This paper examines the role of Novel View Synthesis (NVS) in geometric representation learning. In principle, NVS should reason about 3D scene structure, thereby enabling transferable multi-view geometric representations. Yet, existing encoder-based NVS methods yield poor representations. This is not because of a lack of supervisory signal, but rather due to inconspicuous architectural choices: \textit{spatially expressive decoders} that dilute representational capabilities of the scene encoder, and \textit{low-level pixel-space targets} that hinder feature learning. We present SNAP, a self-supervised encoder-decoder transformer that addresses both through a pose-conditioned local decoder and a latent-space reconstruction objective. SNAP is task agnostic, and we show that it is competitive with special-purpose geometry-supervised methods. SNAP also performs competitively against self-supervised representations across five tasks: visual localization, pose estimation, point correspondence, depth estimation, and robot manipulation. Remarkably, SNAP's patch features exhibit emergent viewpoint invariance that approaches heavily supervised models despite lower compute and data budgets. Under camera shifts where standard 2D representations collapse, SNAP degrades more gracefully, revealing that restricting decoder expressivity actively prevents the suppression of transferable geometric structure. this https URL
https://arxiv.org/abs/2610.03717
Dense 3D point tracking has been a prominent paradigm for modeling motion in dynamic scenes, but a point track is just a 3-DoF translation curve per pixel: it captures where pixels go, not the rotation of the underlying part, nor which pixels move together as one body. We propose MoSE3, the first feed-forward model that predicts dense SE(3) motion from monocular RGB video, producing full 6-DoF rigid transforms at every pixel in world space. Per-pixel SE(3) motion offers a richer view of how a scene moves: rotation, translation, and grouping all at once. Directly predicting SE(3) is challenging: rotations lie on a curved manifold that is ill-suited to Euclidean regression, and annotations for SE(3) are particularly difficult to acquire. To address these challenges, MoSE3 predicts per-pixel SE(3) through two jointly learned intermediates, 3D point tracks and rigidity embeddings, and recovers SE(3) by differentiably fitting transforms within each soft rigid cluster, enabling end-to-end prediction and supervision. To close the data gap, we introduce Art-Kubric, a large-scale synthetic dataset with dense SE(3) and rigidity labels for articulated objects with rich physical interactions. MoSE3 achieves state-of-the-art SE(3) estimation at pixel, part, and object levels on both rigid and articulated benchmarks, and state-of-the-art average 3D point tracking accuracy across three datasets, while showing strong generalization to real-world videos despite being trained solely on synthetic motion data.
https://arxiv.org/abs/2610.03716
Inspired by human vision, we introduce a framework using active gaze to enable fine-grained bimanual manipulation with only a single stereo camera. EyeRobot 2.0 physically attends to a 3D fixation point in the scene by swiveling two eye viewpoints to center their gaze on it. The resulting images are processed foveally by allocating more visual tokens to the image centers, focusing computation on task-relevant features. Such Active Visual Fixation (AVF) requires carefully coordinated gaze during task execution, which we accomplish hierarchically by first training a low-level gaze servoing policy conditioned on a goal object, then training a target selector which emits fixation goals based on task progress. Both modules are trained with RL on real-world data: the first is trained with a dense geometric reward and the second co-trains with the BC gripper policy which allows it to discover fixation sequences that can resemble a human's fixation sequence while performing the task. EyeRobot 2.0 further takes advantage of fixation by canonicalizing gripper information into a fixation-relative SE(3) frame, which compacts the size of the action distribution to learn. We collect teleoperation data for 7 real-world and 6 simulated tasks, and conduct over 1000 physical and 1800 simulated robot trials comparing EyeRobot 2.0 against passive stereo and ego + wrist camera policies trained on the same data. Removing wrist cameras is costly for standard policies: with only passive stereo, real-world success drops from 52% to 27%. EyeRobot 2.0 closes this gap with only stereo, outperforming passive stereo by 40% in real and 20% in sim. It matches ego + wrist policies when their wrist views are clear (69% vs. 64%), and more than doubles their success when grasped objects occlude the wrist cameras (48% vs. 22%)
