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:Forecasting the evolution of dynamic environments is crucial for autonomous agents. While generative world models have recently achieved high photorealism in 2D video synthesis by mixing ego-motion and environmental dynamics within the image plane, they exhibit physical inconsistencies, such as morphing or vanishing objects, especially over long time horizons. In this paper, we propose FR3D, a world model that predicts a persistent 3D latent representation for future dynamic 3D reconstruction. Unlike prior works that treat the world as a sequence of image-based features, FR3D explicitly decouples the 3D evolution of the scene from the agent's trajectory, treating the inferred ego-motion as a latent proxy for action. This disentanglement resolves the ambiguities between self-motion and world-motion, ensuring geometric consistency into the future. Furthermore, we introduce a teacher-student distillation strategy that leverages the spatial "common sense" of off-the-shelf foundation models, leading to robust zero-shot generalization. Extensive experiments demonstrate FR3D's strong performance for future dynamic 3D reconstruction from monocular observations across multiple datasets, even 2 seconds into the future. Project page: https://fr3d-wm.github.io.
Abstract:3D Scene Graphs (3DSGs) have emerged as a powerful representation for spatial AI by combining geometric grounding with semantic and relational abstractions of the environment. Their expressiveness has made them relevant to a broad range of problems in robotics and computer vision, including manipulation, navigation, task planning, scene understanding, and many others. However, the field remains fragmented: different communities adopt distinct formulations, construction pipelines, and evaluation protocols, making it difficult to compare methods, identify common assumptions, and assess remaining challenges for robust real-world deployment. This survey provides a unified and critical review of 3DSGs, with particular emphasis on open challenges and future directions. We first formalize 3DSGs under a common definition and analyze the principal modeling choices that characterize existing formulations, including node and edge attributes, hierarchical structure, dynamic scene representations, and affordance-aware extensions. We then review how 3DSGs are built from raw sensory observations, discussing the most common terminologies, conventions, and techniques. Finally, we examine downstream applications and evaluation strategies, from intrinsic graph quality to task-level performance. To support the community, we also provide a dedicated website that organizes and extends the surveyed content, accessible at https://3dscenegraphs.com/.
Abstract:Current Large Reasoning Models (LRMs) exhibit remarkable general capabilities but significantly underperform in spatial reasoning tasks. Existing approaches treat this gap as a knowledge deficit, relying on supervised fine-tuning (SFT) to ingest labeled spatial data from external vision sources or synthetic engines. In contrast, we argue that for many tasks, spatial reasoning capabilities are already present in pre-trained LRMs but require alignment through logical coherence under geometric 2D and 3D constraints. In this work, we propose a self-supervised reinforcement learning (RL) framework that targets the internal reasoning process without requiring ground-truth annotations. By formalizing the notion of consistency verifiers -- reward functions that check for geometric and semantic consistency under transformations -- we demonstrate that models can improve their spatial reasoning abilities. We use both image transformations, like flipping, and textual transformations, like swapping the order of objects in the question, and propose a new optimal transport-based RL strategy, OT-GRPO, which is a minimal-matching variant of group relative policy optimization tailored to pairwise verifiers. We show that this label-free consistency training approaches the accuracy of models trained with ground-truth supervision and achieves similar generalization across diverse tasks and data domains.
Abstract:We address 4D reconstruction from partial point cloud sequences, where depth-sensor observations are incomplete, unordered, and lack explicit temporal correspondences. This geometry-only setting is challenging due to missing observations and ambiguous dynamics. While recent progress has largely relied on image-based methods, existing point-based approaches typically focus on single objects, assume relatively complete inputs, or require explicit correspondences. To address these limitations, we propose DynaTok, a point-based framework for correspondence-free 4D reconstruction from partial point cloud sequences without images. DynaTok encodes frames into compact latent tokens, aggregates incomplete observations over time with a Transformer-based spatiotemporal encoder, and decouples geometry and motion through residual tokens in a unified model. A flow-matching decoder then reconstructs complete, temporally consistent 4D point-cloud sequences conditioned on the latent tokens. Experiments on object- and scene-level benchmarks demonstrate improved reconstruction quality and temporal coherence from partial point cloud observations. Project page: https://wrchen530.github.io/dynatok/.
Abstract:Visual localization in complex indoor environments remains a critical challenge for robotics and AR applications. Sequential localization, where pose estimates are refined over time, is important for autonomous agents. However, traditional methods often require storing extensive image databases or point clouds, leading to significant overhead. This paper introduces a novel, lightweight approach to sequential visual localization using 3D scene graphs. Our method represents the environment with a compact scene graph, where nodes represent objects (with coarse meshes) and edges encode spatial relationships. For each image in the localization phase, we extract per-patch semantic features, predicting object identities. Localization is performed within a particle filter framework. Each particle, representing a camera pose, projects the coarse object meshes from the scene graph into the image, assigning object identities to patches based on visibility. The similarity of the per-patch features, in the input image, and object features from the scene graph determines the weight of a particle. Subsequent images are incorporated sequentially, refining the pose estimate. By leveraging a compact scene graph and efficient semantic matching, our method significantly reduces storage while maintaining performance on real-world datasets. The code will be available at https://github.com/DmblnNicole/sg2loc.
