A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.
https://arxiv.org/abs/2605.15187
High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed.
https://arxiv.org/abs/2605.15186
Generative video models are increasingly studied as implicit world models, yet evaluating whether they produce physically plausible 3D structure and motion remains challenging. Most existing video evaluation pipelines rely heavily on human judgment or learned graders, which can be subjective and weakly diagnostic for geometric failures. We introduce PDI-Bench (Perspective Distortion Index), a quantitative framework for auditing geometric coherence in generated videos. Given a generated clip, we obtain object-centric observations via segmentation and point tracking (e.g., SAM 2, MegaSaM, and CoTracker3), lift them to 3D world-space coordinates via monocular reconstruction, and compute a set of projective-geometry residuals capturing three failure dimensions: scale-depth alignment, 3D motion consistency, and 3D structural rigidity. To support systematic evaluation, we build PDI-Dataset, covering diverse scenarios designed to stress these geometric constraints. Across state-of-the-art video generators, PDI reveals consistent geometry-specific failure modes that are not captured by common perceptual metrics, and provides a diagnostic signal for progress toward physically grounded video generation and physical world model. Our code and dataset can be found at this https URL.
https://arxiv.org/abs/2605.15185
The life history of an individual coral is archived within the accreting skeleton of the colony. While reef-forming coral colonies (e.g. massive \emph{Porites} sp.) may live for hundreds of years and deposit calcareous structures many metres in height and width, their living tissue is a thin outer surface layer comprised of asexually-dividing polyps that only survive a few years. To understand the rate and timing of polyp division and the consequences for colony skeletal growth, scientists need to track the skeletal corallite deposited around each polyp. Here we propose CoralLite, an annotated {\mu}CT scan dataset of entire calcareous skeletons and an associated, first corallite deep learning reconstruction baseline. CoralLite combines fully quantified volumetric segmentations with cross-slice linking for visualisations of 3D models for each corallite up to colony scale. For segmentation, we propose and evaluate in detail a hybrid V-Trans-UNet architecture applicable to segmenting tiled {\mu}CT virtual slabs of \emph{Porites} sp. colonies. The model is pre-trained on weakly annotated data and topology-aware fine-tuned using fully annotated slice sections with 8k+ manual corallite region annotations. On unseen slices of the same colony, the resulting model reaches 0.94 topological accuracy at mean Dice scores of 0.77 on the same colony and projection axis, and 0.63 mean Dice scores on a different, biologically unrelated specimen. Whilst our experiments are limited in scale and context, our results show for the first time that visual machine learning can effectively support full 3D individual corallite modelling from {\mu}CT scans of coral skeletons alone. For reproducibility and as a baseline for future research we publish our full dataset of 697 {\mu}CT slices, 37 partial or full slice annotations, and all network weights and source code with this paper.
https://arxiv.org/abs/2605.15093
We present SAGE3D, a hybrid Transformer-based model for corner detection in airborne LiDAR point clouds. We propose a multi-stage solution built on a hierarchical encoder-decoder architecture that progressively downsamples point clouds through Set Abstraction layers and recovers per-point predictions via Feature Propagation. We introduce two innovations: Soft-Guided Attention, which injects ground-truth corner labels as a log-prior into attention logits during training to improve precision; then an Excitatory Graph Neural Network positioned at strategic resolutions in the hierarchy, employing positive-only message passing where high-confidence corners reinforce predictions through learned boosting, optimizing for recall. The hierarchical design enables multi-scale feature extraction while our guided attention and excitatory modules ensure corner signals are amplified rather than diluted across scales.
https://arxiv.org/abs/2605.15088
The development of high-quality text embeddings is increasingly drifting toward an exclusionary future, defined by three critical barriers: prohibitive computational costs, a narrow linguistic focus that neglects most of the world's languages, and a lack of transparency from closed-source or open-weight models that stifles research. To dismantle these barriers, we introduce ML-Embed, a suite of inclusive and efficient models built upon a new framework: 3-Dimensional Matryoshka Learning (3D-ML). Our framework addresses the computational challenge with comprehensive efficiency across the entire model lifecycle. Beyond the storage benefits of Matryoshka Representation Learning (MRL) and flexible inference-time depth provided by Matryoshka Layer Learning (MLL), we introduce Matryoshka Embedding Learning (MEL) for enhanced parameter efficiency. To address the linguistic challenge, we curate a massively multilingual dataset and train a suite of models ranging from 140M to 8B parameters. In a direct commitment to transparency, we release all models, data, and code. Extensive evaluation on 430 tasks demonstrates that our models set new records on 9 of 17 evaluated MTEB benchmarks, with particularly strong results in low-resource languages, providing a reproducible blueprint for building globally equitable and computationally efficient AI systems.
