI assistant) is given a tour of a new environment and asked to build an allocentric top-down semantic map ("what is where?") from egocentric observations of an RGB-D camera with known pose (via localization sensors). Towards this goal, we present SemanticMapNet (SMNet), which consists of: (1) an Egocentric Visual Encoder that encodes each egocentric RGB-D frame, (2) a Feature Projector that projects egocentric features to appropriate locations on a floor-plan, (3) a Spatial Memory Tensor of size floor-plan length x width x feature-dims that learns to accumulate projected egocentric features, and (4) a Map Decoder that uses the memory tensor to produce semantic top-down maps. SMNet combines the strengths of (known) projective camera geometry and neural representation learning. On the task of semantic mapping in the Matterport3D dataset, SMNet significantly outperforms competitive baselines by 4.01-16.81% (absolute) on mean-IoU and 3.81-19.69% (absolute) on Boundary-F1 metrics. Moreover, we show how to use the neural episodic memories and spatio-semantic allocentric representations build by SMNet for subsequent tasks in the same space - navigating to objects seen during the tour("Find chair") or answering questions about the space ("How many chairs did you see in the house?"). Project page: https://vincentcartillier.github.io/smnet.html.

  • 6 authors
·
Oct 2, 2020

ZYT-World: A Real-Time Controllable World Model for Closed-Loop Autonomous-Driving Simulation

Generative world models offer controllable and repeatable closed-loop simulation for end-to-end and vision-language-action driving policies, but production deployment exposes three unresolved requirements: faithfully reproducing a mixed fisheye-pinhole rig at native resolutions; reconciling causal, per-timestep interaction with long-horizon stability and low latency; and preserving scene identity when a location is revisited. We present ZYT-World, a single architecture that natively generates four fisheye views with field of view > 180° and three pinhole views. Projection-specific Plucker adapters encode camera geometry, ego-motion adaptive layer normalization provides global motion control, and a lightweight pixel-aligned layout conditions traffic participants and signals through instance-level boxes, headings and colors. Heterogeneous training combines full-rig geometric coverage with high-resolution detail. Teacher forcing, causal consistency distillation, self-rollout distribution matching distillation, and RigCritic transform a 40-step bidirectional teacher into a one-step, per-latent streaming generator, with RigCritic evaluating the seven-view rig jointly. A 19M-parameter variational autoencoder decoder (TinyVAE), W8A8 quantization, and our inference engine reduce decoding, backbone, and incremental-execution costs, respectively. Finally, cross-trajectory pairs derived from real captures train a plug-in implicit-memory module that preserves place-specific evidence. On the internal multi-view test set, the one-step model retains more than 90% of the teacher's PSNR and SSIM, while FID, FVD, and LPIPS stay within 11% of the teacher. Under the generator-only timing in Figure 2, it is 107.7 times faster than the 40-step bidirectional teacher. TinyVAE decodes 59.8 times faster than Wan. 30s rollouts and cross-trajectory revisits show the intended long-horizon and memory behavior.

  • 23 authors
·
Sep 21

NAMVIS: Next-Scale Autoregressive Multi-View Image Synthesis

Sparse-view novel view synthesis is a central problem in 3D content creation, but diffusion-based approaches remain limited by iterative denoising, making multi-view generation expensive at inference time. We introduce NAMVIS, a diffusion-free framework that reformulates multi-view image synthesis as geometry-conditioned next-scale autoregression. Instead of generating target views through repeated denoising, NAMVIS predicts discrete visual tokens through a small number of coarse-to-fine scale steps, while sampling all tokens within each scale and across target views in parallel. To anchor this generation process to explicit camera geometry, we propose Multi-scale Projective Pose Encoding, which injects source and target camera transformations into both target-view self-attention and source-to-target cross-attention at every resolution. NAMVIS further combines global conditioning with dense geometry-aware cross-attention, enabling the model to preserve source-view appearance while maintaining target-view consistency. Across Objaverse, GSO, and OmniObject3D, NAMVIS outperforms diffusion-based baselines in PSNR, SSIM, and LPIPS, while running over 3 times faster than the evaluated diffusion baselines under the same evaluation setting. These results suggest that geometry-conditioned next-scale autoregression is a promising and efficient alternative to diffusion for sparse-view multi-view synthesis. Additional qualitative results, videos, and resources are available at https://corl-team.github.io/namvis/

  • 6 authors
·
Oct 2 2

Direct Multi-view Multi-person 3D Pose Estimation

We present Multi-view Pose transformer (MvP) for estimating multi-person 3D poses from multi-view images. Instead of estimating 3D joint locations from costly volumetric representation or reconstructing the per-person 3D pose from multiple detected 2D poses as in previous methods, MvP directly regresses the multi-person 3D poses in a clean and efficient way, without relying on intermediate tasks. Specifically, MvP represents skeleton joints as learnable query embeddings and let them progressively attend to and reason over the multi-view information from the input images to directly regress the actual 3D joint locations. To improve the accuracy of such a simple pipeline, MvP presents a hierarchical scheme to concisely represent query embeddings of multi-person skeleton joints and introduces an input-dependent query adaptation approach. Further, MvP designs a novel geometrically guided attention mechanism, called projective attention, to more precisely fuse the cross-view information for each joint. MvP also introduces a RayConv operation to integrate the view-dependent camera geometry into the feature representations for augmenting the projective attention. We show experimentally that our MvP model outperforms the state-of-the-art methods on several benchmarks while being much more efficient. Notably, it achieves 92.3% AP25 on the challenging Panoptic dataset, improving upon the previous best approach [36] by 9.8%. MvP is general and also extendable to recovering human mesh represented by the SMPL model, thus useful for modeling multi-person body shapes. Code and models are available at https://github.com/sail-sg/mvp.

  • 5 authors
·
Nov 7, 2021

DreamX-World 1.0: A General-Purpose Interactive World Model

DreamX-World 1.0 is a general-purpose interactive text/image-to-video world model for controllable long-horizon generation. It supports camera navigation, revisits to previously observed regions, and promptable events across photorealistic, game-style, and stylized domains. Our data engine combines camera-accurate Unreal Engine rendering, action-rich gameplay recordings, and real-world videos with recovered camera geometry. For camera control, we introduce E-PRoPE, a lightweight variant of projective positional encoding that retains PRoPE's projective camera geometry while applying camera-aware attention to spatially reduced tokens. We convert a bidirectional video generator into a few-step autoregressive world model using causal forcing, DMD-style distillation, and long-rollout training. Training on self-generated long-horizon contexts exposes the model to its own generated history and reduces the style and color drift that accumulates across autoregressive chunks. Memory-Conditioned Scene Persistence retrieves earlier views through camera-geometry-based retrieval, while residual recycling makes the conditioning path less sensitive to imperfect memory latents. Event Instruction Tuning adds composable event control, and reinforcement learning alignment recovers camera control and visual quality after distillation. With mixed-precision DiT execution, residual reuse, 75\%-pruned VAE decoding, and asynchronous pipeline parallelism, DreamX-World 1.0 reaches up to 16\,FPS on eight RTX\,5090 GPUs. On our 5-second basic evaluation, DreamX-World 1.0 achieves a camera-control score of 73.75 and an overall score of 84.76, outperforming HY-WorldPlay 1.5 and LingBot-World in overall score, which achieve 80.79 and 80.45, respectively.

GD-ML AMAP-ML
·
Jun 14 7

LOCI: Spatial Linear Memory for Streaming World Models

When a camera revisits a previously observed region, a video world model should reproduce what was there before. This requires both remembering past observations and retrieving the right one for the current viewpoint. Key-value caches preserve visual detail but grow with video length; recurrent memory is compact but compresses history into a fixed-size state, so individual past observations are no longer directly accessible. We introduce LOCI, a hybrid spatial-memory architecture that keeps both representations. In half of the transformer blocks, main attention keeps a key-value cache of past observations; in the other half, it is restricted to the current chunk and complemented by a recurrent linear-attention memory whose reads and writes are conditioned on projective camera geometry, so viewpoint enters both memory addressing and stored content. Recurrent readouts flow into subsequent cache-backed blocks and supply their queries with accumulated scene context. On the public MIND memory benchmark and on held-out recorded trajectories, LOCI reproduces revisited content more faithfully than representative world models and a same-recipe full-softmax model; with full history, it lowers peak memory at equal length by about 30% relative to full softmax. With a bounded bank of retained observations, it streams long videos at constant memory and remains more faithful than full softmax under the same budget.

Hand2World: Autoregressive Egocentric Interaction Generation via Free-Space Hand Gestures

Egocentric interactive world models are essential for augmented reality and embodied AI, where visual generation must respond to user input with low latency, geometric consistency, and long-term stability. We study egocentric interaction generation from a single scene image under free-space hand gestures, aiming to synthesize photorealistic videos in which hands enter the scene, interact with objects, and induce plausible world dynamics under head motion. This setting introduces fundamental challenges, including distribution shift between free-space gestures and contact-heavy training data, ambiguity between hand motion and camera motion in monocular views, and the need for arbitrary-length video generation. We present Hand2World, a unified autoregressive framework that addresses these challenges through occlusion-invariant hand conditioning based on projected 3D hand meshes, allowing visibility and occlusion to be inferred from scene context rather than encoded in the control signal. To stabilize egocentric viewpoint changes, we inject explicit camera geometry via per-pixel Plücker-ray embeddings, disentangling camera motion from hand motion and preventing background drift. We further develop a fully automated monocular annotation pipeline and distill a bidirectional diffusion model into a causal generator, enabling arbitrary-length synthesis. Experiments on three egocentric interaction benchmarks show substantial improvements in perceptual quality and 3D consistency while supporting camera control and long-horizon interactive generation.

