Abstract:Long-sequence streaming 3D reconstruction remains a significant open challenge. Existing autoregressive models often fail when processing long sequences. They typically anchor poses to the first frame, which leads to attention decay, scale drift, and extrapolation errors. We introduce LongStream, a novel gauge-decoupled streaming visual geometry model for metric-scale scene reconstruction across thousands of frames. Our approach is threefold. First, we discard the first-frame anchor and predict keyframe-relative poses. This reformulates long-range extrapolation into a constant-difficulty local task. Second, we introduce orthogonal scale learning. This method fully disentangles geometry from scale estimation to suppress drift. Finally, we solve Transformer cache issues such as attention-sink reliance and long-term KV-cache contamination. We propose cache-consistent training combined with periodic cache refresh. This approach suppresses attention degradation over ultra-long sequences and reduces the gap between training and inference. Experiments show LongStream achieves state-of-the-art performance. It delivers stable, metric-scale reconstruction over kilometer-scale sequences at 18 FPS. Project Page: https://3dagentworld.github.io/longstream/




Abstract:This paper investigates an open research challenge of reconstructing high-quality, large 3D open scenes from images. It is observed existing methods have various limitations, such as requiring precise camera poses for input and dense viewpoints for supervision. To perform effective and efficient 3D scene reconstruction, we propose a novel graph-guided 3D scene reconstruction framework, GraphGS. Specifically, given a set of images captured by RGB cameras on a scene, we first design a spatial prior-based scene structure estimation method. This is then used to create a camera graph that includes information about the camera topology. Further, we propose to apply the graph-guided multi-view consistency constraint and adaptive sampling strategy to the 3D Gaussian Splatting optimization process. This greatly alleviates the issue of Gaussian points overfitting to specific sparse viewpoints and expedites the 3D reconstruction process. We demonstrate GraphGS achieves high-fidelity 3D reconstruction from images, which presents state-of-the-art performance through quantitative and qualitative evaluation across multiple datasets. Project Page: https://3dagentworld.github.io/graphgs.




Abstract:3D Gaussian Splatting (3DGS) has become a popular solution in SLAM, as it can produce high-fidelity novel views. However, previous GS-based methods primarily target indoor scenes and rely on RGB-D sensors or pre-trained depth estimation models, hence underperforming in outdoor scenarios. To address this issue, we propose a RGB-only gaussian splatting SLAM method for unbounded outdoor scenes--OpenGS-SLAM. Technically, we first employ a pointmap regression network to generate consistent pointmaps between frames for pose estimation. Compared to commonly used depth maps, pointmaps include spatial relationships and scene geometry across multiple views, enabling robust camera pose estimation. Then, we propose integrating the estimated camera poses with 3DGS rendering as an end-to-end differentiable pipeline. Our method achieves simultaneous optimization of camera poses and 3DGS scene parameters, significantly enhancing system tracking accuracy. Specifically, we also design an adaptive scale mapper for the pointmap regression network, which provides more accurate pointmap mapping to the 3DGS map representation. Our experiments on the Waymo dataset demonstrate that OpenGS-SLAM reduces tracking error to 9.8\% of previous 3DGS methods, and achieves state-of-the-art results in novel view synthesis. Project Page: https://3dagentworld.github.io/opengs-slam/




Abstract:In this paper we present a novel method for efficient and effective 3D surface reconstruction in open scenes. Existing Neural Radiance Fields (NeRF) based works typically require extensive training and rendering time due to the adopted implicit representations. In contrast, 3D Gaussian splatting (3DGS) uses an explicit and discrete representation, hence the reconstructed surface is built by the huge number of Gaussian primitives, which leads to excessive memory consumption and rough surface details in sparse Gaussian areas. To address these issues, we propose Gaussian Voxel Kernel Functions (GVKF), which establish a continuous scene representation based on discrete 3DGS through kernel regression. The GVKF integrates fast 3DGS rasterization and highly effective scene implicit representations, achieving high-fidelity open scene surface reconstruction. Experiments on challenging scene datasets demonstrate the efficiency and effectiveness of our proposed GVKF, featuring with high reconstruction quality, real-time rendering speed, significant savings in storage and training memory consumption.




Abstract:In recent years, reinforcement learning and imitation learning have shown great potential for controlling humanoid robots' motion. However, these methods typically create simulation environments and rewards for specific tasks, resulting in the requirements of multiple policies and limited capabilities for tackling complex and unknown tasks. To overcome these issues, we present a novel approach that combines adversarial imitation learning with large language models (LLMs). This innovative method enables the agent to learn reusable skills with a single policy and solve zero-shot tasks under the guidance of LLMs. In particular, we utilize the LLM as a strategic planner for applying previously learned skills to novel tasks through the comprehension of task-specific prompts. This empowers the robot to perform the specified actions in a sequence. To improve our model, we incorporate codebook-based vector quantization, allowing the agent to generate suitable actions in response to unseen textual commands from LLMs. Furthermore, we design general reward functions that consider the distinct motion features of humanoid robots, ensuring the agent imitates the motion data while maintaining goal orientation without additional guiding direction approaches or policies. To the best of our knowledge, this is the first framework that controls humanoid robots using a single learning policy network and LLM as a planner. Extensive experiments demonstrate that our method exhibits efficient and adaptive ability in complicated motion tasks.