https://arxiv.org/abs/2605.15081
3D Gaussian Splatting (3DGS) has emerged as a leading representation for real-time novel view synthesis and been widely adopted in various downstream applications. The core strength of 3DGS lies in its efficient kernel-based scene representation, where Gaussian primitives provide favorable mathematical and computational properties. However, under a finite primitive budget, the symmetric shape of each primitive directly affects representation compactness, especially near asymmetric structures such as object boundaries and one-sided surfaces. Recent works have explored more complex kernel distributions, yet they either remain within the elliptical family or rely on hard truncation, which limits continuous shape control and introduces distributional discontinuities. In this paper, we propose Skew-Normal Splatting (SNS), which adopts the Azzalini Skew-Normal distribution as the fundamental primitive. By introducing a learnable and bounded skewness parameter, SNS can continuously interpolate between symmetric Gaussians and Half-Gaussian-like shapes, enabling flexible modeling of both sharp boundaries and interior regions. Moremover, SNS preserves analytical tractability under affine transformations and marginalization. This property allows seamless integration into existing Gaussian Splatting rasterization this http URL, to address the strong coupling between scale, rotation, and skewness parameters, we introduce a decoupled parameterization and a block-wise optimization strategy to enhance training stability and accuracy. Extensive experiments on standard novel-view synthesis benchmarks show that SNS consistently improves reconstruction quality over Gaussian and recent non-Gaussian kernels, with clearer benefits on sharp boundaries and thin or one-sided structures.
https://arxiv.org/abs/2605.15010
Ovarian cancer is the most lethal gynecologic malignancy: around 60% of patients are diagnosed at an advanced stage, with an associated 5-year survival rate of about 30%. Early identification of non-responders to neoadjuvant chemotherapy remains a key unmet need, as it could prevent ineffective therapy and avoid delays in optimal surgical management. This work proposes a non-invasive deep learning framework to predict neoadjuvant chemotherapy response from pre-treatment contrast-enhanced CT by leveraging automatically derived 3D lesion masks. The approach encodes axial slices with a partially fine-tuned pretrained image encoder and aggregates slice-level representations into a volumetric embedding through an attention-based module. Training combines classification loss with supervised contrastive regularization and hard-negative mining to improve separation between ambiguous responders and non-responders. The method was developed on a retrospective single-center cohort from the European Institute of Oncology (Milan, IT), including 280 eligible patients (147 responder, 133 non-responder). On the test cohort, the model achieved a ROC-AUC of 0.73 (95% CI: 0.58-0.86) and an F1-score of 0.70 (95% CI: 0.56-0.82). Overall, these results suggest that the proposed architecture learns clinically relevant predictive patterns and provides a robust foundation for an imaging-based stratification tool.
https://arxiv.org/abs/2605.14991
Generating a street-level 3D scene from a single satellite image is a crucial yet challenging task. Current methods present a stark trade-off: geometry-colorization models achieve high geometric fidelity but are typically building-focused and lack semantic diversity. In contrast, proxy-based models use feed-forward image-to-3D frameworks to generate holistic scenes by jointly learning geometry and texture, a process that yields rich content but coarse and unstable geometry. We attribute these geometric failures to the extreme viewpoint gap and sparse, inconsistent supervision inherent in satellite-to-street data. We introduce Sat3DGen to address these fundamental challenges, which embodies a geometry-first methodology. This methodology enhances the feed-forward paradigm by integrating novel geometric constraints with a perspective-view training strategy, explicitly countering the primary sources of geometric error. This geometry-centric strategy yields a dramatic leap in both 3D accuracy and photorealism. For validation, we first constructed a new benchmark by pairing the VIGOR-OOD test set with high-resolution DSM data. On this benchmark, our method improves geometric RMSE from 6.76m to 5.20m. Crucially, this geometric leap also boosts photorealism, reducing the Fréchet Inception Distance (FID) from $\sim$40 to 19 against the leading method, Sat2Density++, despite using no extra tailored image-quality modules. We demonstrate the versatility of our high-quality 3D assets through diverse downstream applications, including semantic-map-to-3D synthesis, multi-camera video generation, large-scale meshing, and unsupervised single-image Digital Surface Model (DSM) estimation. The code has been released on this https URL.