  • 6 authors
·
Feb 10

SolarWM: Open Data and Scalable Training for Long-Horizon Video World Models

We introduce SolarWM, a fully open foundation for building interactive video world models from data preparation through long-horizon inference. Training across heterogeneous data sources and video backbones is challenging: datasets differ in temporal scale, camera geometry, visual quality, motion, and captioning styles, while video generators use distinct representations and architectures. Naive data mixing and model-specific implementations therefore produce inconsistent supervision and make results difficult to reproduce and compare. SolarWM addresses this coupling with a reconfigurable multi-source data engine and a backbone-native adaptation framework. The engine converts 1.43 million canonical clips from 10 datasets into a unified, frame-aligned contract covering visual observations, metric camera geometry, captions, quality metadata, selection decisions, and provenance, while decoupling source processing from mixture construction. Under shared camera-conditioning, training, and inference interfaces, we instantiate four 5B--33B models based on Wan2.2, LTX-2.5, and MiniMax-H3 while preserving their native representations and objectives. A unified three-stage recipe combines bidirectional adaptation, teacher-forced autoregressive initialization, and distribution matching distillation. The resulting causal models enable real-time interaction over rollouts ranging from minutes to hours after being trained on only 5s sequences. By releasing the resulting data, pipeline, recipes, weights, and framework, SolarWM provides a reproducible and extensible foundation for interactive world-model research.

Learning Situated Awareness in the Real World

A core aspect of human perception is situated awareness, the ability to relate ourselves to the surrounding physical environment and reason over possible actions in context. However, most existing benchmarks for multimodal foundation models (MFMs) emphasize environment-centric spatial relations (relations among objects in a scene), while largely overlooking observer-centric relationships that require reasoning relative to agent's viewpoint, pose, and motion. To bridge this gap, we introduce SAW-Bench (Situated Awareness in the Real World), a novel benchmark for evaluating egocentric situated awareness using real-world videos. SAW-Bench comprises 786 self-recorded videos captured with Ray-Ban Meta (Gen 2) smart glasses spanning diverse indoor and outdoor environments, and over 2,071 human-annotated question-answer pairs. It probes a model's observer-centric understanding with six different awareness tasks. Our comprehensive evaluation reveals a human-model performance gap of 37.66%, even with the best-performing MFM, Gemini 3 Flash. Beyond this gap, our in-depth analysis uncovers several notable findings; for example, while models can exploit partial geometric cues in egocentric videos, they often fail to infer a coherent camera geometry, leading to systematic spatial reasoning errors. We position SAW-Bench as a benchmark for situated spatial intelligence, moving beyond passive observation to understanding physically grounded, observer-centric dynamics.

HLA-WM: Hybrid Linear Attention for Long-Horizon Video World Models

Long-horizon video world models require persistent memory to preserve scene consistency over extended rollouts. Softmax attention retains the full generation history through a growing KV cache, whereas recurrent linear attention compresses history into fixed-size states with substantially lower memory cost. However, we identify severe long-range forgetting in Gated DeltaNet (GDN), where information from distant but relevant scenes is progressively attenuated by subsequent state updates. To address this limitation, we propose HLA-WM, a training-free hybrid linear-attention framework that combines coarse-grained geometry-guided retrieval with fine-grained recurrent linear-state computation. HLA-WM exploits the affine structure of GDN to cache compact chunk-wise transition summaries, retrieve scene-relevant historical chunks using camera geometry, and recompose them into query-specific recurrent states. On the 60-second SANA-WM-Bench, HLA-WM improves all six aggregate revisit-consistency and camera-control metrics of the base autoregressive generator without additional training, including a 0.74 dB PSNR gain and a 28.5% reduction in rotation error. The improvements persist after downstream refinement and generalize to MBench-A, where HLA-WM consistently improves all three revisit-consistency metrics across all four subsets and all evaluated inference modes over 547 samples. At a 60-second context, HLA-WM reduces historical-state memory by 12times relative to full KV caching while incurring at most a 1.6% reduction in inference throughput. These results demonstrate that selectively addressable recurrent memory can improve long-range scene recall while preserving the efficiency advantages of GDN. Project page: https://caesarhhh.github.io/hla-wm/

DensiTok: Making Feed-Forward 3D Gaussian Splatting See More Views Than It Is Given

Feed-forward 3D Gaussian Splatting (3DGS) reconstructs a scene in a single forward pass, replacing per-scene optimization with a network trained across many scenes. Its quality, however, degrades sharply as the number of input images drops. The bottleneck is upstream of the reconstruction heads: from a few unposed views, the internal representation they read carries no evidence for unobserved regions, leaving holes, floaters, and blur. The common remedy supplies that evidence as pixels, synthesizing extra views with an image or video generator and re-encoding them, which is costly and not 3D-consistent by construction. We instead densify the evidence itself. We present DensiTok, a plug-in module for pretrained feed-forward 3DGS models that densifies their internal geometry tokens directly, making a frozen backbone behave as though it had observed many more views than it was given. DensiTok compresses those tokens into a compact latent space, completes the latents of the unobserved viewpoints in a single flow-matching step conditioned on camera geometry, and decodes them back into tokens that the original reconstruction heads. The same module design can be integrated into different pretrained predictors while keeping each backbone and its reconstruction heads frozen. Completion in a low-dimensional latent space requires no image synthesis or additional encoder passes. Across three pretrained backbones and two benchmarks, DensiTok consistently improves sparse-view reconstruction and recovers much of the gap to dense-view reconstruction.

  • 6 authors
·
Oct 5

SynDORBench: Evaluating LVLM Perceptual Robustness Under Physically Constrained Visibility Conditions

Large vision-language models (LVLMs) have demonstrated remarkable performance on multimodal reasoning benchmarks, yet their perceptual reliability under physically constrained imaging conditions remains poorly understood. Existing evaluations predominantly assume ideal visual inputs and therefore fail to characterize how camera distance, illumination, viewpoint, and pixel density fundamentally affect semantic recoverability. We introduce SynDORBench, the first physically grounded benchmark for evaluating LVLM perceptual robustness under DORI-calibrated conditions aligned with human visual capability standards. SynDORBench comprises over 54k question--answer pairs generated through a controllable synthetic pipeline that systematically varies viewing distance, lighting, camera geometry, and action pose according to physically interpretable pixel-density regimes. To support scalable low-visibility supervision, we further propose a discernibility annotation framework that propagates human perceptual labels using mask-conditioned statistical features and ensemble learning. We evaluate 16 open-source LVLMs, a commercial LVLM baseline, and YOLO11x across human-presence classification and action recognition tasks under progressively degraded visibility conditions. Our results reveal that perceptual failure in LVLMs is strongly governed by pixel density and physical imaging constraints rather than model scale alone. Surprisingly, several compact open-source LVLMs outperform larger commercial baselines and substantially exceed YOLO11x robustness under long-range and low-light conditions. SynDORBench establishes a new benchmark paradigm for physically grounded multimodal evaluation, enabling systematic analysis of LVLM reliability under real-world perceptual constraints and direct comparison against human visibility thresholds.

  • 8 authors
·
Sep 24

Spatial-OPSD: Self-Improving Spatial Reasoning via Label-Free Self-Distillation

Vision-language models (VLMs) increasingly operate in embodied and spatially grounded settings, where accurate understanding of depth, viewpoint, and three-dimensional relations is essential. However, improving spatial reasoning typically relies on ground-truth answers, answer-derived rewards, or other forms of task-specific supervision. We introduce Spatial-OPSD, a label-free self-improvement framework that instead exploits spatial structure naturally available from perception and reconstruction tools. During training, a privileged teacher receives automatically obtainable spatial priors, such as depth, reconstructed 3D relations, and camera geometry, while the student observes only the original visual-language input. On trajectories sampled by the student itself, the teacher provides dense token-level supervision, allowing the student to internalize spatial knowledge without ground-truth answer labels or privileged information at inference time. To extend this supervision beyond a single round, we adopt a round-wise recursive training scheme: the teacher remains frozen within each round to provide a stable learning target, and the improved student initializes both teacher and student in the next round, where privileged spatial priors re-establish an informative teacher--student asymmetry. This enables repeated self-improvement while avoiding a rapidly moving teacher during optimization. Across four VLM families, a single round of Spatial-OPSD consistently improves the five-benchmark average, while three rounds further push a strong spatially specialized model to the open-source frontier, achieving the highest average among the open models and the best results on three of five spatial reasoning benchmarks. Our code is available at https://github.com/vermouth599/Spatial-OPSD.

  • 7 authors
·
Sep 29

Flex4DHuman: Flexible Multi-view Video Diffusion for 4D Human Reconstruction

We present Flex4DHuman, a multi-view video diffusion model that transforms a monocular or sparse multi-view video of a dynamic subject into synchronized dense multi-view videos using only relative camera-pose conditioning. Unlike prior human-centric methods that rely on skeletons, depth maps, normals, or rendered target-view geometry, Flex4DHuman requires no explicit geometry priors and instead conditions generation through relative camera-pose positional encoding. The generated videos can be directly ingested by downstream reconstruction pipelines to create dynamic 4D Gaussian splats. Built on the Wan 2.1 1.3B text-to-video model, Flex4DHuman preserves the backbone architecture and encodes camera and view information through a five-axis positional encoding that extends spatio-temporal RoPE with view indices and continuous SE(3) relative camera geometry. A three-stage curriculum progressively trains the model for pose following, flexible reference-to-target view generation, and temporal rollout. To support temporal rollout, we train with clean historical target-view tokens. We also add multi-view captions to enable test-time text control. Combined with an off-the-shelf 4D Gaussian Splatting stage, our framework lifts monocular static-camera videos into dynamic 4D Gaussian splats. Experiments on DNA-Rendering and ActorsHQ show that Flex4DHuman surpasses prior state-of-the-art methods, while the same formulation generalizes to animal categories after mixed human-animal training. These capabilities make Flex4DHuman a practical step toward scalable 4D content creation from casual monocular videos for simulation, gaming, AR/VR, and video re-shooting.