https://arxiv.org/abs/2610.03710
We present FlowHMR, a framework for recovering physically plausible global 3D human motion from monocular video. Previous learning-based methods typically regress human motion directly from video and train the network with geometric supervision. However, recovering human motion from monocular video is inherently ambiguous in depth, and direct regression tends to collapse toward an averaged solution. Moreover, the recovered motions are not guaranteed to be physically plausible, so physics-based tracking of them often fails. To address these challenges, we formulate video motion capture as a video-conditioned motion generation problem and first pretrain a flow matching model for this task. Given an input video, the pretrained model generates diverse motion candidates, but not all of them are faithful to the video or physically trackable. We therefore post-train the model using Group Relative Policy Optimization (GRPO) with two rewards. A fidelity reward encourages consistency with the input video. A tracking reward favors motions that a physics-based controller can track successfully. Together, these rewards shift the model's output preference, so the post-trained model stays faithful to the input video while producing more physically plausible motion. We further introduce Wild-4K, a large and diverse dataset of about 4K internet videos, for evaluating human motion recovery in the wild. Qualitative and quantitative experiments on Wild-4K show that our method outperforms state-of-the-art methods in overall motion fidelity and achieves a physical tracking success rate of 82.47%, compared with 62.82% for the strongest baseline, GVHMR.
https://arxiv.org/abs/2610.03691
Camera-controlled video models are rapidly advancing toward long generation horizons and complex camera control. A key failure mode is 3D inconsistency: as the camera moves, objects lose permanence and scene structures shift. Existing post-training techniques, which assign a single scalar reward to the entire generation, are poorly suited to correcting these inconsistencies over long horizons. We introduce LoGo, which blends global and spatially localized rewards for camera-controlled video models. The local reward provides fine-grained credit assignment, which substantially improves 3D consistency, while the global reward preserves camera following and video quality. Across three base models, LoGo shows a clear advantage on DL3DV and TrajectoryBench, a new benchmark for long-horizon, complex-camera-control generation that current evaluations lack. LoGo effectively reduces local object shifts, artifacts, and global scene changes, illustrating the importance of credit assignment in post-training video models. Project website: this https URL
https://arxiv.org/abs/2610.03636
The construction industry faces persistent labor shortages, low productivity that costs the global economy over $1.6 trillion annually, and one of the highest injury rates among major industries. These factors motivate the use of autonomous robots to improve efficiency and worker safety. Existing language-grounded navigation systems, however, rely on semantic scene understanding alone and lack access to construction-specific context such as architectural plans, evolving work schedules, and safety constraints. As a result, they localize permanent building features unreliably and cannot safely navigate active jobsites. We present CORNAV, a blueprint-grounded, schedule-aware navigation framework that operates from 2D CAD drawings and project schedules without requiring a Building Information Model. CORNAV aligns architectural blueprints against hierarchical open-vocabulary 3D scene graphs to ground object queries, converts project schedules into time-varying navigation constraints, and validates requests through an LLM-based safety module that escalates hazardous zones before planning. An A* planner then enforces mandatory exclusion zones while preferentially avoiding higher-risk areas. Across an indoor office and a real construction site, blueprint grounding raises task success from 13.0% to 72.2% over semantic retrieval alone, schedule awareness eliminates all hard-zone violations, and the safety module correctly rejects hazardous requests arising from mislabeled project schedules.
