Existing visual localization methods are typically either 2D image-based, which are easy to build and maintain but limited in effective geometric reasoning, or 3D structure-based, which achieve high accuracy but require a centralized reconstruction and are difficult to update. In this work, we revisit visual localization with a 2D image-based representation and propose to augment each image with estimated depth maps to capture the geometric structure. Supported by the effective use of dense matchers, this representation is not only easy to build and maintain, but achieves highest accuracy in challenging conditions. With compact compression and a GPU-accelerated LO-RANSAC implementation, the whole pipeline is efficient in both storage and computation and allows for a flexible trade-off between accuracy and highest memory efficiency. Our method achieves a new state-of-the-art accuracy on various standard benchmarks and outperforms existing memory-efficient methods at comparable map sizes. Code will be available at https://github.com/cvg/Hierarchical-Localization.
Accurate and automated data analysis for transmission electron microscopy will enable new high-throughput experiments that can reveal atomic-scale structure-property relationships for many functional materials. A key challenge in this pursuit is scalable three-dimensional structure prediction from single two-dimensional images. Existing tomographic and atom-counting approaches require either high electron doses, complex acquisition schemes, or the object in specific orientations, limiting experimental design. Here, we introduce a diffusion-based generative workflow that predicts the three-dimensional morphology of nanoscale objects directly from a single scanning/transmission electron micrograph. Applied to sub-5 nm platinum nanoparticles on ceria, it successfully predicts reasonable structures across diverse particle morphologies and imaging orientations. Combined with automated data acquisition in operando experiments, we believe techniques like this could be an essential part in relating ensemble-level structural variation and dynamics with performance, particularly fitting for heterogeneous catalysis.
Visual Geometry Grounded Transformers (VGGT) have set new benchmarks in high-fidelity 3D scene reconstruction. However, as the sequence length increases, these models suffer from catastrophic geometric forgetting and accumulation drift, primarily due to the quadratic complexity of global attention which necessitates truncated temporal windows. To overcome the resulting geometric drift, we present Mamba-VGGT, an enhanced VGGT framework capable of persistent long-range reasoning. Our key contribution is a Sliding Window Mamba (SWM) memory module that maintains an explicit external memory token across temporal windows. This module leverages selective state-space modeling to distill and propagate global geometric priors, effectively bypassing the memory constraints of traditional transformers. To integrate these long-term temporal cues without disrupting the highly optimized spatial features of the pre-trained VGGT, we propose a Zero-Init Spatial Memory Injector. Utilizing zero-convolutional layers, this injector adaptively fuses persistent memory into the patch token stream, ensuring structural stability and seamless feature alignment. Extensive experiments demonstrate that our approach significantly outperforms existing VGGT-based methods in maintaining spatial consistency and reducing trajectory accumulation errors. Our work provides a scalable, linear-complexity solution for geometry-grounded world modeling in extensive 3D environments.
With rapid development of large language models and diffusion-based content generation, world modeling has attracted increasing research attention, benefiting various downstream domains such as game engines, embodied AI, autonomous driving, etc. Through explicitly incorporating user actions into world state transition, recent literature empowers world modeling with interactivity in an action-conditioned video or 3D generation paradigm, further enhancing controllability over world evolutions and facilitating users to freely traverse, manipulate, navigate, and personalize the state evolution. In this paper, we aim to systematically review recent research trends, technical developments, evaluation benchmarks, and also propose future potential directions in interactive world modeling. Specifically, we first summarize recent efforts and trends in terms of application scenarios, world state evolution, and scene modality. Afterwards, we delve into three crucial technical challenges, including action-conditioned controllability, long-horizon interactions and memory, and action-following responsiveness for real-time interactivity. Furthermore, we also thoroughly compare existing benchmarks and metrics in four specific application fields: open-world exploration, game engine, autonomous driving, and robotics. Finally, we discuss several promising future directions in achieving next-generation interactive world modeling. The corresponding repository is publicly available at: https://github.com/liujiuming123/Awesome-Interactive-World-Model.