  • 5 authors
·
Jun 10

RoundaboutHD: High-Resolution Real-World Urban Environment Benchmark for Multi-Camera Vehicle Tracking

The multi-camera vehicle tracking (MCVT) framework holds significant potential for smart city applications, including anomaly detection, traffic density estimation, and suspect vehicle tracking. However, current publicly available datasets exhibit limitations, such as overly simplistic scenarios, low-resolution footage, and insufficiently diverse conditions, creating a considerable gap between academic research and real-world scenario. To fill this gap, we introduce RoundaboutHD, a comprehensive, high-resolution multi-camera vehicle tracking benchmark dataset specifically designed to represent real-world roundabout scenarios. RoundaboutHD provides a total of 40 minutes of labelled video footage captured by four non-overlapping, high-resolution (4K resolution, 15 fps) cameras. In total, 512 unique vehicle identities are annotated across different camera views, offering rich cross-camera association data. RoundaboutHD offers temporal consistency video footage and enhanced challenges, including increased occlusions and nonlinear movement inside the roundabout. In addition to the full MCVT dataset, several subsets are also available for object detection, single camera tracking, and image-based vehicle re-identification (ReID) tasks. Vehicle model information and camera modelling/ geometry information are also included to support further analysis. We provide baseline results for vehicle detection, single-camera tracking, image-based vehicle re-identification, and multi-camera tracking. The dataset and the evaluation code are publicly available at: https://github.com/siri-rouser/RoundaboutHD.git

  • 9 authors
·
Jul 11, 2025

StereoGenBench: A Synthetic Multi-Camera Benchmark for Stereo Generation under Controlled Baseline Regimes

Stereo image and video generation, stereo geometry estimation, and condition-controlled view synthesis require paired data in which the variables that determine binocular geometry -- camera baseline, intrinsics, scene depth, and camera motion -- are known and controllable. Existing stereo resources provide subsets of these variables, but resources commonly used for stereo generation evaluation do not, to our knowledge, provide scene-paired, calibrated multi-baseline right-view ground truth with jointly recorded intrinsics, dense metric depth, and per-frame poses in a single controlled source. We introduce StereoGenBench, a synthetic Unreal Engine benchmark designed to make baseline-regime sensitivity and target-camera consistency measurable under matched scene content. Each scene is rendered with a rigid six-camera lateral array, yielding up to 15 calibrated view pairs; adjacent baselines are sampled from inter-pupillary to wide-baseline regimes; focal length is sampled independently; and every view is released with RGB, metric depth, intrinsics, per-pair baselines, and per-frame poses. The splits include two evaluation families for narrow and wide baseline regimes and a train-only family for broader all-pairs coverage. We release the dataset, evaluation code, reference results, Croissant metadata, and generation code/configuration for extension with compatible assets. The dataset is available at https://huggingface.co/datasets/stereo-dataset/stereo-dataset

  • 3 authors
·
May 21

F2G-Pose: Geometry-Aware Foundation Feature Lifting for Direct RGB-D Category-Level Object Pose Estimation

This paper studies category-level RGB-D object pose estimation, which recovers an object's 3D rotation and translation without instance-specific CAD models or reference views. This task is highly ambiguous due to intra-class variations, symmetries, and partial observations. Current solutions struggle to balance reliability and efficiency: methods based on intermediate structures are prone to error propagation, while diffusion models suffer from high inference latency and complex post-hoc candidate extraction. To address this, we present F2G-Pose, a real-time direct, single-pass framework that predicts category-level pose, metric size, and camera-frame completed shape from a single RGB-D observation in one feed-forward pass. F2G-Pose lifts dense visual foundation features to partial point clouds, encodes local geometry with DGCNN tokenization, and integrates object-level structure with a Mixture-of-Experts Transformer. Joint size prediction and camera-frame shape completion encourage metric consistency through dense geometric supervision. With its task-specific network trained only on pose-annotated synthetic SOPE data and its frozen RADIO backbone externally pretrained, F2G-Pose achieves state-of-the-art accuracy on SOPE and ROPE while running at 28 FPS for pose-only inference, and further demonstrates strong camera-frame geometry on HouseCat6D and real-object transfer on HANDAL. Analyses of latency, robustness, shape completion, and GenPose++ candidate behavior further demonstrate the efficiency and reliability of F2G-Pose, with real-world manipulation experiments demonstrating deployment potential under segmented RGB-D inputs. The project page, code, and pretrained models are made available at https://jrryzh.github.io/F2G-Pose/.

Video Models as Native 4D Renderers: World-Grounded Conditioning from Animated Mesh

Pretrained video diffusion models can act as renderers when the desired scene state is already specified by an animated mesh, a camera trajectory, and a reference image. This 4D generative rendering setting raises a representation question: what image-format condition lets a video backbone obey both camera motion and scene-internal animation? We propose DAR, a reference-guided renderer that extends Wan2.2 camera control from Plücker rays alone to a joint camera-plus-geometry interface. DAR projects a neural 4D G-buffer (tracking, world position, and normal) from the animated mesh and injects it through a widened control adapter while preserving the pretrained image-to-video prior. The central design choice is the pair of tracking and world position. Tracking identifies the persistent surface element that should carry appearance; world position gives its current scene-coordinate state; normal supplies local shape. Depth plus calibrated rays can recover 3D in principle, but depth is a camera-dependent chart in which camera and object motion are mixed. On the 68-case DAR-4D benchmark, LoRA DAR reaches PSNR 23.22, SSIM 0.895, and LPIPS 0.134, improving over off-the-shelf Wan2.2-Depth by 1.54 dB PSNR; a full fine-tune reaches PSNR 25.36 and SSIM 0.917. Matched ablations show that replacing world position by depth reduces PSNR by 1.26--1.55 dB at every checkpoint, supporting tracking+world-position correspondence as a practical 4D rendering condition.

  • 12 authors
·
Aug 3

Geometry-Guided Camera Motion Understanding in VideoLLMs

Camera motion is a fundamental geometric signal that shapes visual perception and cinematic style, yet current video-capable vision-language models (VideoLLMs) rarely represent it explicitly and often fail on fine-grained motion primitives. We address this gap with a framework of benchmarking, diagnosis, and injection. We curate CameraMotionDataset, a large-scale synthetic dataset with explicit camera control, formulate camera motion as constraint-aware multi-label recognition, and construct a VQA benchmark--CameraMotionVQA. Across diverse off-the-shelf VideoLLMs, we observe substantial errors in recognizing camera motion primitives. Probing experiments on a Qwen2.5-VL vision encoder suggest that camera motion cues are weakly represented, especially in deeper ViT blocks, helping explain the observed failure modes. To bridge this gap without costly training or fine-tuning, we propose a lightweight, model-agnostic pipeline that extracts geometric camera cues from 3D foundation models (3DFMs), predicts constrained motion primitives with a temporal classifier, and injects them into downstream VideoLLM inference via structured prompting. Experiments demonstrate improved motion recognition and more camera-aware model responses, highlighting geometry-driven cue extraction and structured prompting as practical steps toward a camera-aware VideoLLM and VLA system. The dataset and benchmark is publicly available at https://hf.co/datasets/fengyee/camera-motion-dataset-and-benchmark.

  • 3 authors
·
Mar 13

One Policy, Many Embodiments: Unified Camera-Centric Action Geometry Pre-training for Heterogeneous Embodied Manipulation

Scaling generalist vision-language-action (VLA) policies is severely bottlenecked by the inherent heterogeneity of embodied data, which spans diverse robot morphologies, camera configurations, and low-level action spaces. Existing paradigms typically address this mismatch through explicit action retargeting, human-to-robot video synthesis, or dataset-specific adaptation branches, fundamentally hindering the joint learning of a unified policy. We introduce UCAG-P, a camera-centric unified action formulation that structurally aligns heterogeneous embodied datasets into a shared geometric action space. Rather than treating robot-specific commands as the shared policy target, UCAG-P represents manipulation through camera-observable anchor motion in image and camera-frame coordinates, treating robot arms, humanoids, and human hands as different embodiments of a common action schema. A geometry-conditioned action translator combines predicted motion with target-embodiment kinematics to produce executable controls. The resulting decoupled architecture allows a shared VLA policy to learn transferable manipulation geometry while retaining embodiment-specific controllability. UCAG-P is trained on 4.03K hours of robot and simulation data and 2.34K hours of human demonstrations. A single checkpoint reaches 98.3% on LIBERO, 88.7% and 89.2% on RoboTwin Easy and Hard, 82.0% zero-shot on LIBERO-Plus, and 62.0% on RoboCasa GR-1, without benchmark-specific fine-tuning.

