Building a playable world requires more than generating plausible video: it demands responsive control, persistent spatial structure, and coherent interactions with dynamic entities. Using generated frames as the sole recurrent world representation ties these requirements to view-dependent appearance synthesis, making it difficult to maintain long-term spatial and temporal consistency in generation and interaction. We present PlayGen2, a real-time interactive world model that separates learned 3D state evolution from neural rendering. PlayGen2 maintains a persistent world memory comprising static geometry represented by a volumetric occupancy grid and identity-indexed 3D states for the player and other entities. Within a fixed-size local region, its world-state model jointly learns action-conditioned entity dynamics, geometry completion, and entity discovery, committing updates to a persistent world memory. A separate neural renderer synthesizes first-person observations from depth and semantic projections of the world state, without feeding generated images back into state prediction. Using Doom as a testbed, we demonstrate that the model successfully learns world dynamics including geometry-aware player motion and player--NPC interactions. The framework is computationally efficient, enabling the complete simulation and rendering pipeline to achieve approximately 160ms backend latency on a MacBook Pro with an M4 Pro chip. Beyond single-player interaction, we demonstrate zero-shot deployment on unseen Doom maps, multiplayer interaction through the composition of single-player models, and programmable gameplay through rule-based state interventions. These capabilities demonstrate the transferability and extensibility of the learned game-world model. Code and pretrained model weights are publicly available.
https://arxiv.org/abs/2611.07867
Accurate segmentation of 3D anatomical structures is crucial to medical image analysis. Recently, Mamba-based approaches have achieved promising segmentation performance in capturing long-range dependencies with linear-time computational complexity. However, heuristic selective scanning strategies inherently disrupt the intrinsic spatial hierarchy and increase computational redundancy, ignoring the inherent sparsity of 3D anatomical structures. To this end, we propose OcTreeMamba, a hierarchical framework that incorporates Octree structures into SSM, achieving 3D topology-aware long-range context feature propagation and integration. Specifically, a Structure Learner performs anatomy-adaptive structured sparsification through hierarchical gating and Gumbel-Softmax sampling, enabling differentiable selection of anatomical regions. The selected regions are subsequently organized by a Dynamic Octree Builder into a multi-level topology that preserves their hierarchical connectivity. Based on the constructed Octree, a bidirectional Tree-SSM propagates and integrates contextual features along connectivity-aware leaf--parent--root and root--parent--leaf trajectories. Extensive experiments on four benchmark datasets show that our proposed OcTreeMamba achieves competitive performance \wrt topological continuity and computational efficiency, particularly for recovering the complex structure on vascular datasets. The code is available at this https URL.
https://arxiv.org/abs/2611.07865
Late gadolinium enhancement (LGE) cardiac MRI enables non-invasive assessment of left atrial (LA) scar, an imaging marker associated with atrial fibrillation ablation outcome. However, automatic scar segmentation is hindered by low contrast, the thin atrial wall, scarce labels, and extreme class imbalance. Conditional diffusion offers iterative mask generation, but its suitability for sparse 3D LA scar segmentation remains unclear. To address this gap, we propose Conditional Mask Diffusion (CMDiff), which predicts clean masks using a dynamic-encoder-conditioned 3D sinusoidal UNet. We compared CMDiff with a deterministic baseline on identical cases in five-fold cross-validation of 60 scar-labelled public LASCARQS subjects, with 48 training and 12 held-out cases per fold. CMDiff achieved a scar DSC of 0.47 $\pm$ 0.08, HD95 of 12.89 $\pm$ 6.39 mm, and ASD of 1.91 $\pm$ 0.96 mm, compared with deterministic baseline values of 0.51 $\pm$ 0.08, 10.86 $\pm$ 5.39 mm, and 1.58 $\pm$ 1.03 mm, respectively. Under the same implementation, clean-mask prediction performed substantially better than the noise-prediction configuration evaluated in this study. Thus, CMDiff was technically feasible but did not improve segmentation performance: DSC was lower, and both HD95 and ASD were higher. Direct mask diffusion therefore provides an analytical alternative, but not a competitive performance advance for this task. The source code is publicly available at this https URL.
