Abstract:We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.
Abstract:Generating explorable 3D scenes from a single image requires strong generative priors and accurate geometric representations suitable for downstream use. Current video diffusion models offer high-quality generation and implicitly encode multi-view geometric structure in latent space. However, existing feedforward latent scene decoders typically output volumetric 3D Gaussians that lack a well-defined surface, limiting their use in simulation or standard graphics pipelines. This motivates decoding surface-aligned primitives that are not only renderable but also closer to explicit geometric assets. We ask whether compressed video diffusion latents can be mapped directly to explicit surface primitives in a single pass. To this end, we introduce FLAT and, for the first time, show that triangle splats can be decoded directly from video diffusion latents. Compared with decoding 3D Gaussians, predicting flat primitives is notoriously more challenging due to high sensitivity to primitive orientations, oftentimes leading to poor gradient flow. FLAT solves with two key ingredients: a ray-centered rotation parameterization for triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering. On standard benchmarks, FLAT achieves significantly better geometric accuracy while maintaining competitive visual quality compared to state-of-the-art feedforward baselines. We further show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation that supports real-time rendering. By evaluating 3DGS, 2DGS, and triangle splatting variants under an identical training setup, we provide the first systematic analysis of representation tradeoffs in feedforward scene generation. The project page is available at https://flat-splat.github.io
Abstract:Diffusion transformers have demonstrated remarkable generative capabilities, yet the rich perceptual representations computed across their denoising trajectory are discarded once the content is rendered. We present MMDiff, a framework that transforms a frozen diffusion transformer into a multi-modal generative system that jointly produces images alongside any combination of dense perceptual modalities using lightweight decoder heads. Our central finding is that perceptual information is temporally distributed along the denoising trajectory, and that multi-timestep feature fusion with spatially varying aggregation weights is essential, improving semantic segmentation results by up to 28.7% mIoU over single-timestep extraction. We further adopt concept-driven attention extraction for interpretable spatial guidance, and show that frozen diffusion features are competitive with and complementary to state-of-the-art encoders such as DINOv3. By training only lightweight decoder heads on a frozen backbone, we achieve strong performance in semantic segmentation, salient object detection, and depth estimation, and demonstrate that this framework enables effective synthetic data generation at scale.
Abstract:Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.
Abstract:Video panoptic segmentation (VPS) aims to jointly detect, segment, and track all objects while partitioning the video into semantically consistent regions. We introduce the task setting of unsupervised VPS, omitting any human supervision. Existing unsupervised scene understanding works mainly focused on image segmentation tasks; the video domain remains underexplored. We propose VideoCUPS, the first unsupervised VPS approach. VideoCUPS generates temporally consistent panoptic video pseudo-labels from scene-centric videos by exploiting unsupervised depth, motion, and visual cues. Training on these pseudo-labels using a novel Video DropLoss yields an accurate, unsupervised VPS model. To benchmark progress, we introduce a comprehensive evaluation protocol and four competitive baselines, extending state-of-the-art unsupervised panoptic image and instance video segmentation models to VPS. VideoCUPS outperforms all baselines and demonstrates strong label-efficient learning. With VideoCUPS, our evaluation protocol, and baselines, we provide a strong foundation for future research on unsupervised VPS.
Abstract:Recent feed-forward reconstruction models, such as VGGT, have proven competitive with traditional optimization-based reconstructors while also providing geometry-aware features useful for other tasks. Here, we show that the quality of these models scales predictably with model and data size. We do so by introducing VGGT-$Ω$, which substantially improves reconstruction accuracy, efficiency, and capabilities for both static and dynamic scenes. To enable training this model at an unprecedented scale, we introduce architectural changes that improve training efficiency, a high-quality data annotation pipeline that supports dynamic scenes, and a self-supervised learning protocol. We simplify VGGT's architecture by using a single dense prediction head with multi-task supervision and removing the expensive high-resolution convolutional layers. We also use registers to aggregate scene information into a compact representation and introduce register attention, which restricts inter-frame information exchange to these registers, in part replacing global attention. In this way, during training, VGGT-$Ω$ uses only about 30% of the GPU memory of its predecessor, allowing us to train with 15x more supervised data than prior work and to leverage vast amounts of unlabeled video data. VGGT-$Ω$ achieves strong results for reconstruction of static and dynamic scenes across multiple benchmarks, for example, improving over the previous best camera estimation accuracy on Sintel by 77%. We also show that the learned registers can improve vision-language-action models and support alignment with language, suggesting that reconstruction can be a powerful and scalable proxy task for spatial understanding. Project Page: http://vggt-omega.github.io/
Abstract:A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.
Abstract:Video is a rich and scalable source of 3D/4D visual observations, and camera control is a key capability for video generation models to produce geometrically meaningful content. Existing approaches typically learn a mapping from camera motion to video using additional camera modules and paired data. However, such datasets are often limited in scale, diversity, and scene dynamics, which can bias the model toward a narrow output distribution and compromise the strong prior learned by the base model. These limitations motivate a different perspective on camera control. In this paper, we show that camera control need not be modeled as an implicit mapping problem, but can instead be treated as a form of geometric guidance that induces displacements across frames. Specifically, we reformulate camera control into a set of displacement fields and apply them via differentiable resampling of latent features during denoising. Our simple approach achieves effective camera control with minimal degradation across diverse quality metrics compared to fine-tuned baselines. Since our method is applicable to most video diffusion models without training, it can also serve as a probe to study the camera control capabilities of base models. Using this probe, we identify universal biases shared by representative video models, as well as disparities in their responses to camera control. Finally, we benchmark their performance in multi-view generation, offering insights into their potential for 3D/4D tasks.
Abstract:Dense 3D reconstruction and tracking of dynamic scenes from monocular video remains an important open challenge in computer vision. Progress in this area has been constrained by the scarcity of high-quality datasets with dense, complete, and accurate geometric annotations. To address this limitation, we introduce Syn4D, a multiview synthetic dataset of dynamic scenes that includes ground-truth camera motion, depth maps, dense tracking, and parametric human pose annotations. A key feature of Syn4D is the ability to unproject any pixel into 3D to any time and to any camera. We conduct extensive evaluations across multiple downstream tasks to demonstrate the utility and effectiveness of the proposed dataset, including 4D scene reconstruction, 3D point tracking, geometry-aware camera retargeting, and human pose estimation. The experimental results highlight Syn4D's potential to facilitate research in dynamic scene understanding and spatiotemporal modeling.
Abstract:The convergence of 3D geometric perception and video synthesis has created an unprecedented demand for large-scale video data that is rich in both semantic and spatio-temporal information. While existing datasets have advanced either 3D understanding or video generation, a significant gap remains in providing a unified resource that supports both domains at scale. To bridge this chasm, we introduce SceneScribe-1M, a new large-scale, multi-modal video dataset. It comprises one million in-the-wild videos, each meticulously annotated with detailed textual descriptions, precise camera parameters, dense depth maps, and consistent 3D point tracks. We demonstrate the versatility and value of SceneScribe-1M by establishing benchmarks across a wide array of downstream tasks, including monocular depth estimation, scene reconstruction, and dynamic point tracking, as well as generative tasks such as text-to-video synthesis, with or without camera control. By open-sourcing SceneScribe-1M, we aim to provide a comprehensive benchmark and a catalyst for research, fostering the development of models that can both perceive the dynamic 3D world and generate controllable, realistic video content.