Human body point clouds are a versatile representation for AI-enabled human sensing. However, existing methods using LiDAR, radar, and depth cameras suffer from inherent drawbacks in high cost, sparse reconstruction, and privacy concerns, etc. In this paper, we exploit low-cost thermal arrays and present TAP3D, the first system to reconstruct 3D human point clouds from body heat signatures, offering significant advantages in cost, density, human sensitivity, and privacy. To overcome major challenges in depth estimation, thermal interference, and multi-person separation, we propose a novel physics-informed design, which integrates a forward thermal physics model with two distinct modules: multi-primitive estimation for self-supervised joint recovery of depth and other thermal properties, and geometric perspective fusion for suppressing interference and disentangling multiple people. We implement TAP3D using a single commodity thermal array sensor and build a large-scale dataset (160K samples, 8 environments, 11 users) for evaluation. TAP3D achieves remarkable accuracy for dense point cloud generation, enabling downstream tasks like fall detection (91.46%), indoor tracking (21.86 cm MAE), and human mesh recovery (4.87 cm error). By transforming body heat into point clouds for the first time, TAP3D pioneers a new paradigm for privacy-first, fully passive human sensing for many applications. TAP3D is open-sourced at this https URL.
https://arxiv.org/abs/2610.11241
Gaussian splatting has emerged as a flexible representation for 3D reconstruction from posed images. However, existing methods are optimized primarily using rasterization-based losses, which supervise a splat only when it contributes to sampled camera rays. Gaussians that are occluded or contribute little to the sampled view therefore receive weak or no geometric gradients and may drift away from the underlying surface, producing undesired floaters. We introduce PCAsplat, a geometry-aware regularization framework for Gaussian splatting based on differentiable local principal component analysis (PCA). Our PCA regularizer acts directly on neighborhoods of Gaussian centers and can therefore update Gaussians that do not contribute to the current training view. We regularize the PCA eigenvalues to encourage Gaussians to move to the underlying surface with isotropic tangent-plane coverage. We also align each Gaussian normal with the PCA-estimated neighborhood normal to enforce consistent orientation. Experiments on DTU, Tanks and Temples, and NeRF Synthetic show that the splats produced by PCAsplat better approximate samples of the reference surface while substantially reducing undesired floaters. These surface-aligned splats enable downstream geometry-processing tasks, including point cloud segmentation, and direct Poisson reconstruction. Additionally, PCAsplat remains competitive under conventional novel view synthesis and mesh extraction tasks. Code will be released.
https://arxiv.org/abs/2610.11011
LiDAR point clouds of humans are extremely expensive to collect and annotate, thus represent a scarce resource that hinders the development of human analysis using this modality. To alleviate this scarcity, prior work relies on simulated human LiDAR, but such samples do not fully reflect the geometry and sensing characteristics of real observations. In contrast, we introduce HuLiGen, a generative model that generates human LiDAR point clouds from a parametric body model, using a point transformer trained with a flow-matching objective. We show that our generated point clouds are closer to the real capture distribution. Using HuLiGen to generate synthetic data, we propose a synthetic-only pretraining scheme for LiDAR-based HPE that achieves state-of-the-art performance, with even larger gains in low-annotation and low-data regimes, where MPJPE is reduced by up to 50%. Code, models and generated samples are available at this https URL.
https://arxiv.org/abs/2610.10196
4D point clouds acquired by permanent laser scanning (PLS) enable accurate high-frequency monitoring of surface change in dynamic topographic environments. However, existing methods remain limited in organizing detected surface activities into meaningful process types. We propose DeepTopoClustering (DTC), an unsupervised framework for deriving a hierarchical process taxonomy from object-based surface activities, so-called 4D objects-by-change (4D-OBCs). We transform each 4D-OBC into a GeoMorphogram, a distributional sequence representing the temporal evolution of topographic change within a spatially bounded surface activity. A convolutional autoencoder learns latent embeddings from GeoMorphograms, which are jointly optimized using a hierarchical deep clustering objective to organize surface activities into a hierarchy. We evaluate the learned hierarchy using expert annotations on two 4D datasets of sandy beach sites and their combination. DTC with GeoMorphograms achieves the highest agreement with expert judgment at the taxonomy level comprising eight major process types ($F_1=0.78$, match accuracy $=0.92$), outperforming dimensionality reduction and conventional flat clustering. The learned taxonomy separates major erosion- and deposition-dominated activities and distinguishes finer subtypes based on change magnitude, duration, compactness, and temporal evolution. DTC thus provides a scalable and interpretable route from 4D change detection to a data-driven, expert-supported surface process taxonomy, advancing automated knowledge derivation for understanding surface dynamics in topographic monitoring.