https://arxiv.org/abs/2611.07814
Sign language production (SLP) aims to generate appropriate sign language motion from spoken language text. However, current 3D SLP methods suffer from noisy supervision and weak text conditioning. Specifically, these methods typically rely on pseudo-3D motion data fitted from single-view frontal videos, which introduces severe self-occlusion and loses fine-grained hand details, ultimately degrading downstream production. To overcome these limitations, we propose a comprehensive framework that jointly integrates multi-view 3D motion data and optimizes the text-conditioning pathway. First, we introduce How2Sign-MV3D, a high-fidelity dataset constructed via a novel cross-view curation pipeline that fuses multi-view estimates to resolve occlusions and filter non-signing segments. Second, we design a robust SLP model incorporating a sign-aware spatio-temporal VQ-VAE (ST-VQVAE) for joint body-hand tokenization, a pseudo-gloss adapter, and keyframe-aware retrieval to enhance text-to-motion alignment. Evaluated on the How2Sign benchmark, our framework reduces body and hand DTW-PA-JPE by 32.8% and 20.9% respectively compared to the state-of-the-art. Finally, we release two new high-quality 3D datasets, ASLCitizen-3D and MM-WAuslan-MV3D, alongside SGNify-MV as a multi-view video benchmark to support broader community research.
https://arxiv.org/abs/2611.07811
Monocular hand mesh estimators commonly predict rig parameters and project the mesh to obtain 2D keypoints. We find that directly predicted 3D joints agree better with 2D predictions, and fitting a mesh to predicted points reduces mesh error. We present FAH (Fast and Accurate Hand Estimation), a family of models built on SAM 3D Body's hand branch through fine-tuning and feature distillation. The models predict corresponding 2D and 3D joints and surface points, fit MANO or MHR-Hand, and optionally estimate anatomical parts and contact without object geometry at inference. Causal refinement reduces acceleration error, and camera estimation places the hands in world space. Experiments show improvements in image-space alignment, hand geometry, contact estimation and world-space tracking over the evaluated baselines. The default ViT-L model runs at 65 fps with mesh fitting on an RTX 4070 Ti SUPER, or 49 fps with parts and contact enabled. The smallest ViT-S model reaches 125 fps without mesh fitting, parts or contact. Code: this https URL.
https://arxiv.org/abs/2611.07711
3D Gaussian Splatting (3DGS) has become the leading approach for photorealistic novel view synthesis, yet its geometric accuracy lags behind its visual quality. Existing depth-guided methods attempt to resolve this by regularizing the optimization with monocular depth priors, typically using a single global scale-and-shift alignment. Crucially, we discover a fundamental flaw in this assumption: modern monocular depth networks systematically exhibit region-dependent, piecewise-linear distortions. This discovery invalidates standard global alignment strategies, which warp scene geometry by enforcing a single transform. To address this, we introduce a spatially varying affine rectification model that corrects monocular disparity into consistent metric depth using regionally smooth, edge-aware fields. We further derive a normal-aware regularizer that uses spatial gradients to couple the rectified disparity with 3DGS depth and normals. Across diverse experimental settings, our sensor-free method shows strong photometric quality of Gaussian Splatting while substantially improving geometric accuracy and outperforming state-of-the art geometry-focused methods.
https://arxiv.org/abs/2611.07709
Large Language Models (LLMs) incur severe memory-access overheads due to the cost of loading large weight matrices and key-value (KV) caches. Analog In-Memory Computing (AIMC) is an emerging solution that enables computation directly on static weights stored in memory, substantially reducing energy and latency. 3D-IMC further stacks memory arrays into vertical tiers, increasing capacity but revealing a new challenge: how weights are placed in memory determines which matrix-vector multiplications (MVMs) can execute concurrently, affecting latency and throughput. The concurrency aspect of 3D-IMC weight-mapping remains underexplored in the literature, leading to sub-optimal utilization of compute resources on 3D-IMC chips. In this context we propose CAMP (Context-Aware Mapping and Placement), an inference-context-aware weight mapping algorithm for 3D-IMC-based LLM accelerators. CAMP captures the potential resource contention resulting from the architecture, targeted network, and runtime context in a conflict matrix, enabling throughput-optimized weight mapping. This mapping is refined through a profiling-driven feedback loop that efficiently prunes the search space and returns optimized mappings within practical runtimes. CAMP is an offline, software-based solution requiring no hardware changes and improving 3D-IMC compute utilization from 42.4% to 60.3%, delivering up to 2.0x higher 3D-IMC throughput and 1.74x higher end-to-end throughput over state-of-the-art mapping algorithms.