  • 23 authors
·
Aug 25

EGG-Fusion: Efficient 3D Reconstruction with Geometry-aware Gaussian Surfel on the Fly

Real-time 3D reconstruction is a fundamental task in computer graphics. Recently, differentiable-rendering-based SLAM system has demonstrated significant potential, enabling photorealistic scene rendering through learnable scene representations such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). Current differentiable rendering methods face dual challenges in real-time computation and sensor noise sensitivity, leading to degraded geometric fidelity in scene reconstruction and limited practicality. To address these challenges, we propose a novel real-time system EGG-Fusion, featuring robust sparse-to-dense camera tracking and a geometry-aware Gaussian surfel mapping module, introducing an information filter-based fusion method that explicitly accounts for sensor noise to achieve high-precision surface reconstruction. The proposed differentiable Gaussian surfel mapping effectively models multi-view consistent surfaces while enabling efficient parameter optimization. Extensive experimental results demonstrate that the proposed system achieves a surface reconstruction error of 0.6cm on standardized benchmark datasets including Replica and ScanNet++, representing over 20\% improvement in accuracy compared to state-of-the-art (SOTA) GS-based methods. Notably, the system maintains real-time processing capabilities at 24 FPS, establishing it as one of the most accurate differentiable-rendering-based real-time reconstruction systems. Project Page: https://zju3dv.github.io/eggfusion/

  • 5 authors
·
Dec 1, 2025

MCSplat: Multi-View Photometric and Geometric Consistent Feed-Forward Gaussian Splatting for Driving Scenes

Driving-scene reconstruction via feed-forward Gaussian splatting from sparse multi-view images remains challenging due to two factors. First, cross-camera photometric inconsistency, caused by variations in exposure, ISP, and illumination, can be incorrectly absorbed into Gaussian geometry. Second, unreliable local geometric supervision arises from normal-based constraints near depth discontinuities. To address these issues, we present MCSplat, a multi-view consistent feed-forward Gaussian splatting framework for driving scenes. MCSplat constructs a canonical appearance space from depth-guided multi-camera correspondences to decouple geometry learning from camera-specific appearance. A multi-scale Bilateral Grid Transformer restores raw camera appearance from canonical renderings, enabling photometric supervision without contaminating Gaussian geometry. To improve local geometric reliability, we estimate Fisher-information-based uncertainty from photometric sensitivity and use it to adaptively weight surface-oriented self-supervision. Extensive experiments demonstrate improved reconstruction quality and generalization across driving datasets. Geometry-oriented evaluations further reveal enhanced cross-view depth consistency and local surface-normal agreement, while qualitative results show fewer geometric artifacts and more coherent structures across overlapping views.

  • 13 authors
·
Oct 17

UAV3DCrop: Benchmarking 3D Reconstruction in Repeated Multi-Angle UAV Crop Surveys

Accurate 3D crop monitoring underpins data-driven precision agriculture by enabling field-scale analysis of plant structure, growth dynamics, and management response. Modern 3D reconstruction methods perform strongly on generic benchmarks, but rendered appearance may not translate into metrically and agronomically useful geometry in crop fields. We introduce UAV3DCrop, a public benchmark of repeated multi-angle unmanned aerial vehicle (UAV) crop surveys. It contains 88,830 RGB images at 5280 times 3956 pixels, with a ground sampling distance of 3.6-5.8 mm, from 91 scenes spanning corn, soybean, wheat, and oat. Track A evaluates seven scene-optimized methods -- Neural Radiance Field (NeRF) and 3D Gaussian Splatting (3DGS) variants -- on held-out views, photogrammetry-referenced depth, and canopy-height recovery. Track B tests four pretrained feed-forward models on zero-shot camera-pose and geometry estimation. The scene-optimized methods rank differently across the three targets: Splatfacto-big leads appearance, whereas Scaffold-GS leads depth and is statistically tied with Splatfacto for canopy height. Among feed-forward models, MapAnything leads on seven of the eight metrics, while the remaining models vary more across crops and fail severely on absolute scale in a way that alignment conceals. Repeated acquisitions reveal further sensitivities that differ by output type and by model, associated with position within the acquisition sequence and with tie-point multiplicity. Current 3D reconstruction methods are therefore not yet interchangeable for agronomic use: no single method wins on appearance, geometry, and canopy height at once, and only one of four feed-forward models recovers usable metric scale. The dataset is publicly available at https://link-dev.github.io/UAV3DCrop/

  • 14 authors
·
Aug 2

SceneAE: Scene Generation and Reconstruction in Queryable 3D-Anchored Latent Space

Recent video world models have increasingly adopted 3D memory mechanisms to integrate historical observations into a lightweight and persistent scene representation. This naturally raises a complementary question: if 3D representations can serve as an effective mechanism for memorizing observed scenes, can they also be directly used as the latent space for reconstructing and generating scenes? Motivated by this idea, we represent a scene as a compact and unstructured 3D-anchored latent space (SceneAE). Each latent combines an explicit 3D position with an implicit content feature and is spatially grounded to describe its local scene region, forming a sparse latent point cloud. Unlike conventional video-VAE latents that describe how a scene appears from particular viewpoints, our representation directly describes the scene itself, making it naturally applicable to both reconstruction and generation. For reconstruction, once the scene has been generated, our persistent 3D representation can be projected and decoded into RGB-D observations by different target cameras, without the need to regenerate a video for each new camera trajectory. For generation, we leverage the geometry-content separation to first generate camera-controlled 3D geometry and then synthesize content conditioned on it, reducing camera-appearance entanglement and improving camera controllability. Experiments show that this 3D latent achieves superior generation quality, computational cost, and camera controllability.

  • 6 authors
·
Oct 13

Ground4D: Consistency-Aware 4D Reconstruction from Monocular Video

Learning a 4D scene representation from a single monocular video that supports dynamic novel-view synthesis while maintaining faithful geometry over time remains challenging. Dynamic Gaussian Splatting achieves strong rendering performance through photometric optimization, yet does not explicitly enforce multi-view geometric consistency. In contrast, 3D foundation models recover coherent scene geometry and camera motion, but their point-based outputs are not designed for photorealistic rendering. We propose Ground4D, a geometry-grounded framework built on two stages. First, we perform geometry initialization via 3D foundation models, leveraging VGGT in a training-free manner to reconstruct multi-view-consistent 3D geometry and camera poses from monocular video. The recovered geometry provides a structured and reliable initialization for dynamic Gaussian representations. Second, we conduct geometry-consistency-aware refinement via dynamic Gaussian Splatting, optimizing the representation through differentiable rendering while maintaining multi-view geometric consistency across both observed and synthesized viewpoints. Furthermore, Ground4D inherently models the continuous 4D dynamics of the scene, naturally supporting rendering at arbitrary timestamps. By integrating foundation-level geometric priors into dynamic Gaussian optimization, Ground4D achieves stronger reconstruction fidelity and rendering performance, underscoring the role of geometry-grounded constraints in robust 4D scene modeling.

  • 4 authors
·
Jun 26

Matrix-Game 3.5: Enhancing Real-Time Streaming Interactive World Models with Patch Memory

Interactive world models extend video generation from offline clip synthesis toward persistent simulation of interactive virtual worlds, enabling applications in games, robotics, embodied agents, and XR. Achieving stable long-horizon interactive generation, however, remains challenging, as the model must simultaneously preserve scene geometry, dynamic consistency, and camera control while supporting real-time autoregressive generation. Building upon Matrix-Game 3.0, we present Matrix-Game 3.5, as shown in Figure 1, which advances real-time interactive world generation toward geometry-aware and long-horizon consistent simulation through three key improvements. First, we propose a unified geometry-aware memory framework, whose patch-memory and tiled-PRoPE components introduce no additional learnable parameters, combining explicit 3D patch retrieval with projective camera conditioning to enable geometry-consistent camera control and faithful long-horizon scene recall. Second, we introduce a static-dynamic disentangled world representation that separately models static scene geometry and dynamic subjects, preserving both geometric consistency and subject identity throughout long-horizon generation. Third, we develop a two-stage progressive real-time distillation framework that converts a bidirectional diffusion model into a few-step causal generator through Perceptual Flow Matching and curriculum based Self-Rollout DMD, enabling minute-long real-time interactive generation. Extensive experiments demonstrate that, with a unified training corpus spanning Unreal simulation environments, open-world games, and internet videos, MatrixGame 3.5 achieves strong performance in long-horizon scene recall, precise camera control, subject consistency, prompt-driven world generation, and stable real-time open-world interaction.

  • 17 authors
·
Aug 29 1

SPOON: Towards Coherent Compositional 3D Scene Generation from Uncalibrated Multi-view Images

Compositional 3D scene generation aims to recover complete 3D object shapes and their spatial arrangement from visual observations. Recent image-conditioned 3D generators provide strong priors for producing high-quality object geometry, making the generation of complex scenes increasingly practical. A central challenge is therefore to spatially organize these generated assets into a globally coherent scene while remaining consistent with multi-view observations. Existing approaches either entangle scene layout with object generation or separately estimate spatial placement from view-specific observations, where pose hypotheses may remain ambiguous and inconsistent across views, often resulting in an incoherent object-camera soup. We introduce SPOON, a framework that reformulates multi-view compositional 3D generation as scene-level, geometry-grounded pose reasoning. Rather than treating view-specific object pose hypotheses independently, SPOON coordinates them using reconstruction-derived multi-view geometry through a Guide-Route-Reconcile paradigm. This progressively organizes object poses and camera configurations into a coherent scene-level spatial arrangement. Extensive experiments on ARSG-110K and MIDI-3D-Front demonstrate consistent improvements in object placement and scene composition across varying numbers of input views. On ARSG-110K, SPOON reduces scene-level and object-level Chamfer distances by 12.7% and 17.7%, respectively, compared with a strong baseline.

