Abstract:Forecasting from partial observations is central to world modeling. Many recent methods represent the world through images, and reduce forecasting to stochastic video generation. Although such methods excel at realism and visual fidelity, predicting pixels is computationally intensive and not directly useful in many applications, as it requires translating RGB into signals useful for decision making. An alternative approach uses features from vision foundation models (VFMs) as world representations, performing deterministic regression to predict future world states. These features can be directly translated into actionable signals such as semantic segmentation and depth, while remaining computationally efficient. However, deterministic regression averages over multiple plausible futures, undermining forecast accuracy by failing to capture uncertainty. To address this crucial limitation, we introduce a generative forecaster that performs autoregressive flow matching in VFM feature space. Our key insight is that generative modeling in this space requires encoding VFM features into a compact latent space suitable for diffusion. We show that this latent space preserves information more effectively than previously used PCA-based alternatives, both for forecasting and other applications, such as image generation. Our latent predictions can be easily decoded into multiple useful and interpretable output modalities: semantic segmentation, depth, surface normals, and even RGB. With matched architecture and compute, our method produces sharper and more accurate predictions than regression across all modalities. Our results suggest that stochastic conditional generation of VFM features offers a promising and scalable foundation for future world models.
Abstract:We present Particulate, a feed-forward approach that, given a single static 3D mesh of an everyday object, directly infers all attributes of the underlying articulated structure, including its 3D parts, kinematic structure, and motion constraints. At its core is a transformer network, Part Articulation Transformer, which processes a point cloud of the input mesh using a flexible and scalable architecture to predict all the aforementioned attributes with native multi-joint support. We train the network end-to-end on a diverse collection of articulated 3D assets from public datasets. During inference, Particulate lifts the network's feed-forward prediction to the input mesh, yielding a fully articulated 3D model in seconds, much faster than prior approaches that require per-object optimization. Particulate can also accurately infer the articulated structure of AI-generated 3D assets, enabling full-fledged extraction of articulated 3D objects from a single (real or synthetic) image when combined with an off-the-shelf image-to-3D generator. We further introduce a new challenging benchmark for 3D articulation estimation curated from high-quality public 3D assets, and redesign the evaluation protocol to be more consistent with human preferences. Quantitative and qualitative results show that Particulate significantly outperforms state-of-the-art approaches.
Abstract:Self-supervised learning holds the promise of eliminating the need for manual data annotation, enabling models to scale effortlessly to massive datasets and larger architectures. By not being tailored to specific tasks or domains, this training paradigm has the potential to learn visual representations from diverse sources, ranging from natural to aerial images -- using a single algorithm. This technical report introduces DINOv3, a major milestone toward realizing this vision by leveraging simple yet effective strategies. First, we leverage the benefit of scaling both dataset and model size by careful data preparation, design, and optimization. Second, we introduce a new method called Gram anchoring, which effectively addresses the known yet unsolved issue of dense feature maps degrading during long training schedules. Finally, we apply post-hoc strategies that further enhance our models' flexibility with respect to resolution, model size, and alignment with text. As a result, we present a versatile vision foundation model that outperforms the specialized state of the art across a broad range of settings, without fine-tuning. DINOv3 produces high-quality dense features that achieve outstanding performance on various vision tasks, significantly surpassing previous self- and weakly-supervised foundation models. We also share the DINOv3 suite of vision models, designed to advance the state of the art on a wide spectrum of tasks and data by providing scalable solutions for diverse resource constraints and deployment scenarios.




Abstract:We introduce AutoPartGen, a model that generates objects composed of 3D parts in an autoregressive manner. This model can take as input an image of an object, 2D masks of the object's parts, or an existing 3D object, and generate a corresponding compositional 3D reconstruction. Our approach builds upon 3DShape2VecSet, a recent latent 3D representation with powerful geometric expressiveness. We observe that this latent space exhibits strong compositional properties, making it particularly well-suited for part-based generation tasks. Specifically, AutoPartGen generates object parts autoregressively, predicting one part at a time while conditioning on previously generated parts and additional inputs, such as 2D images, masks, or 3D objects. This process continues until the model decides that all parts have been generated, thus determining automatically the type and number of parts. The resulting parts can be seamlessly assembled into coherent objects or scenes without requiring additional optimization. We evaluate both the overall 3D generation capabilities and the part-level generation quality of AutoPartGen, demonstrating that it achieves state-of-the-art performance in 3D part generation.
Abstract:We propose a novel memory mechanism to build video generators that can explore environments interactively. Similar results have previously been achieved by out-painting 2D views of the scene while incrementally reconstructing its 3D geometry, which quickly accumulates errors, or by video generators with a short context window, which struggle to maintain scene coherence over the long term. To address these limitations, we introduce Surfel-Indexed View Memory (VMem), a mechanism that remembers past views by indexing them geometrically based on the 3D surface elements (surfels) they have observed. VMem enables the efficient retrieval of the most relevant past views when generating new ones. By focusing only on these relevant views, our method produces consistent explorations of imagined environments at a fraction of the computational cost of using all past views as context. We evaluate our approach on challenging long-term scene synthesis benchmarks and demonstrate superior performance compared to existing methods in maintaining scene coherence and camera control.