https://arxiv.org/abs/2611.07707
Point clouds represent 3D object geometry as sets of spatial coordinates. A fundamental task in their analysis is keypoint detection, i.e., identifying a sparse subset of points that captures the most salient features. While supervised methods rely on manual annotations, unsupervised approaches leverage intrinsic geometric properties to localize keypoints without human input. We introduce GEKey, a self-supervised framework that uses the geodesic eccentricity transform, an SE(3)-invariant geometric measure, to identify instance-specific salient points. These points serve as pseudo-labels to train a model that aligns its predictions with the object's intrinsic structure. GEKey is simple, efficient, and robust, preserving intra-class variation by balancing instance-specific and category-level structure. Extensive experiments on ShapeNetCoreV2, KeypointNet, CAPE, ITOP, and DeformingThings4D show state-of-the-art performance in both keypoint detection and alignment, with strong resilience to noise, downsampling, deformations, and real-world conditions. The code and pretrained models are available at this https URL.
https://arxiv.org/abs/2611.07677
Articulated 3D assets are essential for robotic simulation and training, yet their generation from casual images poses a key challenge: recovering part geometry and kinematics that remain mutually consistent. We present ArtCrafter, a novel feed-forward generative model for controllable generation of articulated 3D objects from a pair of images, one depicting the object in the rest state and the other in the open state. At the core of ArtCrafter is a DiT-based generative model that jointly produces part-level meshes for both articulation states in a single forward pass. Inspired by Slot Attention, its denoising process operates on a $1+2N$ slot layout comprising one shared base slot and $N$ paired rest/open slots, encouraging each pair to bind to the same kinematic part. To ensure geometrically consistent and disjoint part generation, we introduce Triplet Attention to enforce cross-state geometric consistency between paired rest/open slots anchored through the shared base slot, and a repulsion loss $\mathcal{L}_{\mathrm{rep}}$ on decoded part point clouds to prevent inter-part penetration throughout denoising. Given the resulting paired meshes, URDF joint parameters---type, axis, origin, and range---are derived analytically from the rigid transformation between each rest/open pair, providing an interpretable alternative to learned joint-parameter regression. Extensive experiments on both in-distribution and out-of-distribution datasets demonstrate that ArtCrafter outperforms existing method under the same dual-state setting in geometry quality and articulation precision, while remaining competitive with methods operating under different input settings and paradigms.
https://arxiv.org/abs/2611.07658
Vision-language models (VLMs) applied to 3D medical scans face a structural memory wall. A single CT or MRI volume produces tens of thousands of vision tokens, and the resulting key-value (KV) cache scales linearly with both batch and context. Existing KV compression methods operate on the cache's feature or token statistics, or apply 1D and 2D transforms, leaving the three-axis spatial structure in the cache unexploited. We propose TACT-KV (Tri-Axis Cosine Transform), a calibration-free KV compression method that exploits strong spatial correlations in visual KV states along all three anatomical axes of 3D scans. This correlation concentrates the KV cache energy under a frequency-domain transform. TACT-KV applies a separable 3D discrete cosine transform to the KV cache, allocates a per-layer bit budget across frequency bins via reverse water-filling (more bits to high-energy components), and quantizes each bin with a fixed scalar codebook. We derive a close-form relation: the distortion reduction from adaptive bit allocation is dominated by the spectral concentration of the transformed cache. Across six medical VLMs and two 3D CT benchmarks, TACT-KV achieves the lowest 1-bit prediction-flip rate on eleven of twelve model and dataset pairs in our main comparison. The same advantage reproduces on four general-purpose VLMs evaluated on video tasks, indicating that the benefit of exploiting three-axis structure generalizes beyond medical imaging. At equal high-bandwidth memory (HBM), TACT-KV scales the decoding batch size on a single GPU by up to $8\times$.