3D reconstruction aims to recover the dense 3D structure of a scene. It plays an essential role in various applications such as Augmented/Virtual Reality (AR/VR), autonomous driving and robotics. Leveraging multiple views of a scene captured from different viewpoints, Multi-View Stereo (MVS) algorithms synthesize a comprehensive 3D representation, enabling precise reconstruction in complex environments. Due to its efficiency and effectiveness, MVS has become a pivotal method for image-based 3D reconstruction. Recently, with the success of deep learning, many learning-based MVS methods have been proposed, achieving impressive performance against traditional methods. We categorize these learning-based methods as: depth map-based, voxel-based, NeRF-based, 3D Gaussian Splatting-based, and large feed-forward methods. Among these, we focus significantly on depth map-based methods, which are the main family of MVS due to their conciseness, flexibility and scalability. In this survey, we provide a comprehensive review of the literature at the time of this writing. We investigate these learning-based methods, summarize their performances on popular benchmarks, and discuss promising future research directions in this area.
Accurate estimation of large displacement optical flow remains a critical challenge. Existing methods typically rely on iterative local search or/and domain-specific fine-tuning, which severely limits their performance in large displacement and zero-shot generalization scenarios. To overcome this, we introduce MegaFlow, a simple yet powerful model for zero-shot large displacement optical flow. Rather than relying on highly complex, task-specific architectural designs, MegaFlow adapts powerful pre-trained vision priors to produce temporally consistent motion fields. In particular, we formulate flow estimation as a global matching problem by leveraging pre-trained global Vision Transformer features, which naturally capture large displacements. This is followed by a few lightweight iterative refinements to further improve the sub-pixel accuracy. Extensive experiments demonstrate that MegaFlow achieves state-of-the-art zero-shot performance across multiple optical flow benchmarks. Moreover, our model also delivers highly competitive zero-shot performance on long-range point tracking benchmarks, demonstrating its robust transferability and suggesting a unified paradigm for generalizable motion estimation. Our project page is at: https://kristen-z.github.io/projects/megaflow.
While Multimodal Large Language Models (MLLMs) have achieved impressive performance on semantic tasks, their spatial intelligence—crucial for robust and grounded AI systems—remains underdeveloped. Existing benchmarks fall short of diagnosing this limitation: they either focus on overly simplified qualitative reasoning or rely on domain-specific indoor data, constrained by the lack of outdoor datasets with verifiable metric ground truth. To bridge this gap, we introduce a large-scale benchmark built from pedestrian-perspective videos captured with synchronized stereo cameras, LiDAR, and IMU/GPS sensors. This dataset provides metrically precise 3D information, enabling the automatic generation of spatial reasoning questions that span a hierarchical spectrum—from qualitative relational reasoning to quantitative metric and kinematic understanding. Evaluations reveal that the performance gains observed in structured indoor benchmarks vanish in open-world settings. Further analysis using synthetic abnormal scenes and blinding tests confirms that current MLLMs depend heavily on linguistic priors instead of grounded visual reasoning. Our benchmark thus provides a principled platform for diagnosing these limitations and advancing physically grounded spatial intelligence.
Motion-controllable video generation is crucial for egocentric applications in virtual reality and embodied AI. However, existing methods often struggle to achieve 3D-consistent fine-grained hand articulation. By adopting on 2D trajectories or implicit poses, they collapse 3D geometry into spatially ambiguous signals or over rely on human-centric priors. Under severe egocentric occlusions, this causes motion inconsistencies and hallucinated artifacts, as well as preventing cross-embodiment generalization to robotic hands. To address these limitations, we propose a novel framework that generates egocentric videos from a single reference frame, leveraging sparse 3D hand joints as embodiment-agnostic control signals with clear semantic and geometric structures. We introduce an efficient control module that resolves occlusion ambiguities while fully preserving 3D information. Specifically, it extracts occlusion-aware features from the source reference frame by penalizing unreliable visual signals from hidden joints, and employs a 3D-based weighting mechanism to robustly handle dynamically occluded target joints during motion propagation. Concurrently, the module directly injects 3D geometric embeddings into the latent space to strictly enforce structural consistency. To facilitate robust training and evaluation, we develop an automated annotation pipeline that yields over one million high-quality egocentric video clips paired with precise hand trajectories. Additionally, we register humanoid kinematic and camera data to construct a cross-embodiment benchmark. Extensive experiments demonstrate that our approach significantly outperforms state-of-the-art baselines, generating high-fidelity egocentric videos with realistic interactions and exhibiting exceptional cross-embodiment generalization to robotic hands.