Abstract:Computer vision is largely based on 2D techniques, with 3D vision still relegated to a relatively narrow subset of applications. However, by building on recent advances in 3D models such as neural radiance fields, some authors have shown that 3D techniques can at last improve outputs extracted from independent 2D views, by fusing them into 3D and denoising them. This is particularly helpful in egocentric videos, where the camera motion is significant, but only under the assumption that the scene itself is static. In fact, as shown in the recent analysis conducted by EPIC Fields, 3D techniques are ineffective when it comes to studying dynamic phenomena, and, in particular, when segmenting moving objects. In this paper, we look into this issue in more detail. First, we propose to improve dynamic segmentation in 3D by fusing motion segmentation predictions from a 2D-based model into layered radiance fields (Layered Motion Fusion). However, the high complexity of long, dynamic videos makes it challenging to capture the underlying geometric structure, and, as a result, hinders the fusion of motion cues into the (incomplete) scene geometry. We address this issue through test-time refinement, which helps the model to focus on specific frames, thereby reducing the data complexity. This results in a synergy between motion fusion and the refinement, and in turn leads to segmentation predictions of the 3D model that surpass the 2D baseline by a large margin. This demonstrates that 3D techniques can enhance 2D analysis even for dynamic phenomena in a challenging and realistic setting.




Abstract:The field of computer graphics was revolutionized by models such as Neural Radiance Fields and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves higher visual fidelity, faster convergence, and increased rendering throughput. On the Mip-NeRF360 dataset, our method outperforms concurrent non-volumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient: for the \textit{Garden} scene, we achieve over 2,400 FPS at 1280x720 resolution using an off-the-shelf mesh renderer. These results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
Abstract:Traditional SLAM systems, which rely on bundle adjustment, struggle with highly dynamic scenes commonly found in casual videos. Such videos entangle the motion of dynamic elements, undermining the assumption of static environments required by traditional systems. Existing techniques either filter out dynamic elements or model their motion independently. However, the former often results in incomplete reconstructions, whereas the latter can lead to inconsistent motion estimates. Taking a novel approach, this work leverages a 3D point tracker to separate the camera-induced motion from the observed motion of dynamic objects. By considering only the camera-induced component, bundle adjustment can operate reliably on all scene elements as a result. We further ensure depth consistency across video frames with lightweight post-processing based on scale maps. Our framework combines the core of traditional SLAM -- bundle adjustment -- with a robust learning-based 3D tracker front-end. Integrating motion decomposition, bundle adjustment and depth refinement, our unified framework, BA-Track, accurately tracks the camera motion and produces temporally coherent and scale-consistent dense reconstructions, accommodating both static and dynamic elements. Our experiments on challenging datasets reveal significant improvements in camera pose estimation and 3D reconstruction accuracy.
Abstract:We introduce Geo4D, a method to repurpose video diffusion models for monocular 3D reconstruction of dynamic scenes. By leveraging the strong dynamic prior captured by such video models, Geo4D can be trained using only synthetic data while generalizing well to real data in a zero-shot manner. Geo4D predicts several complementary geometric modalities, namely point, depth, and ray maps. It uses a new multi-modal alignment algorithm to align and fuse these modalities, as well as multiple sliding windows, at inference time, thus obtaining robust and accurate 4D reconstruction of long videos. Extensive experiments across multiple benchmarks show that Geo4D significantly surpasses state-of-the-art video depth estimation methods, including recent methods such as MonST3R, which are also designed to handle dynamic scenes.
Abstract:Most 3D object generators focus on aesthetic quality, often neglecting physical constraints necessary in applications. One such constraint is that the 3D object should be self-supporting, i.e., remains balanced under gravity. Prior approaches to generating stable 3D objects used differentiable physics simulators to optimize geometry at test-time, which is slow, unstable, and prone to local optima. Inspired by the literature on aligning generative models to external feedback, we propose Direct Simulation Optimization (DSO), a framework to use the feedback from a (non-differentiable) simulator to increase the likelihood that the 3D generator outputs stable 3D objects directly. We construct a dataset of 3D objects labeled with a stability score obtained from the physics simulator. We can then fine-tune the 3D generator using the stability score as the alignment metric, via direct preference optimization (DPO) or direct reward optimization (DRO), a novel objective, which we introduce, to align diffusion models without requiring pairwise preferences. Our experiments show that the fine-tuned feed-forward generator, using either DPO or DRO objective, is much faster and more likely to produce stable objects than test-time optimization. Notably, the DSO framework works even without any ground-truth 3D objects for training, allowing the 3D generator to self-improve by automatically collecting simulation feedback on its own outputs.