https://arxiv.org/abs/2611.07593
Georeferenced 3D reconstruction from ground images requires recovering not only the local scene geometry, but also localizing every camera center and 3D point in a geographic coordinate frame. Existing cross-view geo-localization methods are able to estimate the GPS coordinate of a single ground camera, but do not reconstruct dense 3D geometry, while recent feed-forward multi-view 3D reconstruction models predict point maps and camera poses only in a local coordinate frame. We introduce X-VGGT, a feed-forward cross-view geometry transformer that unifies these tasks by jointly processing a set of ground-level images and a georeferenced satellite image to predict ground-view camera poses, dense 3D point maps, and a scene-level transform parameterized by gravity, scale, yaw and translation. This transform projects the local reconstruction into the satellite plane, resulting in the geo-registration of all ground images with the georeferenced satellite image. We further propose an evaluation protocol for this joint task and show that, across multiple cross-view datasets, X-VGGT produces accurate georeferenced reconstructions and outperforms prior cross-view geo-localization and multi-view 3D reconstruction models.
https://arxiv.org/abs/2611.07575
We present MetricTrail, a streaming system for accurate camera motion estimation and dense reconstruction from long monocular videos. To keep inference efficient over long sequences, we revisit DPVO's sparse local estimator. We find that single-image metric depth substantially improves its trajectory accuracy, without retraining the correspondence network or enlarging the optimization window. Metric predictions initialize patch depths and remain as soft constraints during optimization. We further improve correspondence estimation through learned adapters that augment matching features and recurrent context with frozen DINOv3 representations. The correspondence estimator and adapters are trained on diverse short clips without additional long-sequence training. This modular design also allows the depth provider to be independently upgraded and supports supplied camera intrinsics and calibrated stereo observations without retraining. Under the reported RGB-only protocols, MetricTrail achieves the lowest average trajectory error among evaluated methods on KITTI, Oxford Spires, and VBR. Pairing the estimated poses with single-image depth predictions also produces strong dense reconstruction on indoor and outdoor benchmarks and coherent reconstructions of in-the-wild videos. With supplied intrinsics, the system processes KITTI-02 at 12.70 FPS with 3.21 GB peak GPU memory.
https://arxiv.org/abs/2611.07555
LiDAR-Inertial-Visual Odometry (LIVO) integrates complementary LiDAR, camera, and IMU measurements to achieve robust state estimation. However, most existing methods assume a fixed relative pose and accurate time synchronization between sensors. Toward modular and heterogeneous robotic systems, this paper presents FREE-LIVO, a tightly coupled odometry method that requires neither a rigid LiDAR-camera rig nor LiDAR-camera time synchronization. The proposed method uses a pretrained image feature matcher to establish correspondences between a camera image and a dense LiDAR intensity image generated from a single LiDAR scan using a generative model. From the resulting 3D point-to-pixel correspondences, we construct reprojection factors that directly constrain LiDAR and camera poses at different acquisition times. These factors are jointly optimized in a single factor graph together with constraints from point cloud registration, visual feature tracking, and the IMU measurements associated with each sensor. On six sequences from the public M3DGR dataset, FREE-LIVO achieves an average absolute trajectory error (ATE) RMSE of 0.45 m without provided LiDAR-camera extrinsic parameters and exhibits minimal accuracy degradation under time synchronization errors of up to 0.5 s. Furthermore, experiments with the LiDAR and camera mounted on separate robots demonstrate that the method can jointly estimate the trajectories of independently moving sensors.
https://arxiv.org/abs/2611.07463
High-quality material generation for physically based rendering (PBR) remains challenging because datasets and synthesis pipelines lack standardized representations. Differences in material definitions, rendering conventions, and parameterizations lead to unstable and physically implausible results. We propose MIKU, a unified framework for standardized PBR asset representation and physically consistent material generation across diverse 3D content domains. Its core is a unified processing pipeline that standardizes the workflow from data preprocessing to final texture synthesis, maintaining consistent geometry and texture representations. A normalization scheme harmonizes heterogeneous material parameterizations in a common representation space, enabling robust cross-dataset training and inference. Building on this formulation, we train a novel physically aware diffusion model for PBR texture generation within a two-stage multi-view synthesis framework. First, geometry-aware albedo generation synthesizes multi-view albedo maps under explicit geometric guidance to ensure cross-view appearance consistency. Second, metallic-roughness generation uses the diffusion model to predict physically plausible roughness and metallic maps conditioned on the generated albedo and unified representation. Trained end-to-end on standardized data, the model learns to generate materials that respect category-level material priors and semantic part boundaries. By decoupling representation standardization from appearance synthesis, MIKU substantially improves material generation stability and physical consistency. Extensive experiments demonstrate state-of-the-art texture quality and semantic consistency across object parts, advancing automated material generation for 3D content creation.