Metric Cross-View Geo-Localization (MCVGL) aims to estimate the 3-DoF camera pose (position and heading) by matching ground and satellite images. In this work, instead of pinhole and satellite images, we study robust MCVGL using holistic panoramas and OpenStreetMap (OSM). To this end, we establish a large-scale MCVGL benchmark dataset, CV-RHO, with over 2.7M images under different weather and lighting conditions, as well as sensor noise. Furthermore, we propose a model termed RHO with a two-branch Pin-Pan architecture for accurate visual localization. A Split-Undistort-Merge (SUM) module is introduced to address the panoramic distortion, and a Position-Orientation Fusion (POF) mechanism is designed to enhance the localization accuracy. Extensive experiments prove the value of our CV-RHO dataset and the effectiveness of the RHO model, with a significant performance gain up to 20% compared with the state-of-the-art baselines. The dataset, model, and code will be made publicly available.
3D semantic occupancy prediction requires accurate 2D-to-3D feature lifting, yet current methods restrict camera geometry to initial projections. Subsequent operations like offset learning, attention weighting, and cross-camera aggregation remain geometry-agnostic, ignoring essential physical constraints. We propose VGGT-Occ, a framework that embeds geometric tokens throughout the entire pipeline. We introduce Projection-Aware Deformable Attention (PA-DA) to inject geometry into all attention stages. PA-DA projects 3D offsets back to image planes and leverages the projection Jacobian as an additive bias to suppress unreliable observations. Features are then integrated through a view-quality semantic gate for cross-view consistency. To optimize both efficiency and performance, we employ a sequential coarse-to-fine decoder with gated fusion, where low-resolution features are refined into higher resolutions, allocating computation by information density while substantially reducing decoder cost. Extensive evaluations demonstrate the effectiveness and accuracy of our approach. On SurroundOcc-nuScenes, VGGT-Occ achieves 33.00% IoU and 21.08% mIoU (T=1), and 33.64% IoU and 21.43% mIoU with T=2 inference, outperforming existing methods, with only ∼41M trainable parameters in the occupancy head. Code will be released publicly.
Gaussian splatting and single-view depth estimation are typically studied in isolation. In this paper, we present DepthSplat to connect Gaussian splatting and depth estimation and study their interactions. More specifically, we first contribute a robust multi-view depth model by leveraging pre-trained monocular depth features, leading to high-quality feed-forward 3D Gaussian splatting reconstructions. We also show that Gaussian splatting can serve as an unsupervised pre-training objective for learning powerful depth models from large-scale multi-view posed datasets. We validate the synergy between Gaussian splatting and depth estimation through extensive ablation and cross-task transfer experiments. Our DepthSplat achieves state-of-the-art performance on ScanNet, RealEstate10K and DL3DV datasets in terms of both depth estimation and novel view synthesis, demonstrating the mutual benefits of connecting both tasks. In addition, DepthSplat enables feed-forward reconstruction from 12 input views (512x960 resolutions) in 0.6 seconds.
