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SubscribeSeeGround: See and Ground for Zero-Shot Open-Vocabulary 3D Visual Grounding
3D Visual Grounding (3DVG) aims to locate objects in 3D scenes based on textual descriptions, which is essential for applications like augmented reality and robotics. Traditional 3DVG approaches rely on annotated 3D datasets and predefined object categories, limiting scalability and adaptability. To overcome these limitations, we introduce SeeGround, a zero-shot 3DVG framework leveraging 2D Vision-Language Models (VLMs) trained on large-scale 2D data. We propose to represent 3D scenes as a hybrid of query-aligned rendered images and spatially enriched text descriptions, bridging the gap between 3D data and 2D-VLMs input formats. We propose two modules: the Perspective Adaptation Module, which dynamically selects viewpoints for query-relevant image rendering, and the Fusion Alignment Module, which integrates 2D images with 3D spatial descriptions to enhance object localization. Extensive experiments on ScanRefer and Nr3D demonstrate that our approach outperforms existing zero-shot methods by large margins. Notably, we exceed weakly supervised methods and rival some fully supervised ones, outperforming previous SOTA by 7.7% on ScanRefer and 7.1% on Nr3D, showcasing its effectiveness.
Unified Representation Space for 3D Visual Grounding
3D visual grounding (3DVG) is a critical task in scene understanding that aims to identify objects in 3D scenes based on text descriptions. However, existing methods rely on separately pre-trained vision and text encoders, resulting in a significant gap between the two modalities in terms of spatial geometry and semantic categories. This discrepancy often causes errors in object positioning and classification. The paper proposes UniSpace-3D, which innovatively introduces a unified representation space for 3DVG, effectively bridging the gap between visual and textual features. Specifically, UniSpace-3D incorporates three innovative designs: i) a unified representation encoder that leverages the pre-trained CLIP model to map visual and textual features into a unified representation space, effectively bridging the gap between the two modalities; ii) a multi-modal contrastive learning module that further reduces the modality gap; iii) a language-guided query selection module that utilizes the positional and semantic information to identify object candidate points aligned with textual descriptions. Extensive experiments demonstrate that UniSpace-3D outperforms baseline models by at least 2.24% on the ScanRefer and Nr3D/Sr3D datasets. The code will be made available upon acceptance of the paper.
Zero-Shot 3D Visual Grounding from Vision-Language Models
3D Visual Grounding (3DVG) seeks to locate target objects in 3D scenes using natural language descriptions, enabling downstream applications such as augmented reality and robotics. Existing approaches typically rely on labeled 3D data and predefined categories, limiting scalability to open-world settings. We present SeeGround, a zero-shot 3DVG framework that leverages 2D Vision-Language Models (VLMs) to bypass the need for 3D-specific training. To bridge the modality gap, we introduce a hybrid input format that pairs query-aligned rendered views with spatially enriched textual descriptions. Our framework incorporates two core components: a Perspective Adaptation Module that dynamically selects optimal viewpoints based on the query, and a Fusion Alignment Module that integrates visual and spatial signals to enhance localization precision. Extensive evaluations on ScanRefer and Nr3D confirm that SeeGround achieves substantial improvements over existing zero-shot baselines -- outperforming them by 7.7% and 7.1%, respectively -- and even rivals fully supervised alternatives, demonstrating strong generalization under challenging conditions.
3D-SPS: Single-Stage 3D Visual Grounding via Referred Point Progressive Selection
3D visual grounding aims to locate the referred target object in 3D point cloud scenes according to a free-form language description. Previous methods mostly follow a two-stage paradigm, i.e., language-irrelevant detection and cross-modal matching, which is limited by the isolated architecture. In such a paradigm, the detector needs to sample keypoints from raw point clouds due to the inherent properties of 3D point clouds (irregular and large-scale), to generate the corresponding object proposal for each keypoint. However, sparse proposals may leave out the target in detection, while dense proposals may confuse the matching model. Moreover, the language-irrelevant detection stage can only sample a small proportion of keypoints on the target, deteriorating the target prediction. In this paper, we propose a 3D Single-Stage Referred Point Progressive Selection (3D-SPS) method, which progressively selects keypoints with the guidance of language and directly locates the target. Specifically, we propose a Description-aware Keypoint Sampling (DKS) module to coarsely focus on the points of language-relevant objects, which are significant clues for grounding. Besides, we devise a Target-oriented Progressive Mining (TPM) module to finely concentrate on the points of the target, which is enabled by progressive intra-modal relation modeling and inter-modal target mining. 3D-SPS bridges the gap between detection and matching in the 3D visual grounding task, localizing the target at a single stage. Experiments demonstrate that 3D-SPS achieves state-of-the-art performance on both ScanRefer and Nr3D/Sr3D datasets.