https://arxiv.org/abs/2611.07354
Self-supervised learning has given rise to vision foundation models that learn general-purpose image representations transferable across downstream tasks, yet representation learning for 3D scenes has not achieved comparable success. Motivated by this, we identify key limitations of current 3D representation learning approaches and revisit their core design choices. We first replace the commonly used hierarchical PTv3 backbone with the Volume Transformer, a ViT-like architecture for 3D scenes. We then redesign two core objectives of modern approaches built around student-teacher networks: matching representations across views and predicting masked content from visible context. For the first objective, we separate the roles of teacher and student: the teacher provides clean, consistent targets while the student learns invariance to stronger perturbations. For the second objective, we prevent the student from accessing the masked geometry and instead require it to infer missing representations from visible context only. Finally, we redesign 2D-to-3D knowledge distillation, replacing direct regression of view-dependent image features with view-consistent supervision. Together, these changes form VINO, a framework that learns semantic representations of 3D scenes without labels. VINO substantially improves dense linear probing across indoor and outdoor benchmarks and transfers strongly to out-of-domain settings.
https://arxiv.org/abs/2611.07176
Multi-perspective-camera systems are widely adopted since they provide broad visual coverage for autonomous driving, motivating the synthesis of a unified wide view from spatially separated observations. In this work, we formulate wide view synthesis (WVS), which aims to synthesize a geometrically consistent wide view at a specified virtual viewpoint from multiple perspective cameras. Unlike conventional image stitching, WVS requires reasoning about 3D geometry and visibility to handle depth-dependent parallax and occlusions arising from spatially separated camera centers. While vanilla 3D Gaussian Splatting (3DGS) enables high-fidelity view synthesis, its reliance on per-scene optimization limits its applicability to driving scenes. Furthermore, WVS introduces additional challenges, *e.g.*, peripheral stretching under perspective projection and photometric inconsistencies across cameras. To address these challenges, we propose **Wide-View Gaussian Splatting (WV-GS)**, a feed-forward Gaussian-splatting framework that synthesizes wide views without per-scene optimization. Specifically, we introduce Piecewise Perspective Rendering (PPR) to mitigate peripheral stretching through local perspective projections sharing a common camera center, and Spatial Affine Photometric Modeling (SAPM) to account for camera-dependent photometric variations during training. We further introduce **WideDrive**, a synthetic benchmark providing dense ground-truth wide views and adapt a LiDAR-projected sparse-reference protocol to real-world datasets. Extensive experiments on multiple datasets demonstrate the effectiveness of WV-GS for WVS. Dataset and code will be publicly released.
https://arxiv.org/abs/2611.07081
Hybrid Mesh-Gaussian rendering combines compact textured surfaces with flexible 3D Gaussian primitives, offering an efficient alternative to purely Gaussian scene representations for structured environments. Existing scene-reconstruction hybrids commonly follow an additive formulation, where Gaussian residuals compensate for errors left by the mesh. However, not every Mesh-Gaussian conflict is caused by missing content: residual geometry errors, occlusion mismatch, texture-projection artifacts, and view-dependent appearance can make the same mesh content consistent in one view but inconsistent in another. We therefore formulate hybrid rendering as a multi-view inconsistency problem and present Gaussolve, a subtract-and-refill framework that selectively dissolves inconsistent mesh content before residual Gaussians refill the revealed regions. We introduce a lightweight Neural Dissolve Field, parameterized by scalar spherical-harmonic Gaussians, to learn where and from which viewing directions mesh content should be dissolved. A continuous transmittance fusion rule progressively exposes residual Gaussians behind the dissolved mesh, preserving their reconstruction gradients and avoiding hard visibility discontinuities. Experiments on structured and semi-structured scenes demonstrate higher visual fidelity with fewer Gaussian primitives and faster rendering. Project page: this https URL
https://arxiv.org/abs/2611.07049