We introduce the task of predicting functional 3D scene graphs for real-world indoor environments from posed RGB-D images. Unlike traditional 3D scene graphs that focus on spatial relationships of objects, functional 3D scene graphs capture objects, interactive elements, and their functional relationships. Due to the lack of training data, we leverage foundation models, including visual language models (VLMs) and large language models (LLMs), to encode functional knowledge. We evaluate our approach on an extended SceneFun3D dataset and a newly collected dataset, FunGraph3D, both annotated with functional 3D scene graphs. Our method significantly outperforms adapted baselines, including Open3DSG and ConceptGraph, demonstrating its effectiveness in modeling complex scene functionalities. We also demonstrate downstream applications such as 3D question answering and robotic manipulation using functional 3D scene graphs. See our project page at https://openfungraph.github.io
To reconstruct the 3D geometry from calibrated images, learning-based multi-view stereo (MVS) methods typically perform multi-view depth estimation and then fuse depth maps into a mesh or point cloud. To improve the computational efficiency, many methods initialize a coarse depth map and then gradually refine it in higher resolutions. Recently, diffusion models achieve great success in generation tasks. Starting from a random noise, diffusion models gradually recover the sample with an iterative denoising process. In this paper, we propose a novel MVS framework, which introduces diffusion models in MVS. Specifically, we formulate depth refinement as a conditional diffusion process. Considering the discriminative characteristic of depth estimation, we design a condition encoder to guide the diffusion process. To improve efficiency, we propose a novel diffusion network combining lightweight 2D U-Net and convolutional GRU. Moreover, we propose a novel confidence-based sampling strategy to adaptively sample depth hypotheses based on the confidence estimated by diffusion model. Based on our novel MVS framework, we propose two novel MVS methods, DiffMVS and CasDiffMVS. DiffMVS achieves competitive performance with state-of-the-art efficiency in run-time and GPU memory. CasDiffMVS achieves state-of-the-art performance on DTU, Tanks & Temples and ETH3D.
Learning-based visual localization methods that use scene coordinate regression (SCR) offer the advantage of smaller map sizes. However, on datasets with complex illumination changes or image-level ambiguities, it remains a less robust alternative to feature matching methods. This work aims to close the gap. We introduce a covisibility graph-based global encoding learning and data augmentation strategy, along with a depth-adjusted reprojection loss to facilitate implicit triangulation. Additionally, we revisit the network architecture and local feature extraction module. Our method achieves state-of-the-art on challenging large-scale datasets without relying on network ensembles or 3D supervision. On Aachen Day-Night, we are 10x more accurate than previous SCR methods with similar map sizes and require at least 5x smaller map sizes than any other SCR method while still delivering superior accuracy. Code is available at: https://github.com/cvg/scrstudio.
Scene graphs capture complex relationships among objects, serving as strong priors for content generation and manipulation. Yet, reasonably manipulating scene graphs – whether by adding nodes or modifying edges – remains a challenging and untouched task. Tasks such as adding a node to the graph or reasoning about a node's relationships with all others are computationally intractable, as even a single edge modification can trigger conflicts due to the intricate interdependencies within the graph. To address these challenges, we introduce SG-Tailor, an autoregressive model that predicts the conflict-free relationship between any two nodes. SG-Tailor not only infers inter-object relationships, including generating commonsense edges for newly added nodes but also resolves conflicts arising from edge modifications to produce coherent, manipulated graphs for downstream tasks. For node addition, the model queries the target node and other nodes from the graph to predict the appropriate relationships. For edge modification, SG-Tailor employs a Cut-And-Stitch strategy to solve the conflicts and globally adjust the graph. Extensive experiments demonstrate that SG-Tailor outperforms competing methods by a large margin and can be seamlessly integrated as a plug-in module for scene generation and robotic manipulation tasks.
Scene coordinate regression (SCR) methods are a family of visual localization methods that directly regress 2D-3D matches for camera pose estimation. They are effective in small-scale scenes but face significant challenges in large-scale scenes that are further amplified in the absence of ground truth 3D point clouds for supervision. Here, the model can only rely on reprojection constraints and needs to implicitly triangulate the points. The challenges stem from a fundamental dilemma: The network has to be invariant to observations of the same landmark at different viewpoints and lighting conditions, etc., but at the same time discriminate unrelated but similar observations. The latter becomes more relevant and severe in larger scenes. In this work, we tackle this problem by introducing the concept of co-visibility to the network. We propose GLACE, which integrates pre-trained global and local encodings and enables SCR to scale to large scenes with only a single small-sized network. Specifically, we propose a novel feature diffusion technique that implicitly groups the reprojection constraints with co-visibility and avoids overfitting to trivial solutions. Additionally, our position decoder parameterizes the output positions for large-scale scenes more effectively. Without using 3D models or depth maps for supervision, our method achieves state-of-the-art results on large-scale scenes with a low-map-size model. On Cambridge landmarks, with a single model, we achieve 17% lower median position error than Poker, the ensemble variant of the state-of-the-art SCR method ACE. Code is avail-able at: https://github.com/cvg/glace.