https://arxiv.org/abs/2605.14984
Impossible objects, geometric constructions that humans can perceive but that cannot exist in real life, have been a topic of intrigue in visual arts, perception, and graphics, yet no satisfying computer representation of such objects exists. Previous work embeds impossible objects in 3D, cutting them or twisting/bending them in the depth axis. Cutting an impossible object changes its local geometry at the cut, which can hamper downstream graphics applications, such as smoothing, while bending makes it difficult to relight the object. Both of these can invalidate geometry operations, such as distance computation. As an alternative, we introduce Meschers, meshes capable of representing impossible constructions akin to those found in M.C. Escher's woodcuts. Our representation has a theoretical foundation in discrete exterior calculus and supports the use-cases above, as we demonstrate in a number of example applications. Moreover, because we can do discrete geometry processing on our representation, we can inverse-render impossible objects. We also compare our representation to cut and bend representations of impossible objects.
https://arxiv.org/abs/2605.14960
Vision-Language-Action models have emerged as a promising paradigm for robotic manipulation by unifying perception, language grounding, and action generation. However, they often struggle in scenarios requiring precise spatial understanding, as current VLA models primarily rely on 2D visual representations that lack depth information and detailed spatial relationships. While recent approaches incorporate explicit 3D inputs such as depth maps or point clouds to address this issue, they often increase system complexity, require additional sensors, and remain vulnerable to sensing noise and reconstruction errors. Another line of work explores implicit 3D-aware spatial modeling directly from RGB observations without extra sensors, but it often relies on large geometry foundation models, resulting in higher training and deployment costs. To address these challenges, we propose Evo-Depth, a lightweight depth-enhanced VLA framework that enhances spatially grounded manipulation without relying on additional sensing hardware or compromising deployment efficiency. Evo-Depth employs a lightweight Implicit Depth Encoding Module to extract compact depth features from multi-view RGB images. These features are incorporated into vision-language representations through a Spatial Enhancement Module via depth-aware modulation, enabling efficient spatial-semantic enhancement. A Progressive Alignment Training strategy is further introduced to align the resulting depth-enhanced representations with downstream action learning. With only 0.9B parameters, Evo-Depth achieves superior performance across four simulation benchmarks. In real-world experiments, Evo-Depth attains the highest average success rate while also exhibiting the smallest model size, lowest GPU memory usage, and highest inference frequency among compared methods.
https://arxiv.org/abs/2605.14950
We present MSCoT, a multi-scale, coarse-to-fine model for test-time human motion synthesis and control. Unlike recent approaches that rely on multiple iterative denoising/token-prediction steps, or modules tailored for specific control signals, MSCoT discretizes motion into a multi-scale hierarchical representation and predicts the entire token sequence at each temporal scale in a coarse-to-fine fashion. Building on this coarse-to-fine paradigm, we propose an efficient multi-scale token guidance strategy that overcomes the challenge of discrete sampling and steers the token distribution towards the control goals, allowing for fast and flexible control. To address the limitations of a discrete codebook, a lightweight token refiner further adds continuous residuals to the discrete token embeddings and allows differentiable test-time refinement optimization to ensure precise alignment with the control objectives. MSCoT is able to produce quality motions, consistent with the control constraints, while offering substantially faster sampling than diffusion-based approaches. Experiments on popular benchmarks demonstrate state-of-the-art controllable text-to-motion generation performance of MSCoT over existing baselines, with better motion quality (48% FID improvement), higher control accuracy (-61% avg error), and $10 \times$ faster inference speed on HumanML3D.
https://arxiv.org/abs/2605.14935
Recent advances in 3D Gaussian Splatting (3DGS) have achieved remarkable success in high-fidelity Novel View Synthesis (NVS), yet the optimization process inevitably introduces noisy Gaussian primitives due to the sparse and incomplete initialization from Structure-from-Motion (SfM) point clouds. Most existing methods focus solely on adjusting the positions of primitives during optimization, while neglecting the underlying spatial structure. To this end, we introduce a new perspective by formulating the optimization of 3DGS as a primitive denoising process and propose Denoising-GS, a spatial-aware denoising framework for Gaussian primitives by taking both the positions and spatial structure into consideration. Specifically, we design an optimizer that preserves the spatial optimization flow of primitives, facilitating coherent and directed denoising rather than random perturbations. Building upon this, the Spatial Gradient-based Denoising strategy jointly considers the spatial supports of primitives to ensure gradient-consistent updates. Furthermore, the Uncertainty-based Denoising module estimates primitive-wise uncertainty to prune redundant or noisy primitives, while the Spatial Coherence Refinement strategy selectively splits primitives in sparse regions to maintain structural completeness. Experiments conducted on three benchmark datasets demonstrate that Denoising-GS consistently enhances NVS fidelity while maintaining representation compactness, achieving state-of-the-art performance across all benchmarks. Source code and models will be made publicly available.