This paper presents GSCV++, a lightweight pipeline for 3D {G}aussian {S}platting (GS) sequences {C}ompression with standard {V}ideo codecs. To meet the requirements of low-complexity and hardware compatibility from the industry, GSCV++ jointly improves preprocessing, 3D-to-2D mapping, and practical video compression configuration of GS compression. First, for preprocessing, energy-adaptive inter-frame spherical harmonic (SH) alternative current (AC) dimensionality reduction (EA-SHDR) is proposed to produces a compact and stable temporal SH AC feature space. It can reduce the data volume of following mapping and practical compression, as well as less complexity while eliminating redundant information. Second, for 3D-to-2D mapping, prior-based Inter-MiniPLAS (P-MiniPLAS) is designed to generate smooth 2D feature maps through prior-based weighting factor inference and small scale remapping. Compared with vanilla Parallel Linear Assignment Sorting (PLAS) and Morton scan, P-MiniPLAS ensures the generated 2D maps are more suitable for the video codec while maintaining a low level of computational complexity. Third, for practical compression, content-aware generalized compression (CA-GC) is developed to use a non-uniform bit-depth split for coordinate map generation, and a coding unit size selection is introduced for efficient compression complexity control, which fully exploits the performance of video codecs without involving normative changes. Experiments demonstrate that GSCV++ reports over 20\% in intra- and 60\% in inter-prediction rate-distortion gains compared with state-of-the-art (SOTA) methods. GSCV++ also achieves faster 2D map generation, encoding, and decoding than other SOTA methods using the same type of video codecs. Ablation studies verify the effectiveness and robustness of the proposed modules and provide insights for subsequent research.
https://arxiv.org/abs/2611.05359
State-of-the-art feedforward reconstruction models perform poorly on in-the-wild object-centric photo collections. They are trained largely on single-session object captures whose images vary in viewpoint while the object and its environment remain nearly fixed. Public photo archives contain a different form of multi-view data. They hold found photos of the same object or design: photos taken independently by many people across years, environments, cameras, and sometimes physical units. In this work, we introduce Trainspotting, a dataset of 12,068 objects and 311,886 photos from Wikimedia Commons. We reconstruct each object to recover camera poses, multi-view stereo depth, and object masks. We categorize the objects into three regimes: objects fixed at one site, objects that move between sites, and designs shared by many physical units. Evaluating recent feedforward reconstruction models on Trainspotting shows that they fail most severely in the last two regimes. Fine-tuning VGGT-$\Omega$ on Trainspotting significantly improves camera pose, depth, and 3D geometry on held-out objects. We observe similar improvements on the independent NAVI in-the-wild benchmark, which contains photos of each object in different environments. Performance on conventional benchmarks remains largely unchanged.
https://arxiv.org/abs/2611.06849
Hamilton-Jacobi (HJ) Reachability identifies the unsafe states of a dynamical system from which it can be forced into failure under worst-case disturbance. However, classical grid-based solvers scale exponentially with state dimension. DeepReach improves scalability by replacing the grid with a neural value function trained on the HJ-Isaacs (HJI) variational inequality (VI), but penalizes both sides of the residual equally. This allows the learned value to lie above the true one and unsafe states to be misclassified as safe. We propose Conservative DeepReach (ConDR) which aims to learn a subsolution of the HJI VI such that the learned unsafe set contains the true one. ConDR enforces the obstacle branch and terminal condition by construction, pushes the HJI residual to a safety margin $\epsilon$ below zero with a one-sided loss, and prevents the degenerate solution of classifying everything as unsafe. We prove that the exact solution of the margin-shifted VI that ConDR trains toward is a subsolution of the original VI so its unsafe set contains the true one and its value lies within $\epsilon\tau$ of the true value function. We compare against DeepReach and MADR in the established systems of Air3D, Air6D, a 9D multi-vehicle system, and a 13D quadrotor. ConDR reports the lowest rate of unsafe state misclassified and the lowest closed-loop collision rates with at most a small increase in intervention. On Air3D and Air6D, ConDR tolerates model mismatch that scales with $\epsilon$. At matched false-negative rates, ConDR's unsafe sets are smaller than the baselines showing the safety is not obtained by trivial over-approximation.
https://arxiv.org/abs/2611.06802