  • 9 authors
·
Sep 29

You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale

Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d

  • 7 authors
·
Dec 9, 2024 3

C4D: 4D Made from 3D through Dual Correspondences

Recovering 4D from monocular video, which jointly estimates dynamic geometry and camera poses, is an inevitably challenging problem. While recent pointmap-based 3D reconstruction methods (e.g., DUSt3R) have made great progress in reconstructing static scenes, directly applying them to dynamic scenes leads to inaccurate results. This discrepancy arises because moving objects violate multi-view geometric constraints, disrupting the reconstruction. To address this, we introduce C4D, a framework that leverages temporal Correspondences to extend existing 3D reconstruction formulation to 4D. Specifically, apart from predicting pointmaps, C4D captures two types of correspondences: short-term optical flow and long-term point tracking. We train a dynamic-aware point tracker that provides additional mobility information, facilitating the estimation of motion masks to separate moving elements from the static background, thus offering more reliable guidance for dynamic scenes. Furthermore, we introduce a set of dynamic scene optimization objectives to recover per-frame 3D geometry and camera parameters. Simultaneously, the correspondences lift 2D trajectories into smooth 3D trajectories, enabling fully integrated 4D reconstruction. Experiments show that our framework achieves complete 4D recovery and demonstrates strong performance across multiple downstream tasks, including depth estimation, camera pose estimation, and point tracking. Project Page: https://littlepure2333.github.io/C4D

  • 4 authors
·
Oct 16, 2025

Generative Structure from Motion with Native 3D Diffusion

Recovering an object's 3D structure and camera motion from a few uncalibrated views is a fundamental problem in computer vision. Classical structure from motion methods recover 3D geometry consistent with the input images but cannot recover unseen regions; native generation methods produce plausible 3D objects which are related but not necessarily faithful to the input images. Methods simply concatenating reconstruction and generation allow error to cascade across the two stages, instead of producing a 3D object consistent with both the distribution and the input. We propose GenSfM, which integrates image-based 3D reconstruction with a native 3D diffusion model. In particular, we use a multi-modal diffusion transformer to jointly denoise the shape latent and per-view pose latents under shared self-attention, grounding generated geometry in the observed views while using object-level priors to infer unobserved regions. A compact 3D-native UV-volume tokenization keeps the joint sequence small as views are added, and a pose-aware stage refines geometry and texture by sampling per-voxel image features at the recovered camera poses. On Toys4k and GSO, for 4 uncalibrated views, GenSfM improves novel-view PSNR by 3.2-4.5 dB and reduces median Chamfer distance by 2.8-3.8times over a strong native-3D generation baseline, while recovering input-view poses over 96% Acc@5^circ without any external pose-estimation backbone, post-hoc optimization, or known intrinsics. Project page: https://dotb1ue.github.io/GenSfm/.

  • 7 authors
·
Oct 25

Long-Horizon Audio-Visual Generation for Persistent Stories and Interactive Worlds

Video generation is progressing beyond isolated clips toward long-form narratives and interactive worlds, requiring models to preserve identities, follow user controls, and remain stable over extended rollouts. We present JoyAI-Echo-1.5, a unified audio-visual generation system with two purpose-built variants. The long-video variant introduces composable cross-shot memory that aggregates visual evidence across multiple prior shots and speaker cues derived from speech-filtered full-shot audio, enabling persistent character appearance and voice identity across flexible combinations of text, image, and memory conditioning. The world-model variant converts heterogeneous navigation inputs into calibrated metric 6-DoF camera trajectories and injects them through a geometry-aware conditioning pathway, enabling controller-agnostic interaction across flexible viewpoints. To support efficient long-horizon generation, we transform a bidirectional audio-visual backbone into a causal few-step generator using progressive teacher forcing and short- and long-horizon Self-Gradient Forcing on self-generated rollouts. Experiments demonstrate strong performance in both settings. JoyAI-Echo-1.5 achieves improvements over existing long-video baselines in cross-shot consistency, visual quality, text alignment, and speech fidelity. Its world-model variant ranks first on WBench, with an average score of 81.7, and achieves leading visual quality and long-horizon persistence on SANA-WM-Bench. Together, these results indicate that memory, geometric control, and rollout-aware training provide a practical foundation for generating coherent stories and continuously evolving interactive worlds. Project page: https://echo-team-joy-future-academy-jd.github.io/Echo-1.5-Page/.

  • 16 authors
·
Aug 23 2

Which Pretraining Paradigm Better Serves Spatial Intelligence? An Empirical Comparison of Vision-Language and Video Generation Models

Spatial intelligence requires visual representations that capture both semantic objects and geometric structure in the physical world. To support this, two major pre-training schemes are now widely used as foundation backbones: Vision-Language Models (VLMs), which use language supervision to align visual observations with semantic concepts, and Video Generation Models (VGMs), which learn from temporally evolving visual worlds. However, it still remains unclear which pre-training scheme provides a better representation substrate for spatial intelligence. In this paper, we present the first systematic frozen-feature probing study of VLMs and VGMs across three representative axes of spatial intelligence: semantic tagging, instance grouping, and 3D geometry prediction. Using the lightweight probe, our framework enables a controlled comparison of what information is already encoded in frozen representations from two model families. Experimental results reveal a clear complementarity: VLMs are stronger at semantic tagging and instance grouping, while VGMs provide more accessible signals for dense geometry and camera motion. Moreover, a naive fusion of the two already yields a representation that excels at both geometry and semantics, suggesting a promising direction for building stronger spatial-intelligence backbones by effectively integrating features from both model families. Our code is available at https://github.com/om-ai-lab/Probing-VLM-VGM{https://github.com/om-ai-lab/Probing-VLM-VGM}.

omlab OmAI Lab
·
May 26 2

Geometry as Address: Routing Attention to Visual Memory for Long-Horizon Camera-Controlled Video Generation

Long-horizon camera-controlled video generation requires recovering previously observed content from an ever-growing visual history. Existing approaches either search historical context implicitly or reconstruct it into persistent 3D memory, facing inefficient memory access or accumulated geometric errors. Our key insight is that geometry need not explain the scene--it only needs to determine where visual memory should be read from, while attention decides what should be recovered. Based on this insight, we introduce GEAR, a Geometry-Enabled Attention Routing framework that uses geometry as an explicit token-level address for visual memory. Rather than fusing historical observations into a persistent global 3D representation, GEAR retains them as frame latents and uses per-frame geometry only to establish token-level correspondences with target views, thereby avoiding persistent error accumulation from global fusion. Guided by these correspondences, Geometric Correspondence Attention (GCA) selectively injects geometrically matched historical features into noisy target patches during denoising. We further introduce an Invisible Octree to accumulate visibility evidence and reject geometrically plausible but occluded correspondences. Extensive experiments demonstrate that GEAR achieves state-of-the-art visual quality, precise camera control, and revisit consistency, enabling minute-long video generation along challenging trajectories.

  • 13 authors
·
Sep 27 1

Geometry-Aware Learning of Maps for Camera Localization

Maps are a key component in image-based camera localization and visual SLAM systems: they are used to establish geometric constraints between images, correct drift in relative pose estimation, and relocalize cameras after lost tracking. The exact definitions of maps, however, are often application-specific and hand-crafted for different scenarios (e.g. 3D landmarks, lines, planes, bags of visual words). We propose to represent maps as a deep neural net called MapNet, which enables learning a data-driven map representation. Unlike prior work on learning maps, MapNet exploits cheap and ubiquitous sensory inputs like visual odometry and GPS in addition to images and fuses them together for camera localization. Geometric constraints expressed by these inputs, which have traditionally been used in bundle adjustment or pose-graph optimization, are formulated as loss terms in MapNet training and also used during inference. In addition to directly improving localization accuracy, this allows us to update the MapNet (i.e., maps) in a self-supervised manner using additional unlabeled video sequences from the scene. We also propose a novel parameterization for camera rotation which is better suited for deep-learning based camera pose regression. Experimental results on both the indoor 7-Scenes dataset and the outdoor Oxford RobotCar dataset show significant performance improvement over prior work. The MapNet project webpage is https://goo.gl/mRB3Au.

  • 5 authors
·
Dec 9, 2017

FreeOrbit4D: Training-Free Arbitrary Camera Redirection for Monocular Videos via Geometry-Complete 4D Reconstruction

Camera redirection aims to replay a dynamic scene from a single monocular video under a user-specified camera trajectory. However, large-angle redirection is inherently ill-posed: a monocular video captures only a narrow spatio-temporal view of a dynamic 3D scene, providing highly partial observations of the underlying 4D world. The key challenge is therefore to recover a complete and coherent representation from this limited input, with consistent geometry and motion. While recent diffusion-based methods achieve impressive results, they often break down under large-angle viewpoint changes far from the original trajectory, where missing visual grounding leads to severe geometric ambiguity and temporal inconsistency. To address this, we present FreeOrbit4D, an effective training-free framework that tackles this geometric ambiguity by recovering a geometry-complete 4D proxy as structural grounding for video generation. We obtain this proxy by decoupling foreground and background reconstructions: we unproject the monocular video into a static background and geometry-incomplete foreground point clouds in a unified global space, then leverage an object-centric multi-view diffusion model to synthesize multi-view images and reconstruct geometry-complete foreground point clouds in canonical object space. By aligning the canonical foreground point cloud to the global scene space via dense pixel-synchronized 3D--3D correspondences and projecting the geometry-complete 4D proxy onto target camera viewpoints, we provide geometric scaffolds that guide a conditional video diffusion model. Extensive experiments show that FreeOrbit4D produces more faithful redirected videos under challenging large-angle trajectories, and our geometry-complete 4D proxy further opens a potential avenue for practical applications such as edit propagation and 4D data generation. Project page and code will be released soon.