TriCLIP-3D: A Unified Parameter-Efficient Framework for Tri-Modal 3D Visual Grounding based on CLIP
3D visual grounding allows an embodied agent to understand visual information in real-world 3D environments based on human instructions, which is crucial for embodied intelligence. Existing 3D visual grounding methods typically rely on separate encoders for different modalities (e.g., RGB images, text, and 3D point clouds), resulting in large and complex models that are inefficient to train. While some approaches use pre-trained 2D multi-modal models like CLIP for 3D tasks, they still struggle with aligning point cloud data to 2D encoders. As a result, these methods continue to depend on 3D encoders for feature extraction, further increasing model complexity and training inefficiency. In this paper, we propose a unified 2D pre-trained multi-modal network to process all three modalities (RGB images, text, and point clouds), significantly simplifying the architecture. By leveraging a 2D CLIP bi-modal model with adapter-based fine-tuning, this framework effectively adapts to the tri-modal setting, improving both adaptability and performance across modalities. Our Geometric-Aware 2D-3D Feature Recovery and Fusion (GARF) module is designed to fuse geometric multi-scale features from point clouds and images. We then integrate textual features for final modality fusion and introduce a multi-modal decoder to facilitate deep cross-modal understanding. Together, our method achieves unified feature extraction and fusion across the three modalities, enabling an end-to-end 3D visual grounding model. Compared to the baseline, our method reduces the number of trainable parameters by approximately 58\%, while achieving a 6.52\% improvement in the 3D detection task and a 6.25\% improvement in the 3D visual grounding task.
AugRefer: Advancing 3D Visual Grounding via Cross-Modal Augmentation and Spatial Relation-based Referring
3D visual grounding (3DVG), which aims to correlate a natural language description with the target object within a 3D scene, is a significant yet challenging task. Despite recent advancements in this domain, existing approaches commonly encounter a shortage: a limited amount and diversity of text3D pairs available for training. Moreover, they fall short in effectively leveraging different contextual clues (e.g., rich spatial relations within the 3D visual space) for grounding. To address these limitations, we propose AugRefer, a novel approach for advancing 3D visual grounding. AugRefer introduces cross-modal augmentation designed to extensively generate diverse text-3D pairs by placing objects into 3D scenes and creating accurate and semantically rich descriptions using foundation models. Notably, the resulting pairs can be utilized by any existing 3DVG methods for enriching their training data. Additionally, AugRefer presents a language-spatial adaptive decoder that effectively adapts the potential referring objects based on the language description and various 3D spatial relations. Extensive experiments on three benchmark datasets clearly validate the effectiveness of AugRefer.
Dual Attribute-Spatial Relation Alignment for 3D Visual Grounding
3D visual grounding is an emerging research area dedicated to making connections between the 3D physical world and natural language, which is crucial for achieving embodied intelligence. In this paper, we propose DASANet, a Dual Attribute-Spatial relation Alignment Network that separately models and aligns object attributes and spatial relation features between language and 3D vision modalities. We decompose both the language and 3D point cloud input into two separate parts and design a dual-branch attention module to separately model the decomposed inputs while preserving global context in attribute-spatial feature fusion by cross attentions. Our DASANet achieves the highest grounding accuracy 65.1% on the Nr3D dataset, 1.3% higher than the best competitor. Besides, the visualization of the two branches proves that our method is efficient and highly interpretable.
Visual Programming for Zero-shot Open-Vocabulary 3D Visual Grounding
3D Visual Grounding (3DVG) aims at localizing 3D object based on textual descriptions. Conventional supervised methods for 3DVG often necessitate extensive annotations and a predefined vocabulary, which can be restrictive. To address this issue, we propose a novel visual programming approach for zero-shot open-vocabulary 3DVG, leveraging the capabilities of large language models (LLMs). Our approach begins with a unique dialog-based method, engaging with LLMs to establish a foundational understanding of zero-shot 3DVG. Building on this, we design a visual program that consists of three types of modules, i.e., view-independent, view-dependent, and functional modules. These modules, specifically tailored for 3D scenarios, work collaboratively to perform complex reasoning and inference. Furthermore, we develop an innovative language-object correlation module to extend the scope of existing 3D object detectors into open-vocabulary scenarios. Extensive experiments demonstrate that our zero-shot approach can outperform some supervised baselines, marking a significant stride towards effective 3DVG.