https://arxiv.org/abs/2605.14880
Human Mesh Recovery (HMR) is fundamentally ambiguous: under occlusion or weak depth cues, multiple 3D bodies can explain the same image evidence. This ambiguity is not uniform across the body, as torso pose and root structure are often relatively well constrained, whereas distal articulations such as the arms and legs are more uncertain. Building on this observation, we propose FactorizedHMR, a two-stage framework that treats these two regimes differently. A deterministic regression module first recovers a stable torso-root anchor, and a probabilistic flow-matching module then completes the remaining non-torso articulation. To make this completion reliable, we combine a composite target representation with geometry-aware supervision and feature-aware classifier-free guidance, preserving the torso-root anchor while improving single-reference recovery of ambiguity-prone articulation. We also introduce a synthetic data pipeline that provides the paired image-camera-motion supervision under diverse viewpoints. Across camera-space and world-space benchmarks, FactorizedHMR remains competitive with strong baselines, with the clearest gains in occlusion-heavy recovery and drift-sensitive world-space metrics.
https://arxiv.org/abs/2605.14854
Video is a rich and scalable source of 3D/4D visual observations, and camera control is a key capability for video generation models to produce geometrically meaningful content. Existing approaches typically learn a mapping from camera motion to video using additional camera modules and paired data. However, such datasets are often limited in scale, diversity, and scene dynamics, which can bias the model toward a narrow output distribution and compromise the strong prior learned by the base model. These limitations motivate a different perspective on camera control. In this paper, we show that camera control need not be modeled as an implicit mapping problem, but can instead be treated as a form of geometric guidance that induces displacements across frames. Specifically, we reformulate camera control into a set of displacement fields and apply them via differentiable resampling of latent features during denoising. Our simple approach achieves effective camera control with minimal degradation across diverse quality metrics compared to fine-tuned baselines. Since our method is applicable to most video diffusion models without training, it can also serve as a probe to study the camera control capabilities of base models. Using this probe, we identify universal biases shared by representative video models, as well as disparities in their responses to camera control. Finally, we benchmark their performance in multi-view generation, offering insights into their potential for 3D/4D tasks.
https://arxiv.org/abs/2605.14815
Zero-shot vision-and-language navigation (VLN) has gained significant attention due to its minimal data collection costs and inherent generalization. This paradigm is typically driven by the integration of pre-trained Vision-Language Models (VLMs) and Large Language Models (LLMs), where VLMs construct 3D scene graphs while LLMs handle high-level reasoning and decision-making. However, a critical bottleneck exists in this system: current 3D perception models prioritize pixel-level accuracy, directly conflicting with the strict computational limits and real-time efficiency demanded by embodied navigation. To address this gap, this paper quantifies the actual impact of 3D scene understanding capability on VLN performance. Based on typical VLM-LLM frameworks, we propose statistical success rate (SR) upper bounds for two core subsystems: 1) the slow LLM planner, which relies on topological mapping semantics, and 2) the fast reactive navigator, which utilizes spatial coordinates and bounding boxes to execute LLM decisions. Evaluations using state-of-the-art 3D scene understanding models validate our proposed bounds and reveal a perception saturation phenomenon, indicating that improvements in perception accuracy beyond a certain threshold yield diminishing returns in navigation success. Our findings suggest that 3D scene understanding for VLN should pivot away from strict pixel-level precision, prioritizing instead navigation-relevant core vocabularies and accurate bounding box proportions.
https://arxiv.org/abs/2605.14801
Monocular 3D object detection remains challenging because metric size and depth are underdetermined by single-view evidence, particularly under occlusion, truncation, and projection-induced scale-depth ambiguity. Although recent methods improve depth and geometric reasoning, metric size remains unstable in unified multi-class settings, where class variability and partial visibility broaden plausible size modes. We propose MonoPRIO, a unified monocular 3D detector that targets this bottleneck through adaptive prior conditioning in the size pathway. MonoPRIO constructs class-aware size prototypes offline, routes each decoder query to a soft mixture prior, applies uncertainty-aware log-space conditioning, and uses Cluster-Aligned Prior (CAP) regularisation on matched positives during training. On the official KITTI test server, MonoPRIO achieves the strongest fully reported unified multi-class result among methods reporting complete Car, Pedestrian, and Cyclist metrics. In the car-only setting, it also achieves the strongest 3D bounding-box AP across Easy/Moderate/Hard categories among compared methods without extra data, while using substantially less compute than MonoCLUE. Ablations and diagnostics show complementary gains from routed injection and CAP, with the largest benefits in ambiguity-prone, partially occluded, and low-data regimes. These findings indicate that adaptive priors are most effective when image evidence underdetermines metric size, while atypical geometry or extreme visibility loss can still cause mismatch between routed priors and true instance geometry. Code, trained models, result logs, and reproducibility material are available at this https URL.