https://arxiv.org/abs/2610.09860
This paper presents an open-sourced MATLAB simulation and analysis platform dedicated to legged climbing robots. This simulator enables the design of any limbed robotic system as an articulated multi-body with a floating base and simulates it walking and climbing in an arbitrary environment. The main variable environmental parameters are inclination, gravity, and ground stiffness, and any point cloud can be installed as the terrain map. Furthermore, the simulator employs a rigid body dynamics engine. This paper first describes the simulator structure, and the computational flow and next presents the representative simulation examples where quadrupedal robots assumed gripping on the wall or climbing on the steep slope.
https://arxiv.org/abs/2610.09315
Reliable robotic disassembly requires part-level representations that distinguish genuine component geometry from scanning and reconstruction artifacts. In point clouds of hard disk drives (HDDs), structured ghost artifacts can resemble valid components locally while remaining inconsistent with the overall geometry, allowing erroneous measurements to receive plausible semantic labels. This creates an engineering information problem: semantic prediction confidence alone does not establish whether the underlying geometry is reliable. We propose \textbf{GUARD}, a geometric uncertainty-aware framework that performs point filtering and segmentation within a single forward pass by modeling the reliability of learned geometric representations. GUARD combines a multi-scale geometric transformer with a multi-bandwidth random Fourier feature Gaussian Process to estimate per-point geometric uncertainty, complemented by predictive entropy to suppress unreliable measurements while preserving informative structures. Evaluation on 2,745 real HDD point clouds shows that GUARD improves PointNet++ segmentation mean intersection over union from 0.7739 to 0.8318. Additional experiments on ShapeNetPart and ScanNet examine robustness across corruption types, point-cloud domains, and segmentation backbones. On manually annotated ScanNet samples, geometric uncertainty achieves a corrupted-point detection F1 score of 0.7931, compared with 0.2212 for predictive entropy. The results demonstrate the value of distinguishing geometric reliability from semantic confidence and reveal a tradeoff between artifact suppression and preservation of informative structures. GUARD contributes a reliability-aware approach to interpreting imperfect 3D measurements for component identification and subsequent robotic handling. Project website: this https URL.
https://arxiv.org/abs/2610.09068
This paper presents a novel effective Gaussian Splatting (GS) sequence Compression method that utilizes the Video codec (GSCV). Existing video-based GS sequence compression relies on the Parallel Linear Assignment Sorting (PLAS) and tracked primitive information to convert GS into smooth 2D videos. However, tracked information is not available for most practical applications, and without it, using the vanilla PLAS can generate images exhibiting weak inter-frame correlation, due to its stochastic nature. GSCV incorporates a simple yet efficient Inter-PLAS method to produce close images between the I- and P-frames of GS, enhancing the inter-frame performance of video codec greatly. GSCV also realizes a new pipeline based on the state-of-the-art video codecs with high bit-depth GS images, achieving higher compressibility while simultaneously providing a higher quality upper bound. Experimental results show that the proposed GSCV exhibits obviously improved performance over MPEG video and point cloud-based anchors in GS sequence compression. The code is available at this https URL.