CoT3DRef: Chain-of-Thoughts Data-Efficient 3D Visual Grounding
3D visual grounding is the ability to localize objects in 3D scenes conditioned by utterances. Most existing methods devote the referring head to localize the referred object directly, causing failure in complex scenarios. In addition, it does not illustrate how and why the network reaches the final decision. In this paper, we address this question Can we design an interpretable 3D visual grounding framework that has the potential to mimic the human perception system?. To this end, we formulate the 3D visual grounding problem as a sequence-to-sequence task by first predicting a chain of anchors and then the final target. Interpretability not only improves the overall performance but also helps us identify failure cases. Following the chain of thoughts approach enables us to decompose the referring task into interpretable intermediate steps, boosting the performance and making our framework extremely data-efficient. Moreover, our proposed framework can be easily integrated into any existing architecture. We validate our approach through comprehensive experiments on the Nr3D, Sr3D, and Scanrefer benchmarks and show consistent performance gains compared to existing methods without requiring manually annotated data. Furthermore, our proposed framework, dubbed CoT3DRef, is significantly data-efficient, whereas on the Sr3D dataset, when trained only on 10% of the data, we match the SOTA performance that trained on the entire data.
Three Ways to Improve Verbo-visual Fusion for Dense 3D Visual Grounding
3D visual grounding is the task of localizing the object in a 3D scene which is referred by a description in natural language. With a wide range of applications ranging from autonomous indoor robotics to AR/VR, the task has recently risen in popularity. A common formulation to tackle 3D visual grounding is grounding-by-detection, where localization is done via bounding boxes. However, for real-life applications that require physical interactions, a bounding box insufficiently describes the geometry of an object. We therefore tackle the problem of dense 3D visual grounding, i.e. referral-based 3D instance segmentation. We propose a dense 3D grounding network ConcreteNet, featuring three novel stand-alone modules which aim to improve grounding performance for challenging repetitive instances, i.e. instances with distractors of the same semantic class. First, we introduce a bottom-up attentive fusion module that aims to disambiguate inter-instance relational cues, next we construct a contrastive training scheme to induce separation in the latent space, and finally we resolve view-dependent utterances via a learned global camera token. ConcreteNet ranks 1st on the challenging ScanRefer online benchmark by a considerable +9.43% accuracy at 50% IoU and has won the ICCV 3rd Workshop on Language for 3D Scenes "3D Object Localization" challenge.
Distilling Coarse-to-Fine Semantic Matching Knowledge for Weakly Supervised 3D Visual Grounding
3D visual grounding involves finding a target object in a 3D scene that corresponds to a given sentence query. Although many approaches have been proposed and achieved impressive performance, they all require dense object-sentence pair annotations in 3D point clouds, which are both time-consuming and expensive. To address the problem that fine-grained annotated data is difficult to obtain, we propose to leverage weakly supervised annotations to learn the 3D visual grounding model, i.e., only coarse scene-sentence correspondences are used to learn object-sentence links. To accomplish this, we design a novel semantic matching model that analyzes the semantic similarity between object proposals and sentences in a coarse-to-fine manner. Specifically, we first extract object proposals and coarsely select the top-K candidates based on feature and class similarity matrices. Next, we reconstruct the masked keywords of the sentence using each candidate one by one, and the reconstructed accuracy finely reflects the semantic similarity of each candidate to the query. Additionally, we distill the coarse-to-fine semantic matching knowledge into a typical two-stage 3D visual grounding model, which reduces inference costs and improves performance by taking full advantage of the well-studied structure of the existing architectures. We conduct extensive experiments on ScanRefer, Nr3D, and Sr3D, which demonstrate the effectiveness of our proposed method.
EDA: Explicit Text-Decoupling and Dense Alignment for 3D Visual Grounding
3D visual grounding aims to find the object within point clouds mentioned by free-form natural language descriptions with rich semantic cues. However, existing methods either extract the sentence-level features coupling all words or focus more on object names, which would lose the word-level information or neglect other attributes. To alleviate these issues, we present EDA that Explicitly Decouples the textual attributes in a sentence and conducts Dense Alignment between such fine-grained language and point cloud objects. Specifically, we first propose a text decoupling module to produce textual features for every semantic component. Then, we design two losses to supervise the dense matching between two modalities: position alignment loss and semantic alignment loss. On top of that, we further introduce a new visual grounding task, locating objects without object names, which can thoroughly evaluate the model's dense alignment capacity. Through experiments, we achieve state-of-the-art performance on two widely-adopted 3D visual grounding datasets, ScanRefer and SR3D/NR3D, and obtain absolute leadership on our newly-proposed task. The source code is available at https://github.com/yanmin-wu/EDA.