Abstract:Large Vision-Language Models (LVLMs) map visual inputs into dense token sequences, imposing a quadratic computational bottleneck for inference. Elastic visual-token compression addresses this by training a single model that can run at multiple visual-token budgets. However, existing approaches struggle under aggressive compression. Spatial-only compression, as in nested pooling, behaves as an imperfect low-pass filter and induces spectral aliasing that obscures fine-grained detail. Query-only compression, as in nested query resampling, replaces explicit grid-aligned tokens with non-local summaries and substantially degrades spatial grounding. To resolve this representational conflict, we introduce PARCEL (Pool-Anchored Resampling with Conditioned Elastic Queries for Efficient Vision-Language Understanding), a visual tokenization architecture that dynamically partitions the labor of feature extraction. PARCEL establishes spatial pool tokens as low-frequency layout anchors and conditions elastic query tokens on these anchors through Pool-Conditioned Query Resampling. This encourages query tokens to focus on complementary visual features rather than redundant spatial mapping. Extensive evaluations across 27 benchmarks show that PARCEL improves the performance-efficiency Pareto frontier, consistently outperforming existing matryoshka baselines across visual-token budgets while preserving the "train once, deploy anywhere" paradigm.
Abstract:Self-supervised depth estimation from monocular sequences relies on the joint learning of a depth and a pose network. Despite abundant research done to improve the depth network, efforts on the pose remain limited. In this context, even when depth is estimated up to scale, we highlight the importance of the alignment between the scene scales estimated by the pose and depth nets. Then, we introduce SA4Depth, an approach to improve this alignment and boost the depth predictions while keeping the inference time unchanged. Our proposed method uses the depth estimated during training to reproject learnable visual features across consecutive frames and refine the pose estimates by reducing feature alignment residuals. With our method, the estimated scene scales by the separate depth and pose networks are aligned, and the prediction scale consistency is improved across different sequences. Our differentiable refinement integrates seamlessly into existing self-supervised pipelines and substantially improves their depth estimates. We demonstrate this with extensive experiments both outdoors and indoors on KITTI, Cityscapes, and NYUv2. Additionally, results on KITTI Odometry confirm the effectiveness of our pose refinement. Our code is available at https://github.com/Runningchauncey/SA4Depth .
Abstract:Visual geometry transformers have become powerful architectures for multi-view 3D reconstruction, enabling joint prediction of multiple 3D attributes in a feed-forward manner. However, their computational cost grows quadratically with the input sequence length due to the global attention layers inside these models. This limits both their scalability and efficiency. In this work, we address this challenge with a simple yet general strategy: restricting the number of key/value tokens that each query interacts with during global attention. To achieve effective token selection, we introduce a two-stage framework. First, an inter-frame selection step operates at the frame level to identify frames that should be preserved. Second, an intra-frame selection step further discards more redundant tokens within the selected frames. Our analysis highlights the advantage of a diversity-based strategy for inter-frame selection, which ensures broad coverage of the scene. For intra-frame selection, we show that layer-aware sparsification is necessary, with the selection process guided by the entropy of the global attention pattern. Our approach offers a superior speed-accuracy trade-off compared to existing solutions. Extensive experiments show that it accelerates visual geometry transformers by over 85% for scenes with 500 images while maintaining, or even improving, baseline performance, which hints that how our token selection strategy can play a crucial role in future applications of visual geometry transformers. Our project website is available at https://zsh2000.github.io/good-token-hunting.github.io.
Abstract:For practical use, diffusion- or flow-based generative models must be aligned with task-specific rewards, such as prompt fidelity or aesthetic preference. That alignment is challenging because the reward is defined for clean output images, but the alignment procedure requires value function estimates at noisy intermediate latents. Existing methods resort to Tweedie-style or Monte Carlo approximations, trading off estimator bias against computational cost: Tweedie estimates are efficient but biased, while Monte Carlo estimates are more accurate but require expensive rollouts. A natural alternative would be a learned value function, but it remains an open question how to effectively train a strong and general value model specifically for noisy latents. Here, we propose StitchVM, a model stitching framework that efficiently transfers reward models pretrained for clean images to the noisy latent regime. StitchVM starts from an existing, truncated pixel-space reward model and attaches a frozen diffusion backbone to it as its head. From the pixel-space model, the resulting hybrid retains a carefully pretrained, robust reward capability; from the diffusion backbone, it inherits its native ability to handle noisy latents. The stitching procedure is exceptionally lightweight, e.g., stitching and finetuning CLIP ViT-L and SD 3.5 Medium takes only 10 GPU-hours. By lifting powerful pixel-space reward models to latent space, StitchVM opens up a new style of diffusion alignment: instead of rough, yet costly per-sample approximation of the value function, the correct function for the actual, noisy latents is constructed once and then amortized over many samples and iterations. We show that this approach yields improvements across a broad range of downstream steering and post-training methods: DPS becomes $3.2\times$ faster while halving peak GPU memory, and DiffusionNFT becomes $2.3\times$ faster.