https://arxiv.org/abs/2605.14781
Sparse anchors provide a compact interface for human motion authoring: users specify a few root positions, planar trajectory samples, or body-point targets, while the system synthesizes the full-body motion that completes the under-specified intent. We present AnchorRoute, a sparse-anchor motion synthesis framework that uses anchors as a shared scaffold for both generation and refinement. Before generation, AnchorRoute converts sparse anchors into anchor-condition features and injects the resulting condition memory into a frozen Transition Masked Diffusion prior through AnchorKV and dual-context conditioning. This preserves the generation quality of the pretrained text-to-motion prior while learning sparse spatial control. After generation, the same anchors are evaluated as residuals: their timestamps define refinement intervals, and their residuals determine where correction should be concentrated. RouteSolver then refines the motion by projecting soft-token updates onto anchor-defined piecewise-affine interval bases. This couples generation-time anchor conditioning with residual-routed refinement under one anchor scaffold. AnchorRoute supports root-3D, planar-root, and body-point control within the same formulation. In benchmark evaluations, AnchorRoute outperforms prior sparse-control methods under the sparse keyjoint protocol and consistently improves anchor adherence across control families. The results show that the learned anchor-conditioned generator and RouteSolver refinement are complementary: the generator preserves text-motion quality, while RouteSolver provides a controllable path toward stronger anchor adherence.
https://arxiv.org/abs/2605.14716
Sign language is the primary language for many Deaf and Hard-of-Hearing (DHH) signers, yet most conversational AI systems still mediate interaction through spoken or written language. This spoken-language-centered interface can limit access for signers for whom spoken or written language is not the most accessible medium, motivating direct sign-to-sign conversational modeling. However, sentence-level sign video data are expensive to collect and annotate, leaving existing sign translation and production models with limited vocabulary coverage and weak open-domain generalization. We address this bottleneck by constructing continuous sign conversations from isolated signs: large-scale labeled isolated clips are collected as lexically grounded motion primitives and recomposed into sign-language-ordered utterances derived from existing dialogue corpora. We introduce SignaVox-W, which provides, to our knowledge, the largest labeled isolated-sign vocabulary to date, and SignaVox-U, a continuous 3D sign conversation dataset built from SignaVox-W. To bridge structural mismatch between spoken and signed languages, we use a retrieval-guided spoken-to-gloss translator; to bridge independently collected isolated clips, we propose BRAID, a diffusion Transformer that performs duration alignment and co-articulatory boundary inpainting. With the resulting data, we train SignaVox, a direct sign-to-sign conversational model that generates 3D body, hand, and facial motion responses from prior signing context without spoken-language text or externally provided glosses at inference time. Quantitative and qualitative evaluations show improved isolated-to-continuous motion quality, stronger response-level semantic alignment, and scalable signer-centered interaction that better supports visual-spatial articulation.
https://arxiv.org/abs/2605.14705
In real-world scenes, target objects may reside in regions that are not visible. While humans can often infer the locations of occluded objects from context and commonsense knowledge, this capability remains a major challenge for vision-language models (VLMs). To address this gap, we introduce SceneFunRI, a benchmark for Reasoning the Invisible. Based on the SceneFun3D dataset, SceneFunRI formulates the task as a 2D spatial reasoning problem via a semi-automatic pipeline and comprises 855 instances. It requires models to infer the locations of invisible functional objects from task instructions and commonsense reasoning. The strongest baseline model (Gemini 3 Flash) only achieves an CAcc@75 of 15.20, an mIoU of 0.74, and a Dist of 28.65. We group our prompting analysis into three categories: Strong Instruction Prompting, Reasoning-based Prompting, and Spatial Process of Elimination (SPoE). These findings indicate that invisible-region reasoning remains an unstable capability in current VLMs, motivating future work on models that more tightly integrate task intent, commonsense priors, spatial grounding, and uncertainty-aware search.
https://arxiv.org/abs/2605.14704