https://arxiv.org/abs/2610.07795
Non-contact three-dimensional reconstruction of thin, sheet-like heritage artifacts poses significant geometric and registration challenges. Due to their fragility, these artifacts cannot be suspended or equipped with artificial markers, necessitating independent acquisition of their front and back surfaces. Subsequent registration proves difficult due to the limited number of shared geometric features and the scarcity of explicit physical constraints, which may result in rotational ambiguity, instability, and structural collapse during iterative optimization. To address these challenges, we propose a geometry-constrained bidirectional point cloud registration method specifically tailored for thin, sheet-like heritage artifacts. The method integrates semantic-guided preprocessing, Principal Component Analysis (PCA)-based geometric normalization, and a thickness-aware registration strategy. The estimated physical thickness is incorporated as a geometric constraint to preserve structural integrity during registration. Rotational ambiguity is resolved by evaluating a finite set of global rotation hypotheses, each refined using the point-to-plane Iterative Closest Point (ICP) algorithm, with the optimal transformation selected via a geometry-aware fitness criterion consistent with the thickness scale. Experimental results show that the proposed method achieves competitive or improved performance in most cases, particularly in projected area consistency and physically plausible front-back alignment. In addition, the thickness-aware constraint and rotation hypothesis evaluation reduce the risk of degenerate configurations in which the two surfaces are incorrectly flipped while still yielding deceptively acceptable numerical scores, supporting reliable non-contact digitization of delicate and thin heritage artifacts. Implementation details are available at this https URL.
https://arxiv.org/abs/2610.07793
In mill yards, log loaders clear dense piles by a sequence of bundle grasps: hundreds of logs rest in contact, and each removal changes the pile available to the next grasp. A learned policy chooses where to place and orient the grapple from unsegmented point clouds and runs on a trailer-mounted hydraulic forestry crane. The policy classifies at which observed point to grasp and predicts depth and grapple orientation there. The same network outputs support behavior cloning (BC), reinforcement learning (RL), and deployment. BC learns from successful top-of-pile demonstrations; RL explores for improvements by fine-tuning the cloned policy (BC$\to$RL) or by training from scratch. In simulation, BC clears 98 of 100 piles of 200 logs, while BC$\to$RL improves load stability. Twelve field trials compare a geometric heuristic, RL from scratch, BC, and BC$\to$RL through complete grasp-transport-deposit cycles. BC and BC$\to$RL deposit 93.8% and 88.9% of pooled inventory, against 80.4% for the heuristic. BC$\to$RL deposits logs on 83.6% of its cycles, against 79.6% for the heuristic and 65.7% for BC, while its simulated stability gain does not carry over to the crane testbed. Trained entirely in simulation and run unchanged on the crane, the learned policies clear more than the hand-filtered heuristic while observing unfiltered clouds that still contain the storage rack's rails and poles.
https://arxiv.org/abs/2610.07613
Privileged 3D supervision uses additional geometric information during training to guide RGB-based visuomotor policy learning, without requiring geometric inputs at deployment. However, low reconstruction error does not ensure that visual representations capture geometry useful for control. We identify three limitations that weaken this supervision: proprioceptive shortcuts, dominant-view reliance, and reconstruction objectives dominated by task-irrelevant geometry. To address these limitations, we propose Latent Encoding with Aligned Privileged Geometry (LEAP). Our framework uses an auxiliary decoder to reconstruct point clouds within the manipulation workspace from visual features alone, while retaining proprioception for action prediction. Alongside full reconstruction, we introduce wrist-view dropout and partial reconstruction targets matched to the retained wrist, encouraging the encoder to capture complementary local geometry. The auxiliary decoder is removed at inference, leaving only RGB observations and robot state as policy inputs. Extensive experiments on RoboTwin, ManiSkill, and real-world tasks demonstrate consistent and substantial improvements over Diffusion Policy and ACT, with only a small increase in parameter count and no reduction in inference speed.
https://arxiv.org/abs/2610.07015
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
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
Transform-based methods provide an effective framework for point cloud attribute compression by representing attributes as transform coefficients. Introducing learned spatial context into this framework requires mapping spatial representations to the transform domain, but this known basis change is often left for the network to learn implicitly. We propose Transform-Aligned Learned Features (TALF) by applying the attribute transform to learned spatial representations, explicitly aligning them with the coding targets. Our analysis shows that the resulting features exactly represent the first-order prediction term of a smooth nonlinear model, with a bounded Taylor remainder. We integrate TALF into a transform-based attribute codec with explicit coefficient prediction and conditional residual entropy modeling under a unified coefficient-domain rate--distortion objective, while retaining explicit quantization-step control. Extensive experiments across three benchmark datasets and multiple transform bases demonstrate that TALF improves rate--distortion performance over conventional and learned baselines.