  • 8 authors
·
Jan 26

GeoForward: Geometry-Guided Cross-View Alignment for Feedforward 3D Gaussian Splatting

Feedforward 3D reconstruction has largely followed an {appearance-driven paradigm}: multi-view images are encoded into visual representations, cross-view correspondence is implicitly inferred from learned features, and 3D primitives are subsequently predicted from these representations. However, calibrated cameras and sparse metric measurements already provide explicit constraints on where the same physical point should appear across views. We propose a novel paradigm, Geometry-Conditioned Feedforward Reconstruction, in which metric geometry establishes cross-view correspondence before the 3D representation is formed, while learned visual features refine rather than discover this correspondence. Based on this paradigm, we introduce GeoForward. Sparse LiDAR points are unprojected into 3D and analytically projected across calibrated cameras to provide metric correspondence anchors. A bounded continuous local search then refines these anchors using visual features, and the resulting geometry-conditioned representation is fused with global multi-view context from VGGT. The shared representation drives separate metric-depth and Gaussian-attribute prediction, establishing a direct path from explicit geometry to both Gaussian centers and spatial attributes. A sparse 3D refinement module subsequently improves local attribute compatibility while preserving the geometrically determined centers. For temporal reconstruction, endpoint Gaussians are composed using vehicle masks and motion priors. On nuScenes, GeoForward achieves the lowest cross-camera depth-consistency error and Chamfer distance among the compared methods while maintaining competitive reconstruction quality. These results demonstrate that explicitly conditioning correspondence formation on metric geometry provides an effective alternative to purely appearance-driven feedforward 3D reconstruction.

  • 8 authors
·
Sep 28

Deep Learning for Camera Calibration and Beyond: A Survey

Camera calibration involves estimating camera parameters to infer geometric features from captured sequences, which is crucial for computer vision and robotics. However, conventional calibration is laborious and requires dedicated collection. Recent efforts show that learning-based solutions have the potential to be used in place of the repeatability works of manual calibrations. Among these solutions, various learning strategies, networks, geometric priors, and datasets have been investigated. In this paper, we provide a comprehensive survey of learning-based camera calibration techniques, by analyzing their strengths and limitations. Our main calibration categories include the standard pinhole camera model, distortion camera model, cross-view model, and cross-sensor model, following the research trend and extended applications. As there is no unified benchmark in this community, we collect a holistic calibration dataset that can serve as a public platform to evaluate the generalization of existing methods. It comprises both synthetic and real-world data, with images and videos captured by different cameras in diverse scenes. Toward the end of this paper, we discuss the challenges and provide further research directions. To our knowledge, this is the first survey for the learning-based camera calibration (spanned 10 years). The summarized methods, datasets, and benchmarks are available and will be regularly updated at https://github.com/KangLiao929/Awesome-Deep-Camera-Calibration.

  • 8 authors
·
Mar 19, 2023

Intrinsic Geometry-Appearance Consistency Optimization for Sparse-View Gaussian Splatting

3D human reconstruction from a single image is a challenging problem and has been exclusively studied in the literature. Recently, some methods have resorted to diffusion models for guidance, optimizing a 3D representation via Score Distillation Sampling(SDS) or generating a back-view image for facilitating reconstruction. However, these methods tend to produce unsatisfactory artifacts (e.g. flattened human structure or over-smoothing results caused by inconsistent priors from multiple views) and struggle with real-world generalization in the wild. In this work, we present MVD-HuGaS, enabling free-view 3D human rendering from a single image via a multi-view human diffusion model. We first generate multi-view images from the single reference image with an enhanced multi-view diffusion model, which is well fine-tuned on high-quality 3D human datasets to incorporate 3D geometry priors and human structure priors. To infer accurate camera poses from the sparse generated multi-view images for reconstruction, an alignment module is introduced to facilitate joint optimization of 3D Gaussians and camera poses. Furthermore, we propose a depth-based Facial Distortion Mitigation module to refine the generated facial regions, thereby improving the overall fidelity of the reconstruction. Finally, leveraging the refined multi-view images, along with their accurate camera poses, MVD-HuGaS optimizes the 3D Gaussians of the target human for high-fidelity free-view renderings. Extensive experiments on Thuman2.0 and 2K2K datasets show that the proposed MVD-HuGaS achieves state-of-the-art performance on single-view 3D human rendering.

  • 8 authors
·
Mar 2

Manipulation as in Simulation: Enabling Accurate Geometry Perception in Robots

Modern robotic manipulation primarily relies on visual observations in a 2D color space for skill learning but suffers from poor generalization. In contrast, humans, living in a 3D world, depend more on physical properties-such as distance, size, and shape-than on texture when interacting with objects. Since such 3D geometric information can be acquired from widely available depth cameras, it appears feasible to endow robots with similar perceptual capabilities. Our pilot study found that using depth cameras for manipulation is challenging, primarily due to their limited accuracy and susceptibility to various types of noise. In this work, we propose Camera Depth Models (CDMs) as a simple plugin on daily-use depth cameras, which take RGB images and raw depth signals as input and output denoised, accurate metric depth. To achieve this, we develop a neural data engine that generates high-quality paired data from simulation by modeling a depth camera's noise pattern. Our results show that CDMs achieve nearly simulation-level accuracy in depth prediction, effectively bridging the sim-to-real gap for manipulation tasks. Notably, our experiments demonstrate, for the first time, that a policy trained on raw simulated depth, without the need for adding noise or real-world fine-tuning, generalizes seamlessly to real-world robots on two challenging long-horizon tasks involving articulated, reflective, and slender objects, with little to no performance degradation. We hope our findings will inspire future research in utilizing simulation data and 3D information in general robot policies.

ByteDance-Seed ByteDance Seed
·
Sep 2, 2025 2

EpipolarNVS: leveraging on Epipolar geometry for single-image Novel View Synthesis

Novel-view synthesis (NVS) can be tackled through different approaches, depending on the general setting: a single source image to a short video sequence, exact or noisy camera pose information, 3D-based information such as point clouds etc. The most challenging scenario, the one where we stand in this work, only considers a unique source image to generate a novel one from another viewpoint. However, in such a tricky situation, the latest learning-based solutions often struggle to integrate the camera viewpoint transformation. Indeed, the extrinsic information is often passed as-is, through a low-dimensional vector. It might even occur that such a camera pose, when parametrized as Euler angles, is quantized through a one-hot representation. This vanilla encoding choice prevents the learnt architecture from inferring novel views on a continuous basis (from a camera pose perspective). We claim it exists an elegant way to better encode relative camera pose, by leveraging 3D-related concepts such as the epipolar constraint. We, therefore, introduce an innovative method that encodes the viewpoint transformation as a 2D feature image. Such a camera encoding strategy gives meaningful insights to the network regarding how the camera has moved in space between the two views. By encoding the camera pose information as a finite number of coloured epipolar lines, we demonstrate through our experiments that our strategy outperforms vanilla encoding.

  • 2 authors
·
Oct 24, 2022

Correspondences of the Third Kind: Camera Pose Estimation from Object Reflection

Computer vision has long relied on two kinds of correspondences: pixel correspondences in images and 3D correspondences on object surfaces. Is there another kind, and if there is, what can they do for us? In this paper, we introduce correspondences of the third kind we call reflection correspondences and show that they can help estimate camera pose by just looking at objects without relying on the background. Reflection correspondences are point correspondences in the reflected world, i.e., the scene reflected by the object surface. The object geometry and reflectance alters the scene geometrically and radiometrically, respectively, causing incorrect pixel correspondences. Geometry recovered from each image is also hampered by distortions, namely generalized bas-relief ambiguity, leading to erroneous 3D correspondences. We show that reflection correspondences can resolve the ambiguities arising from these distortions. We introduce a neural correspondence estimator and a RANSAC algorithm that fully leverages all three kinds of correspondences for robust and accurate joint camera pose and object shape estimation just from the object appearance. The method expands the horizon of numerous downstream tasks, including camera pose estimation for appearance modeling (e.g., NeRF) and motion estimation of reflective objects (e.g., cars on the road), to name a few, as it relieves the requirement of overlapping background.

  • 3 authors
·
Dec 7, 2023

Visual Implicit Geometry Transformer for Autonomous Driving

We introduce the Visual Implicit Geometry Transformer (ViGT), an autonomous driving geometric model that estimates continuous 3D occupancy fields from surround-view camera rigs. ViGT represents a step towards foundational geometric models for autonomous driving, prioritizing scalability, architectural simplicity, and generalization across diverse sensor configurations. Our approach achieves this through a calibration-free architecture, enabling a single model to adapt to different sensor setups. Unlike general-purpose geometric foundational models that focus on pixel-aligned predictions, ViGT estimates a continuous 3D occupancy field in a birds-eye-view (BEV) addressing domain-specific requirements. ViGT naturally infers geometry from multiple camera views into a single metric coordinate frame, providing a common representation for multiple geometric tasks. Unlike most existing occupancy models, we adopt a self-supervised training procedure that leverages synchronized image-LiDAR pairs, eliminating the need for costly manual annotations. We validate the scalability and generalizability of our approach by training our model on a mixture of five large-scale autonomous driving datasets (NuScenes, Waymo, NuPlan, ONCE, and Argoverse) and achieving state-of-the-art performance on the pointmap estimation task, with the best average rank across all evaluated baselines. We further evaluate ViGT on the Occ3D-nuScenes benchmark, where ViGT achieves comparable performance with supervised methods. The source code is publicly available at https://github.com/whesense/ViGT{https://github.com/whesense/ViGT}.