https://arxiv.org/abs/2610.03622
High-fidelity 3D head avatars have reached near-photorealistic quality. While recent methods enable text-driven manipulation, they struggle to provide fine-grained localized control, often entangling features or lacking geometric consistency. Modifying geometry through natural language currently requires slow per-prompt optimization or compromises identity and rigging. We present ManifoldSplat, the first end-toend framework for language-guided semantic shape editing of animatable 3D Gaussian Splatting avatars reconstructed from monocular videos. By performing edits within the structured FLAME manifold rather than directly optimizing an unstructured Gaussian cloud, we strictly preserve identity and animation. We introduce DeltaRegion, a per-region disentangled Conditional Variational Autoencoder (CVAE) delivering feedforward shape deltas, alongside a refining stage to recover view-consistent details. ManifoldSplat reconstructs and edits an avatar in ~90 seconds on a consumer GPU, rendering at ~800 FPS. Extensive evaluations demonstrate our approach sets a new state-of-the-art in localized prompt alignment, geometric coherence, and identity preservation. Project page and code: this https URL
https://arxiv.org/abs/2610.03599
Federated learning (FL) enables collaborative training of medical image segmentation models without sharing raw patient data, yet existing approaches assume a homogeneous compute budget across institutions, limiting participation of low-resource sites. We propose Fed-ADApt, a depth-adaptive federated framework for UNet-based segmentation that jointly addresses low-compute training and inference. Fed-ADApt integrates multi-depth supervision with hierarchical depth-wise aggregation, allowing each site to train according to its local compute budget while contributing to a global model that supports dynamic depth selection at deployment. We evaluated Fed-ADApt on multi-site 2D retinal fundus disc segmentation and 3D brain tumor segmentation. Across both tasks, federated collaboration substantially improves robustness under domain shift. Fed-ADApt matched the full-resource FedAvg performance in 3D and achieved competitive 2D performance with a 4.7% average Dice reduction, while reducing average inference cost by 19.5% in 3D and 34.5% in 2D and substantially reducing training cost by 98% at the most constrained sites. Importantly, Fed-ADApt enables low-resource institutions that cannot train full-capacity models to participate in federations while maintaining competitive global performance under a favorable accuracy to efficiency trade-off. By considering training and inference compute budgets, Fed-ADApt provides a practical and equitable solution for federated medical image segmentation across heterogeneous clinical and edge-enabled imaging environments.
https://arxiv.org/abs/2610.03474
Editable 3D models of field-grown crops support high-throughput phenotyping and in silico breeding trials, but building them from scanned point clouds requires organ-level segmentation and fitting. Procedural generators can turn an organ-level parameter set into an analysis-suitable 3D model, but obtaining that set requires hours of manual tuning per plant or segmentation models trained on species-specific labels. We present an automated pipeline that reconstructs procedural maize models from raw 3D point clouds without manual tuning or species-specific training data. A multimodal vision-language model (VLM) annotates leaf midlines in rendered orthographic views. Deterministic geometric algorithms back-project the annotations onto the point cloud, merge them into 3D leaves by cross-view consensus, and grow the midlines to full blades on an orientation-weighted surface graph. Measured organ parameters populate a plant descriptor for a Non-Uniform Rational B-Spline (NURBS)-based procedural model generator. Each leaf surface is then refined against its scan points by differentiable NURBS fitting. The pipeline reached a median whole-plant Chamfer distance of 5.4 mm on 100 genotypically diverse field-grown maize plants from the MaizeField3D dataset. The reconstructions were closer to the scans than those of an earlier semi-automated pipeline based on manual annotations. The pipeline recovered 1,017 of 1,023 (99.4%) curated reference leaves at an intersection-over-union of at least 0.5 without using those labels as input. These results show that VLM annotations become usable organ-level measurements when downstream geometric stages can correct them. This makes automated generation of editable 3D plant assets feasible at the scale of modern phenotyping experiments.
https://arxiv.org/abs/2610.03468
Accurate colon segmentation from CT images is essential for colorectal disease analysis, yet deep learning based methods often produce disconnected predictions due to complex anatomy. This study introduces a three-stage, topology-preserving segmentation pipeline to address this issue. The first stage performs initial deep learning-based segmentation, followed by centreline bridging to reconnect disjoint regions and a reconstruction stage to refine continuity. Evaluations on TotalSegmentator and RAOS datasets using overlap, distance and topology-based metrics demonstrate improved structural consistency while maintaining segmentation accuracy. The proposed method enhances topological integrity, enabling more reliable colon segmentation for clinical and research applications.