https://arxiv.org/abs/2609.34834
World action models jointly learn to forecast world dynamics and predict robot actions, such that the learned internal world dynamics guide accurate actions. Existing approaches typically represent the world as RGB frames or latent counterparts while predicting actions as end-effector poses or joint angles, but they often struggle to capture the 3D spatial structure and contact geometry central to dexterous manipulation. We introduce Point World Action Model (PointWAM), a 3D world action model that decomposes the world into a scene (i.e., environment) and hands (i.e., actor), and jointly forecasts both as 3D point trajectories within a shared space-time coordinate frame. This explicit, disentangled representation enables effective pre-training on large-scale human demonstration videos without requiring any task-specific object or keypoint selection. Given a colored point cloud and a language instruction, PointWAM predicts how the scene and hands co-evolve in 3D space over time, then retargets the forecast hand motion to robot actions. Pre-training on human videos improves average DexJoCo success by 56.9 percentage points, and scene-trajectory supervision adds 10.9 points over forecasting the hands alone. With both, PointWAM surpasses the prior state of the art on ten DexJoCo tasks by 11.7 points and outperforms strong VLAs on a real robot.
https://arxiv.org/abs/2610.02840
Streaming GPU solvers for entropic optimal transport (EOT), such as FlashSinkhorn, avoid storing the dense kernel but still evaluate all $n\times m$ point pairs in every Sinkhorn iteration. We present \textbf{FlashSinkhorn~2} (FS2), a solver for squared-Euclidean cost on low-dimensional point clouds that solves large discrete EOT problems to a prescribed marginal residual on a single GPU by coupling two stages. A coarse stage solves on cell centroids, lifts the potentials to every point and, when a sampled marginal check rejects the lift, continues on the centroids, replacing most point-level updates. A block-sparse fine stage then removes the centroid error that coarse updates cannot. Its Morton-ordered blocks support screening and fused tensor-core execution, and a threshold set by the block masses bounds each omitted tile's contribution to every row and column. On synthetic benchmarks, FS2 reaches the target residual on all 32 problems and GeomLoss multiscale on 10. On one A100, FS2 solves discrete EOT between two $1.34\times10^8$-particle measures from a cosmological $N$-body simulation, at an entropic blur equal to the mean interparticle distance, to an all-particle marginal residual below 0.01 in under 2.5 hours. To our knowledge, it is the largest discrete EOT problem solved to this accuracy within hours. For reproducibility, we release an open-source implementation at this https URL
https://arxiv.org/abs/2610.02395
Robot manipulation models primarily reason from 2D observations while acting in the 3D physical world. To bridge this gap, recent work has augmented robot data with geometric priors such as depth, point clouds, and 3D trajectories, while renderable 3D Gaussian representations provide another promising form of 3D supervision. However, 3DGS representation is designed mainly for photometric fidelity and may not preserve real-world metric scale, particularly when the supplied camera extrinsics are unreliable. We study the effect of extrinsic reliability and pose conditioning on feed-forward 3DGS, and propose a calibration-aware pipeline that anchors reconstructed scenes to the robot's metric workspace. Our experiments show that pose conditioning improves novel-view fidelity, while its geometric benefit depends on the reliability of the injected extrinsics. Using this pipeline, we present a renderable, metric-pose-anchored dataset with scene-level reliability information for robot manipulation research. Our dataset is available at this https URL
https://arxiv.org/abs/2610.01744
Recent depth foundation models like Depth Anything 3 (DA3) achieve remarkable multi-view depth estimation but assume static 3D scenes, limiting their applicability to real-world dynamic environments. Existing training-free 4D methods like Easi3R and VGGT4D rely on correspondence-trained backbones whose attention encodes cross-frame matching, a property absent in depth-only models like DA3. We present Dyna3, a training-free framework that extends DA3 for 4D dynamic scene reconstruction without any fine-tuning. Our key insight is that DA3's cross-view features, though trained only for depth consistency, implicitly encode motion-discriminative signals when combined with best-match feature search across frames. Its static surfaces find consistent matches globally, while dynamic objects cannot. We further adopt vision-language models (VLM) to automatically generate scene-specific semantic prompts for SAM 3, enabling precise instance-level segmentation that distinguishes which objects move from what objects exist. For reconstruction, we decouple the scene into a cross-frame aligned static background and per-frame dynamic point clouds. Experiments on four datasets demonstrate that Dyna3 surpasses correspondence-trained methods with +5.5pp J-Mean over state-of-the-art VGGT4D on dynamic object segmentation, while achieving up to 13x faster pose estimation and 3x faster 4D reconstruction with 4 to 8x lower memory. Dyna3 could therefore enable much denser temporal sampling that prior methods cannot support.