ScanReason: Empowering 3D Visual Grounding with Reasoning Capabilities
Although great progress has been made in 3D visual grounding, current models still rely on explicit textual descriptions for grounding and lack the ability to reason human intentions from implicit instructions. We propose a new task called 3D reasoning grounding and introduce a new benchmark ScanReason which provides over 10K question-answer-location pairs from five reasoning types that require the synerization of reasoning and grounding. We further design our approach, ReGround3D, composed of the visual-centric reasoning module empowered by Multi-modal Large Language Model (MLLM) and the 3D grounding module to obtain accurate object locations by looking back to the enhanced geometry and fine-grained details from the 3D scenes. A chain-of-grounding mechanism is proposed to further boost the performance with interleaved reasoning and grounding steps during inference. Extensive experiments on the proposed benchmark validate the effectiveness of our proposed approach.
Talk2PC: Enhancing 3D Visual Grounding through LiDAR and Radar Point Clouds Fusion for Autonomous Driving
Embodied outdoor scene understanding forms the foundation for autonomous agents to perceive, analyze, and react to dynamic driving environments. However, existing 3D understanding is predominantly based on 2D Vision-Language Models (VLMs), which collect and process limited scene-aware contexts. In contrast, compared to the 2D planar visual information, point cloud sensors such as LiDAR provide rich depth and fine-grained 3D representations of objects. Even better the emerging 4D millimeter-wave radar detects the motion trend, velocity, and reflection intensity of each object. The integration of these two modalities provides more flexible querying conditions for natural language, thereby supporting more accurate 3D visual grounding. To this end, we propose a novel method called TPCNet, the first outdoor 3D visual grounding model upon the paradigm of prompt-guided point cloud sensor combination, including both LiDAR and radar sensors. To optimally combine the features of these two sensors required by the prompt, we design a multi-fusion paradigm called Two-Stage Heterogeneous Modal Adaptive Fusion. Specifically, this paradigm initially employs Bidirectional Agent Cross-Attention (BACA), which feeds both-sensor features, characterized by global receptive fields, to the text features for querying. Moreover, we design a Dynamic Gated Graph Fusion (DGGF) module to locate the regions of interest identified by the queries. To further enhance accuracy, we devise an C3D-RECHead, based on the nearest object edge to the ego-vehicle. Experimental results demonstrate that our TPCNet, along with its individual modules, achieves the state-of-the-art performance on both the Talk2Radar and Talk2Car datasets. We release the code at https://github.com/GuanRunwei/TPCNet.
Multi-branch Collaborative Learning Network for 3D Visual Grounding
3D referring expression comprehension (3DREC) and segmentation (3DRES) have overlapping objectives, indicating their potential for collaboration. However, existing collaborative approaches predominantly depend on the results of one task to make predictions for the other, limiting effective collaboration. We argue that employing separate branches for 3DREC and 3DRES tasks enhances the model's capacity to learn specific information for each task, enabling them to acquire complementary knowledge. Thus, we propose the MCLN framework, which includes independent branches for 3DREC and 3DRES tasks. This enables dedicated exploration of each task and effective coordination between the branches. Furthermore, to facilitate mutual reinforcement between these branches, we introduce a Relative Superpoint Aggregation (RSA) module and an Adaptive Soft Alignment (ASA) module. These modules significantly contribute to the precise alignment of prediction results from the two branches, directing the module to allocate increased attention to key positions. Comprehensive experimental evaluation demonstrates that our proposed method achieves state-of-the-art performance on both the 3DREC and 3DRES tasks, with an increase of 2.05% in Acc@0.5 for 3DREC and 3.96% in mIoU for 3DRES.