https://arxiv.org/abs/2610.03467
Physics simulators and motion planners require convex collision geometry, yet image-to-3D generative models output dense, frequently non-manifold visual meshes. Bridging the two today takes a slow, brittle reconstruct-then-decompose pipeline of repair, decimation, and approximate convex decomposition. We present I2CD, which predicts a convex decomposition directly from a single RGB image. Rather than train a new image-to-3D model, I2CD freezes the pretrained Hunyuan3D-2 image-conditioned diffusion transformer and shape decoder and trains only a lightweight cross-attention head (38M parameters, under ten GPU-hours) whose learned "convex-slot" tokens emit the halfplane parameters of $K$ convex polytopes. The output is compact, convex by construction, and loads into physics engines without any post-processing, in ${\sim}0.5$s per image. On $227$ held-out OmniObject3D and Google Scanned Objects instances, I2CD attains the highest volumetric IoU among eight reconstruct-then-decompose pipelines while running $6$-$37\times$ faster end-to-end. In a cross-simulator study in MuJoCo, PyBullet, Genesis, and Isaac Sim, every engine uses I2CD geometry as delivered, whereas raw generated meshes "load" everywhere but are silently replaced by a different collision shape in most cases or need seconds to minutes of per-object preprocessing. On a physical xArm7, I2CD produces planner-ready geometry for a $20$-object cluttered scene in $11$s versus $328$s for the strongest baseline, at comparable pick-and-place execution success ($85$ vs. $90$ of $100$ trials).
https://arxiv.org/abs/2610.03453
We present ChromaGS, a method for real-time, language-guided color editing of animatable 3D Gaussian head avatars. Given a trained animatable avatar, users can instantly modify the color of semantic regions through natural language, with edits applied at render time and no retraining required. Our key insight is to augment each Gaussian primitive with learned soft assignments to semantic regions and decompose colors into region-level base colors and Gaussian-level residuals. This decomposition enables coherent color transfer: modifying a region's base color propagates naturally through all associated Gaussians while preserving fine appearance details encoded in residuals. A two-stage language pipeline translates text instructions into target colors, supporting both absolute specifications and relative adjustments. Unlike generative editing methods that may introduce unintended modifications, our approach provides deterministic, precisely localized semantic control. Experiments demonstrate faithful appearance preservation and intuitive interaction across diverse subjects. Project page and code are available at: this https URL
https://arxiv.org/abs/2610.03441
Event cameras hold excellent dynamic properties, showing great potential for monocular depth estimation (MDE). However, existing methods mainly improve performance by optimizing contextual features, but still struggle with the ill-posed and nonlinear nature of direct full-depth regression. In this paper, we propose HypoDepth, the first event-image monocular depth iterative refinement framework. By introducing a discrete Depth Hypothesis Volume (DHV), we transform the depth regression problem into a constrained depth search task. Specifically, we construct a 3D cost volume between the DHV features and contextual features and perform a multi-scale correlation search to guide stable residual optimization. This lightweight cost volume enables efficient global-to-local refinement across multi-resolution. Our method outperforms existing approaches on DSEC and MVSEC with state-of-the-art results and strong zero-shot generalization. Meanwhile, our tiny model achieves an excellent balance between accuracy and efficiency, enabling real-time performance on resource-limited devices.
https://arxiv.org/abs/2610.03439
Speech-driven 3D facial animation can reproduce recognizable mouth poses. However, it can simplify the motion between them, and that motion carries coarticulation, the way the sounds around each sound shape its articulation. We introduce a geometric measure of this trajectory shaping: lip-path length compared with the shortest route through the vowel, consonant and vowel positions of a speech segment. In contrast to the endpoint chord, this consonant-aware route accounts for obligatory transit and avoids degeneracy, while preserving invariance to uniform motion gain. The measure needs only a forced alignment, so it applies where no ground truth exists. We demonstrate it on four state-of-the-art methods, one per architectural family, real-time and offline. All four trace flatter lip trajectories than captured speech. Against frame-rate-matched ground truth, DiffPoseTalk, ARTalk and FaceFormer show clear deficits, equivalent on this measure to removing 15-60% of real speech's fast articulatory component. CodeTalker is marginal on the primary measure and clear on a companion measure. A pre-registered study with 97 viewers and 3,523 judgments underpins the measured direction: controlled damping of real motion lowers the score and is penalized, whereas exaggeration shows no detected penalty over the tested range. Viewers also prefer real speech in 73.4% of sentence comparisons and, in the aggregate, on single words. Together, the measure, its calibration and the study identify a perceptually relevant loss of trajectory shaping and a concrete target for improving synthesized articulation.