  • 8 authors
·
Feb 5

CamPVG: Camera-Controlled Panoramic Video Generation with Epipolar-Aware Diffusion

Recently, camera-controlled video generation has seen rapid development, offering more precise control over video generation. However, existing methods predominantly focus on camera control in perspective projection video generation, while geometrically consistent panoramic video generation remains challenging. This limitation is primarily due to the inherent complexities in panoramic pose representation and spherical projection. To address this issue, we propose CamPVG, the first diffusion-based framework for panoramic video generation guided by precise camera poses. We achieve camera position encoding for panoramic images and cross-view feature aggregation based on spherical projection. Specifically, we propose a panoramic Plücker embedding that encodes camera extrinsic parameters through spherical coordinate transformation. This pose encoder effectively captures panoramic geometry, overcoming the limitations of traditional methods when applied to equirectangular projections. Additionally, we introduce a spherical epipolar module that enforces geometric constraints through adaptive attention masking along epipolar lines. This module enables fine-grained cross-view feature aggregation, substantially enhancing the quality and consistency of generated panoramic videos. Extensive experiments demonstrate that our method generates high-quality panoramic videos consistent with camera trajectories, far surpassing existing methods in panoramic video generation.

  • 5 authors
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Apr 18

Generalizing Visual Geometry Priors to Sparse Gaussian Occupancy Prediction

Accurate 3D scene understanding is essential for embodied intelligence, with occupancy prediction emerging as a key task for reasoning about both objects and free space. Existing approaches largely rely on depth priors (e.g., DepthAnything) but make only limited use of 3D cues, restricting performance and generalization. Recently, visual geometry models such as VGGT have shown strong capability in providing rich 3D priors, but similar to monocular depth foundation models, they still operate at the level of visible surfaces rather than volumetric interiors, motivating us to explore how to more effectively leverage these increasingly powerful geometry priors for 3D occupancy prediction. We present GPOcc, a framework that leverages generalizable visual geometry priors (GPs) for monocular occupancy prediction. Our method extends surface points inward along camera rays to generate volumetric samples, which are represented as Gaussian primitives for probabilistic occupancy inference. To handle streaming input, we further design a training-free incremental update strategy that fuses per-frame Gaussians into a unified global representation. Experiments on Occ-ScanNet and EmbodiedOcc-ScanNet demonstrate significant gains: GPOcc improves mIoU by +9.99 in the monocular setting and +11.79 in the streaming setting over prior state of the art. Under the same depth prior, it achieves +6.73 mIoU while running 2.65times faster. These results highlight that GPOcc leverages geometry priors more effectively and efficiently. Code will be released at https://github.com/JuIvyy/GPOcc.

  • 3 authors
·
Feb 24

Camera Calibration through Geometric Constraints from Rotation and Projection Matrices

The process of camera calibration involves estimating the intrinsic and extrinsic parameters, which are essential for accurately performing tasks such as 3D reconstruction, object tracking and augmented reality. In this work, we propose a novel constraints-based loss for measuring the intrinsic (focal length: (f_x, f_y) and principal point: (p_x, p_y)) and extrinsic (baseline: (b), disparity: (d), translation: (t_x, t_y, t_z), and rotation specifically pitch: (theta_p)) camera parameters. Our novel constraints are based on geometric properties inherent in the camera model, including the anatomy of the projection matrix (vanishing points, image of world origin, axis planes) and the orthonormality of the rotation matrix. Thus we proposed a novel Unsupervised Geometric Constraint Loss (UGCL) via a multitask learning framework. Our methodology is a hybrid approach that employs the learning power of a neural network to estimate the desired parameters along with the underlying mathematical properties inherent in the camera projection matrix. This distinctive approach not only enhances the interpretability of the model but also facilitates a more informed learning process. Additionally, we introduce a new CVGL Camera Calibration dataset, featuring over 900 configurations of camera parameters, incorporating 63,600 image pairs that closely mirror real-world conditions. By training and testing on both synthetic and real-world datasets, our proposed approach demonstrates improvements across all parameters when compared to the state-of-the-art (SOTA) benchmarks. The code and the updated dataset can be found here: https://github.com/CVLABLUMS/CVGL-Camera-Calibration

  • 3 authors
·
Feb 13, 2024

GeoDistill: Geometry-Guided Self-Distillation for Weakly Supervised Cross-View Localization

Cross-view localization, the task of estimating a camera's 3-degrees-of-freedom (3-DoF) pose by aligning ground-level images with satellite images, is crucial for large-scale outdoor applications like autonomous navigation and augmented reality. Existing methods often rely on fully supervised learning, which requires costly ground-truth pose annotations. In this work, we propose GeoDistill, a Geometry guided weakly supervised self distillation framework that uses teacher-student learning with Field-of-View (FoV)-based masking to enhance local feature learning for robust cross-view localization. In GeoDistill, the teacher model localizes a panoramic image, while the student model predicts locations from a limited FoV counterpart created by FoV-based masking. By aligning the student's predictions with those of the teacher, the student focuses on key features like lane lines and ignores textureless regions, such as roads. This results in more accurate predictions and reduced uncertainty, regardless of whether the query images are panoramas or limited FoV images. Our experiments show that GeoDistill significantly improves localization performance across different frameworks. Additionally, we introduce a novel orientation estimation network that predicts relative orientation without requiring precise planar position ground truth. GeoDistill provides a scalable and efficient solution for real-world cross-view localization challenges. Code and model can be found at https://github.com/tongshw/GeoDistill.

  • 5 authors
·
Jul 14, 2025 1

GaMO: Geometry-aware Multi-view Diffusion Outpainting for Sparse-View 3D Reconstruction

Recent advances in 3D reconstruction have achieved remarkable progress in high-quality scene capture from dense multi-view imagery, yet struggle when input views are limited. Various approaches, including regularization techniques, semantic priors, and geometric constraints, have been implemented to address this challenge. Latest diffusion-based methods have demonstrated substantial improvements by generating novel views from new camera poses to augment training data, surpassing earlier regularization and prior-based techniques. Despite this progress, we identify three critical limitations in these state-of-the-art approaches: inadequate coverage beyond known view peripheries, geometric inconsistencies across generated views, and computationally expensive pipelines. We introduce GaMO (Geometry-aware Multi-view Outpainter), a framework that reformulates sparse-view reconstruction through multi-view outpainting. Instead of generating new viewpoints, GaMO expands the field of view from existing camera poses, which inherently preserves geometric consistency while providing broader scene coverage. Our approach employs multi-view conditioning and geometry-aware denoising strategies in a zero-shot manner without training. Extensive experiments on Replica and ScanNet++ demonstrate state-of-the-art reconstruction quality across 3, 6, and 9 input views, outperforming prior methods in PSNR and LPIPS, while achieving a 25times speedup over SOTA diffusion-based methods with processing time under 10 minutes. Project page: https://yichuanh.github.io/GaMO/

  • 5 authors
·
Dec 31, 2025 3

GeoQuery: Geometry-Query Diffusion for Sparse-View Reconstruction

3D Gaussian Splatting (3DGS) has emerged as a prominent paradigm for 3D reconstruction and novel view synthesis. However, it remains vulnerable to severe artifacts when trained under sparse-view constraints. While recent methods attempt to rectify artifacts in rendered views using image diffusion models, they typically rely on multi-view self-attention to retrieve information from reference images. We observe that this mechanism often fails when the rendered novel views output by 3DGS are heavily corrupted: damaged query features lead to erroneous cross-view retrieval, resulting in inconsistent rendering refinement. To address this, we propose GeoQuery, a geometry-guided diffusion framework that integrates generative priors with explicit geometric cues via a novel Geometry-guided Cross-view Attention (GCA) mechanism. First, by leveraging predicted depth maps and camera poses, we construct a geometry-induced correspondence field to sample reference features, forming a geometry-aligned proxy query that replaces the corrupted rendering features. Furthermore, we design a new cross-view feature aggregation pipeline, in which we restrict the cross-view attention to a local window around each proxy query to effectively retrieve useful features while suppressing spurious matches. GeoQuery can be seamlessly integrated into existing diffusion-based pipelines, enabling robust reconstruction even under extreme view sparsity. Extensive experiments on sparse-view novel view synthesis and rendering artifact removal demonstrate the effectiveness of our approach.

  • 7 authors
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May 11

Self-Geometry: GT-Free and Plug-and-Play Test-Time Adaptation for Geometrically Consistent 3D Vision Foundation Models

Recent Vision Foundation Models (VFMs) predict depth, camera pose, and pointmap in a single forward pass without per-scene optimization, achieving strong generalization. However, enforcing explicit multi-view geometric consistency, e.g., through bundle adjustment, is computationally costly and is thus not imposed during VFM pretraining, so such inconsistency can arise. To address this, implicit self-consistency derived from model outputs (e.g., pointmaps, features), though enforced at test-time in prior work, delivers inherently limited performance gain, especially on scenes where the pretrained VFM is highly inaccurate. In contrast to this implicit signal, we propose Self-Geometry, a plug-and-play test-time adaptation pipeline that directly imposes explicit multi-view geometric constraints using 2D pixel correspondences as pseudo ground-truth. Our proposed Self-Geometry consists of Geometric Disentanglement Optimization, which combines Multi-View Consistency and Epipolar Consistency losses with Gradient Disentanglement to prevent gradient conflict; Frame Angular-Neighbor, a view sampler based on SO(3) geodesic distances for lightly imposing these constraints; and Lightweight TTA, which adapts VFMs via LoRA. Our method achieves consistent improvements in both pose and geometry estimation across six VFMs (VGGT, π^3, DA3-Giant/Large/Base/Small) and four benchmarks (7Scenes, ETH3D, ScanNet++, HiRoom).