An overarching goal for computer-aided perception systems is the holistic understanding of the human-centric 3D world, including faithful reconstructions of humans, scenes, and their global spatial relationships. While recent progress in monocular 3D reconstruction has been made for footage of either humans or scenes alone, the joint reconstruction of both humans and scenes, along with their global spatial information, remains an unsolved challenge. To address this, we introduce a novel and unified framework that simultaneously achieves temporally and spatially coherent 3D reconstruction of static scenes with dynamic humans from monocular RGB videos. Specifically, we parameterize temporally consistent canonical human models and static scene representations using two neural fields in a shared 3D space. Additionally, we develop a global optimization framework that considers physical constraints imposed by potential human-scene interpenetration and occlusion. Compared to separate reconstructions, our framework enables detailed and holistic geometry reconstructions of both humans and scenes. Furthermore, we introduce a synthetic dataset for quantitative evaluations. Extensive experiments and ablation studies on both real-world and synthetic videos demonstrate the efficacy of our framework in monocular human-scene reconstruction. Code and data are publicly available on our project page.
Neural 3D scene representations have shown great potential for 3D reconstruction from 2D images. However, reconstructing real-world captures of complex scenes still remains a challenge. Existing generic 3D reconstruction methods often struggle to represent fine geometric details and do not adequately model reflective surfaces of large-scale scenes. Techniques that explicitly focus on reflective surfaces can model complex and detailed reflections by exploiting better reflection parameterizations. However, we observe that these methods are often not robust in real scenarios where non-reflective as well as reflective components are present. In this work, we propose UniSDF, a general purpose 3D reconstruction method that can reconstruct large complex scenes with reflections. We investigate both camera view as well as reflected view-based color parameterization techniques and find that explicitly blending these representations in 3D space enables reconstruction of surfaces that are more geometrically accurate, especially for reflective surfaces. We further combine this representation with a multi-resolution grid backbone that is trained in a coarse-to-fine manner, enabling faster reconstructions than prior methods. Extensive experiments on object-level datasets DTU, Shiny Blender as well as unbounded datasets Mip-NeRF 360 and Ref-NeRF real demonstrate that our method is able to robustly reconstruct complex large-scale scenes with fine details and reflective surfaces, leading to the best overall performance. Project page: https://fangjinhuawang.github.io/UniSDF.
The success of the Neural Radiance Fields (NeRF) in novel view synthesis has inspired researchers to propose neural implicit scene reconstruction. However, most existing neural implicit reconstruction methods optimize perscene parameters and therefore lack generalizability to new scenes. We introduce VolRecon, a novel generalizable implicit reconstruction method with Signed Ray Distance Function (SRDF). To reconstruct the scene with fine details and little noise, VolRecon combines projection features aggregated from multi-view features, and volume features interpolated from a coarse global feature volume. Using a ray transformer, we compute SRDF values of sampled points on a ray and then render color and depth. On DTU dataset, VolRecon outperforms SparseNeuS by about 30% in sparse view reconstruction and achieves comparable accuracy as MVSNet in full view reconstruction. Furthermore, our approach exhibits good generalization performance on the large-scale ETH3D benchmark. Code is available at https://github.com/IVRL/VolRecon/.
We present a multi-sensor system for consistent 3D hand pose tracking and modeling that leverages the advantages of both wearable and optical sensors. Specifically, we employ a stretch-sensing soft glove and three IMUs in combination with an RGB-D camera. Different sensor modalities are fused based on the availability and confidence estimation, enabling seamless hand tracking in challenging environments with partial or even complete occlusion. To maximize the accuracy while maintaining high ease-of-use, we propose an automated user calibration that uses the RGB-D camera data to refine both the glove mapping model and the multi-IMU system parameters. Extensive experiments show that our setup outperforms the wearable-only approaches when the hand is in the field-of-view and outplays the camera-only methods when the hand is occluded.