https://arxiv.org/abs/2610.03436
Reinforcement learning (RL) for Text-to-3D (T23D) generation requires optimization across multiple quality dimensions such as semantic alignment and texture clarity. Existing methods typically optimize these dimensions simultaneously through multiple reward aggregation, without explicitly modeling inter-dimension dependencies. This can cause imbalanced optimization and persistent interference among conflicting dimensions. To address this limitation, we propose OuroReward, an interference-aware sequential reward scheduling strategy for T23D RL. OuroReward first estimates pairwise dependencies among dimensions and constructs a cyclic optimization path that minimizes cumulative interference. By incorporating the tail-to-head dependency, the cycle captures global compatibility across the entire schedule. Then, OuroReward converts the cycle into a one-pass sequence, and starts optimization from the dimension with the lowest aggregate interference. Rather than assigning a fixed optimization budget to each dimension-wise reward, training adaptively determines when to advance to the next reward according to the remaining optimization headroom of the current one. We further introduce AdaSelect, an adaptive prompt selection strategy that identifies reliable and informative prompts aligned with the model's current capability. By focusing policy updates on these prompts, AdaSelect effectively improves training stability. Extensive experiments across different T23D models and RL algorithms demonstrate that our framework consistently improves generation quality across multiple dimensions.
https://arxiv.org/abs/2610.03423
Forest point cloud segmentation is fundamental for fine-grained 3D forest scene understanding, yet remains challenging due to irregular tree structures, severe occlusions, density variations, and ambiguous instance boundaries. Recent query-based forest segmentation methods have shown promise for unified semantic and instance prediction, but they still insufficiently exploit forest-specific spatial structure and account for boundary uncertainty. In this paper, we propose ForestQuery, a boundary-aware and spatially anchored query learning framework for unified forest point cloud segmentation. ForestQuery enhances instance and semantic query learning through two complementary designs. Specifically, boundary uncertainty is explicitly modeled to guide reliable instance query construction and modulate query optimization through adaptive loss reweighting. Meanwhile, spatially anchored semantic query enhancement (SA-SQE) introduces learnable 3D anchors encoding forest vertical stratification priors to enrich semantic queries with explicit spatial references. We evaluate ForestQuery on multiple public forest point cloud benchmarks and a self-collected annotated real-world dataset. Extensive experiments demonstrate consistent improvements in both individual-tree segmentation and semantic segmentation across diverse forest scenes. Code and data are publicly available at this https URL
https://arxiv.org/abs/2610.03403
\textit{Gromov-Wasserstein Distances} (GWDs) provide quantitative ways of comparing probabilistic distributions defined on different metric spaces by applying techniques from the optimal transport theory. As such, GWD can be potentially useful in a large variety of applications ranging from graph matching problems to 3D object detection. However its practical use at scale is significantly limited by cubic time complexity computations involving dense intra-space distance matrices. Even though in the Euclidean metric spaces several techniques (e.g. involving scalable kernel methods) were proposed to address it, to the best of our knowledge, analogous techniques for general geodesic distances on manifolds, or shortest-path distance on graphs in their discretized variants, were not developed. In this paper, we present \textbf{E}fficient \textbf{G}eodesic \textbf{Gro}mov-\textbf{W}asserstein methods (EGGroW), a new class of efficient algorithms designed to calculate geodesic Gromov-Wasserstein distances with entropic Sinkhorn-like approaches, leveraging recently introduced \textit{GenusSink} methods \citep{genussink} and the theory of random features. We provide important downstream applications, namely: 3D pose estimation and 3D template detection. In the latter setting, we formulate a partial 3D template recovery as a staged problem: capacity-constrained scene selection is followed by semi-relaxed recovery of template visibility and correspondence. Our empirical findings show that EGGroW provides accurate solutions when standard Euclidean-based techniques fail and is characterized by light computational footprint, as our theoretical analysis predicts.