WorldReward: Reward Modeling for Camera-Conditioned World Models

Camera-conditioned world models generate interactive videos in which commanded actions should induce the expected scene changes while appearance, geometry, and temporal dynamics remain coherent. Existing rewards assess these requirements separately: geometry-based rewards estimate trajectory execution but cannot judge the visual quality of the executed motion, whereas image-based rewards measure frame quality without capturing action execution or temporal dynamics. We posit that a vision-language model (VLM) offers a shared reasoning space for relating actions to their visual outcomes. However, judging a complete long video against its full action sequence creates a lengthy, noisy context in which short-lived local action evidence can be missed or diluted. We present WorldReward, a VLM-based pairwise preference reward model that unifies action-consistency and visual-quality evaluation for camera-conditioned world models. WorldReward decomposes paired videos into action-aligned chunks, organizes each chunk into structured visual evidence, and aggregates chunk-level decisions by voting into separate video-level action and visual-quality preferences. To train it, we construct a large-scale reasoning-augmented preference dataset using structured judgments generated by a frontier VLM and refined through tool-based agent auditing and targeted human review. We further introduce WorldReward-Bench, a human-annotated benchmark measuring reward-model agreement with human preferences across action consistency, appearance quality, and motion quality. WorldReward achieves the highest agreement on all three dimensions, exceeding GPT-5.5 by 3.42, 1.45, and 3.56 percentage points, respectively. When used for RL post-training of HY-WorldPlay 1.5, it consistently improves both action execution and visual quality across short- to long-term horizons.

  • 16 authors
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Sep 2 2

UniMetric: Universal Metric Scale Recovery for Visual Geometry Foundation Models

Recent advances in multimodal foundation models, exemplified by GPT-6 Astra, raise the prospect of general-purpose embodied reasoning and planning. Using Internet videos for embodied pretraining calls for reliable physical-scale annotations. Yet visual geometry foundation models often recover scene structure and camera motion without reliable metric scale. We show that uncertain size priors of familiar objects can jointly constrain a reconstruction's shared scale. Building on this insight, we present UniMetric, a universal and training-free metric scale recovery framework for geometry foundation models, without additional sensors or task-specific metric supervision. Specifically, Metric Prior Acquisition elicits object height intervals from a vision-language model. Semantic-Geometric Alignment measures reconstructed object heights along the estimated support-surface normal in each frame and converts the priors into scale intervals. Global Scale Recovery reconciles these intervals through a convex objective, yielding a jointly feasible scale when they overlap and a unique compromise otherwise. The estimated sequence-level scale is applied uniformly to reconstructed points and camera translations. Controlled experiments with real VLM priors show that combining observations improves scale accuracy with exact relative object heights. To evaluate metric accuracy on GFM reconstructions without ground-truth scale alignment, we introduce MetricBench, covering twelve embodied, driving, and roadside subsets with sensor-derived ground truth. Across nine geometry foundation models, UniMetric reduces mean depth Abs Rel, reconstruction Chamfer distance, and trajectory error by 54.2%, 83.8%, and 65.6%, respectively, improving every model on all three tasks at the suite level. We release the UniMetric code and MetricBench data.

  • 8 authors
·
Oct 11

GeoGen: Geometry-Aware Generative Modeling via Signed Distance Functions

We introduce a new generative approach for synthesizing 3D geometry and images from single-view collections. Most existing approaches predict volumetric density to render multi-view consistent images. By employing volumetric rendering using neural radiance fields, they inherit a key limitation: the generated geometry is noisy and unconstrained, limiting the quality and utility of the output meshes. To address this issue, we propose GeoGen, a new SDF-based 3D generative model trained in an end-to-end manner. Initially, we reinterpret the volumetric density as a Signed Distance Function (SDF). This allows us to introduce useful priors to generate valid meshes. However, those priors prevent the generative model from learning details, limiting the applicability of the method to real-world scenarios. To alleviate that problem, we make the transformation learnable and constrain the rendered depth map to be consistent with the zero-level set of the SDF. Through the lens of adversarial training, we encourage the network to produce higher fidelity details on the output meshes. For evaluation, we introduce a synthetic dataset of human avatars captured from 360-degree camera angles, to overcome the challenges presented by real-world datasets, which often lack 3D consistency and do not cover all camera angles. Our experiments on multiple datasets show that GeoGen produces visually and quantitatively better geometry than the previous generative models based on neural radiance fields.

  • 9 authors
·
Jun 6, 2024

Light-X: Generative 4D Video Rendering with Camera and Illumination Control

Recent advances in illumination control extend image-based methods to video, yet still facing a trade-off between lighting fidelity and temporal consistency. Moving beyond relighting, a key step toward generative modeling of real-world scenes is the joint control of camera trajectory and illumination, since visual dynamics are inherently shaped by both geometry and lighting. To this end, we present Light-X, a video generation framework that enables controllable rendering from monocular videos with both viewpoint and illumination control. 1) We propose a disentangled design that decouples geometry and lighting signals: geometry and motion are captured via dynamic point clouds projected along user-defined camera trajectories, while illumination cues are provided by a relit frame consistently projected into the same geometry. These explicit, fine-grained cues enable effective disentanglement and guide high-quality illumination. 2) To address the lack of paired multi-view and multi-illumination videos, we introduce Light-Syn, a degradation-based pipeline with inverse-mapping that synthesizes training pairs from in-the-wild monocular footage. This strategy yields a dataset covering static, dynamic, and AI-generated scenes, ensuring robust training. Extensive experiments show that Light-X outperforms baseline methods in joint camera-illumination control and surpasses prior video relighting methods under both text- and background-conditioned settings.

  • 11 authors
·
Dec 4, 2025 2

GemDepth: Geometry-Embedded Features for 3D-Consistent Video Depth

Video depth estimation extends monocular prediction into the temporal domain to ensure coherence. However, existing methods often suffer from spatial blurring in fine-detail regions and temporal inconsistencies. We argue that current approaches, which primarily rely on temporal smoothing via Transformers, struggle to maintain strict 3D geometric consistency-particularly under rotations or drastic view changes. To address this, we propose GemDepth, a framework built on the insight that an explicit awareness of camera motion and global 3D structure is a prerequisite for 3D consistency. Distinctively, GemDepth introduces a Geometry-Embedding Module (GEM) that predicts inter-frame camera poses to generate implicit geometric embeddings. This injection of motion priors equips the network with intrinsic 3D perception and alignment capabilities. Guided by these geometric cues, our Alternating Spatio-Temporal Transformer (ASTT) captures latent point-level correspondences to simultaneously enhance spatial precision for sharp details and enforce rigorous temporal consistency. Furthermore, GemDepth employs a data-efficient training strategy, effectively bridging the gap between high efficiency and robust geometric consistency. As shown in Fig.2, comprehensive evaluations demonstrate that GemDepth achieves state-of-the-art performance across multiple datasets, particularly in complex dynamic scenarios. The code is publicly available at: https://github.com/Yuecheng919/GemDepth.

  • 7 authors
·
May 18

BlazeVGGT: 13x Faster VGGT at 2,000 Frames via Camera Token without Training

Feed-forward visual geometry models, exemplified by VGGT, have demonstrated strong multi-view reconstruction capabilities through dense global attention. However, the resulting all-to-all cross-view computation scales quadratically with the number of input views, making long-sequence inference particularly expensive due to substantial frame-level redundancy among highly overlapping observations. We uncover a topology-first, geometry-later evolution in VGGT camera tokens: shallow-layer tokens reliably capture local view neighborhoods, whereas deeper-layer tokens progressively encode globally organized inter-view geometry. Motivated by this observation, we introduce BlazeVGGT, a training-free framework for structure-aware frame-level key--value sparsification. At each global-attention block, BlazeVGGT constructs a view-level similarity kernel from camera-token relations and employs greedy determinantal point process inference to select a compact set of mutually complementary views. The selected views constitute the key--value context, while all input frames are retained as queries. This asymmetric attention design preserves dense per-frame predictions while eliminating redundant cross-view computation, allowing our method to be directly integrated into pretrained VGGT as a plug-and-play module without parameter updates. Its advantages become increasingly pronounced with sequence length: at 2,000 frames, BlazeVGGT achieves approximately 13times faster inference than VGGT while reducing the Chamfer Distance from 0.41 to 0.32. Extensive experiments demonstrate a favorable accuracy--efficiency trade-off in point-cloud reconstruction and camera-pose estimation, compatibility with existing VGGT accelerators such as FastVGGT and LiteVGGT, and transferability to VGGT-based models including StreamVGGT and PAGE-4D. Codes are publicly available at https://github.com/MagiciannnY/BlazeVGGT.git.

  • 6 authors
·
Oct 20

Spherical-GOF: Geometry-Aware Panoramic Gaussian Opacity Fields for 3D Scene Reconstruction

Omnidirectional images are increasingly used in robotics and vision due to their wide field of view. However, extending 3D Gaussian Splatting (3DGS) to panoramic camera models remains challenging, as existing formulations are designed for perspective projections and naive adaptations often introduce distortion and geometric inconsistencies. We present Spherical-GOF, an omnidirectional Gaussian rendering framework built upon Gaussian Opacity Fields (GOF). Unlike projection-based rasterization, Spherical-GOF performs GOF ray sampling directly on the unit sphere in spherical ray space, enabling consistent ray-Gaussian interactions for panoramic rendering. To make the spherical ray casting efficient and robust, we derive a conservative spherical bounding rule for fast ray-Gaussian culling and introduce a spherical filtering scheme that adapts Gaussian footprints to distortion-varying panoramic pixel sampling. Extensive experiments on standard panoramic benchmarks (OmniBlender and OmniPhotos) demonstrate competitive photometric quality and substantially improved geometric consistency. Compared with the strongest baseline, Spherical-GOF reduces depth reprojection error by 57% and improves cycle inlier ratio by 21%. Qualitative results show cleaner depth and more coherent normal maps, with strong robustness to global panorama rotations. We further validate generalization on OmniRob, a real-world robotic omnidirectional dataset introduced in this work, featuring UAV and quadruped platforms. The source code and the OmniRob dataset will be released at https://github.com/1170632760/Spherical-GOF.

  • 5 authors
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Jul 13