https://arxiv.org/abs/2610.01286
Generating compact and geometrically faithful 3D meshes directly from point clouds remains a fundamental challenge. Point clouds are unordered and sparse, whereas meshes exhibit irregular structure and varying topology. As a result, many existing approaches rely on implicit representations followed by surface extraction or reconstruction. Although effective, these pipelines can produce dense or over-smoothed meshes, often requiring computationally expensive post-processing and simplification. We present OptimusMesh, a framework for direct compact triangle mesh generation from point clouds using sparse latent pivot conditioning. Our key idea is to compress $2{,}048$ oriented input points into only $16$ sparse latent pivots, reducing the geometric conditioning set by $128\times$. These pivots provide a compact structural representation shared across a two-stage autoregressive framework that first generates mesh vertices and then predicts triangular faces conditioned on the generated vertices and the same pivots. Compared with the evaluated recent point-cloud-conditioned autoregressive methods, which use $257$ decoder-conditioning tokens, OptimusMesh uses only $16$, yielding a $16.1\times$ shorter conditioning sequence. Experiments show that OptimusMesh produces the most compact outputs among the compared recent autoregressive methods, using $25.7\%$--$94.1\%$ fewer faces while maintaining competitive geometric fidelity and distributional quality.
https://arxiv.org/abs/2610.01148
Most vision architectures assume that observations lie on a regular grid, an effective abstraction for natural images but a restrictive one for sensing data whose channels, temporal sampling, spatial resolution, and geometry can vary. Generic set-based architectures remove the grid, but also remove useful spatial inductive biases. We introduce Atomizer-IO, an architecture that places observations first and derives structure from their physical relationships. Building on top of an atomic representation of the data, each observation is described by its measurement and acquisition metadata, while local cross-attention maps observations to anchor points that can be arbitrarily placed. We evaluate this design by progressively relaxing the grid assumption, from varying input raster configurations and incomplete channel sets to flexible output density and, ultimately, inputs without a raster grid. Atomizer-IO is competitive with flexible EO-specific architectures on most tasks, while offering post-training control over inference cost and competitive compute--performance trade-offs. The same formulation extends without architectural redesign to unordered 3D point clouds, showing that the atomic interface generalizes beyond regular raster inputs. These results suggest that pixels, patches, and grids do not need to define the interface of a sensing architecture.
https://arxiv.org/abs/2609.40320
Physical LiDAR attacks are often evaluated using fixed primitives and manually selected parameters, despite their strong dependence on surrounding traffic. We present TACTIC, a scene-aware framework that uses a multimodal large language model (MLLM) to coordinate state-adaptive roadside LiDAR attacks. Under a gray-box threat model, TACTIC relies only on an attacker-operated roadside perception stack, without accessing the victim LiDAR's native point clouds or internal processing. Local perception provides metric vehicle states, while the MLLM combines these measurements with roadside imagery to infer relational traffic context and construct a semantic scene graph. Based on this representation, TACTIC selects and configures two complementary primitives: \emph{push-away}, which shifts the perceived range of a lead vehicle, and \emph{phantom-obstacle braking}, which triggers emergency braking through obstacle injection. Measured traffic states and empirically calibrated constraints ground the generated tactics in physically feasible operating regions. To accommodate MLLM latency, TACTIC overlaps reasoning and execution asynchronously while high-rate local perception detects scene changes and triggers replanning. Across 280 randomized CARLA trials, the full policy achieves a 100% collision rate, compared with 35% for a fixed rule, 60% for random selection, and 75% for a restricted LLM using mode selection with default parameters. Joint physical-and-image input achieves 100% success, versus 65% with physical measurements alone and 75% with imagery alone, while asynchronous $\Delta$ refresh reduces scene-mutation response from 7.4 s to 2.0 s. These results show that scene-dependent tactical planning can expose context-sensitive LiDAR failure modes that fixed attack policies may miss.
https://arxiv.org/abs/2609.39969