https://arxiv.org/abs/2609.32824
This paper presents a web-based application for navigating and composing microtonal harmony, built on the Harmonic Eigenspace, a four-dimensional psychoacoustically grounded space in which tetrad chord types are located by their spectral dissonance profiles, computed with Sethares's roughness/dissonance model. The coordinate system is transposition-invariant: a coordinate triple ({\alpha}, \b{eta}, {\gamma}) locates the three upper notes in relation to the root, so a chord quality corresponds to a direction in the space, the invariant ray along which transposition acts, while the root frequency sets the scale. The dissonance field over these coordinates can be computed at any register; the locations of its local minima are register-invariant, as they arise from partial-coincidence ratio conditions. The dissonance volume contains 100 local minima that align with just-intonation intervals and act as landmarks, organising the space into basins around the most consonant tetrads. We embed tetrads from three tonal equal temperaments as discrete lattices within this continuous volume. The application presents this space through two components: the Harmonic Eigenspace as a navigable 3D visualisation of the dissonance volume in which all nodes are playable, and a Modal Studio that extends modal interchange logic to the ten-gradation interval vocabulary of 53-TET. The application also functions as a MIDI controller with MIDI Polyphonic Expression support, usable in any digital audio workstation that supports this format. A listening study with 31 participants used both scenes of the application: listeners first rated isolated 53-TET chords alongside chords familiar from Western practice, such as the maj7 and the m7; they then rated chord progressions composed in the Modal Studio, measuring their acceptance or rejection of microtonal progressions heard for the first time.
https://arxiv.org/abs/2610.03398
Neural surrogate models for Partial Differential Equations (PDEs) on unstructured 3D geometries are often limited by poor generalization and the high cost of generating large-scale training datasets. Consequently, pre-training on massive datasets of related PDE dynamics has emerged as a critical alternative to enhance the robustness and scalability of these models. However, this strategy is neither compute- nor data-efficient, as it relies on massive pre-computed data that is very costly to generate. In this work, we introduce a disk-data-free pre-training framework tailored to both steady-state and transient regimes. For steady-state problems, we propose a geometry-driven strategy that leverages intrinsic shape descriptors to learn representations of complex 3D domains. For transient problems, we introduce a physics-driven approach based on online generation of synthetic PDE data, enabling scalable pre-training without reliance on expensive datasets. Across multiple experiments, our approach achieves faster convergence, greater data efficiency, and higher accuracy during fine-tuning, particularly under realistic low-data regimes. This methodology provides a practical pathway toward data-efficient neural emulators for large-scale simulations.
https://arxiv.org/abs/2610.03363
Accurate three-dimensional (3D) reconstruction of individual dendrites in serial block-face scanning electron microscopy (SBF-SEM) is essential for quantifying structural plasticity in the brain, yet manual annotation at scale is infeasible. We present a fully automatic pipeline for 3D dendrite instance segmentation that unifies YOLOv6-guided Segment Anything Model (SAM) prompting on downsampled slices, iterative two-dimensional mask refinement, random forest 3D instance linking, and instance-aware high-resolution refinement using nnU-Net at native resolution into a single system requiring no manual prompting at inference. Applied to hippocampal CA1 SBF-SEM datasets from a control rat and a pilocarpine- induced epileptic rat, our pipeline reconstructs coherent, well- separated dendrites with high semantic accuracy (Dice 0.93 and 0.91) and strong instance-level performance on control tissue, while analysis of the more challenging epileptic tissue identifies instance recognition in dense regions as the principal remaining limitation. The high-resolution refinement stage recovers thin dendritic protrusions, providing a basis for downstream spine- level analysis. Code is available at this https URL ZE-WEN/dendrite-3d-instance-seg.
https://arxiv.org/abs/2610.03332