TransRefer3D: Entity-and-Relation Aware Transformer for Fine-Grained 3D Visual Grounding
Recently proposed fine-grained 3D visual grounding is an essential and challenging task, whose goal is to identify the 3D object referred by a natural language sentence from other distractive objects of the same category. Existing works usually adopt dynamic graph networks to indirectly model the intra/inter-modal interactions, making the model difficult to distinguish the referred object from distractors due to the monolithic representations of visual and linguistic contents. In this work, we exploit Transformer for its natural suitability on permutation-invariant 3D point clouds data and propose a TransRefer3D network to extract entity-and-relation aware multimodal context among objects for more discriminative feature learning. Concretely, we devise an Entity-aware Attention (EA) module and a Relation-aware Attention (RA) module to conduct fine-grained cross-modal feature matching. Facilitated by co-attention operation, our EA module matches visual entity features with linguistic entity features while RA module matches pair-wise visual relation features with linguistic relation features, respectively. We further integrate EA and RA modules into an Entity-and-Relation aware Contextual Block (ERCB) and stack several ERCBs to form our TransRefer3D for hierarchical multimodal context modeling. Extensive experiments on both Nr3D and Sr3D datasets demonstrate that our proposed model significantly outperforms existing approaches by up to 10.6% and claims the new state-of-the-art. To the best of our knowledge, this is the first work investigating Transformer architecture for fine-grained 3D visual grounding task.
ViewRefer: Grasp the Multi-view Knowledge for 3D Visual Grounding with GPT and Prototype Guidance
Understanding 3D scenes from multi-view inputs has been proven to alleviate the view discrepancy issue in 3D visual grounding. However, existing methods normally neglect the view cues embedded in the text modality and fail to weigh the relative importance of different views. In this paper, we propose ViewRefer, a multi-view framework for 3D visual grounding exploring how to grasp the view knowledge from both text and 3D modalities. For the text branch, ViewRefer leverages the diverse linguistic knowledge of large-scale language models, e.g., GPT, to expand a single grounding text to multiple geometry-consistent descriptions. Meanwhile, in the 3D modality, a transformer fusion module with inter-view attention is introduced to boost the interaction of objects across views. On top of that, we further present a set of learnable multi-view prototypes, which memorize scene-agnostic knowledge for different views, and enhance the framework from two perspectives: a view-guided attention module for more robust text features, and a view-guided scoring strategy during the final prediction. With our designed paradigm, ViewRefer achieves superior performance on three benchmarks and surpasses the second-best by +2.8%, +1.5%, and +1.35% on Sr3D, Nr3D, and ScanRefer.
Text-guided Sparse Voxel Pruning for Efficient 3D Visual Grounding
In this paper, we propose an efficient multi-level convolution architecture for 3D visual grounding. Conventional methods are difficult to meet the requirements of real-time inference due to the two-stage or point-based architecture. Inspired by the success of multi-level fully sparse convolutional architecture in 3D object detection, we aim to build a new 3D visual grounding framework following this technical route. However, as in 3D visual grounding task the 3D scene representation should be deeply interacted with text features, sparse convolution-based architecture is inefficient for this interaction due to the large amount of voxel features. To this end, we propose text-guided pruning (TGP) and completion-based addition (CBA) to deeply fuse 3D scene representation and text features in an efficient way by gradual region pruning and target completion. Specifically, TGP iteratively sparsifies the 3D scene representation and thus efficiently interacts the voxel features with text features by cross-attention. To mitigate the affect of pruning on delicate geometric information, CBA adaptively fixes the over-pruned region by voxel completion with negligible computational overhead. Compared with previous single-stage methods, our method achieves top inference speed and surpasses previous fastest method by 100\% FPS. Our method also achieves state-of-the-art accuracy even compared with two-stage methods, with +1.13 lead of Acc@0.5 on ScanRefer, and +2.6 and +3.2 leads on NR3D and SR3D respectively. The code is available at https://github.com/GWxuan/TSP3D{https://github.com/GWxuan/TSP3D}.
UniT3D: A Unified Transformer for 3D Dense Captioning and Visual Grounding
Performing 3D dense captioning and visual grounding requires a common and shared understanding of the underlying multimodal relationships. However, despite some previous attempts on connecting these two related tasks with highly task-specific neural modules, it remains understudied how to explicitly depict their shared nature to learn them simultaneously. In this work, we propose UniT3D, a simple yet effective fully unified transformer-based architecture for jointly solving 3D visual grounding and dense captioning. UniT3D enables learning a strong multimodal representation across the two tasks through a supervised joint pre-training scheme with bidirectional and seq-to-seq objectives. With a generic architecture design, UniT3D allows expanding the pre-training scope to more various training sources such as the synthesized data from 2D prior knowledge to benefit 3D vision-language tasks. Extensive experiments and analysis demonstrate that UniT3D obtains significant gains for 3D dense captioning and visual grounding.
Evolving Symbolic 3D Visual Grounder with Weakly Supervised Reflection
3D visual grounding (3DVG) is challenging because of the requirement of understanding on visual information, language and spatial relationships. While supervised approaches have achieved superior performance, they are constrained by the scarcity and high cost of 3D vision-language datasets. On the other hand, LLM/VLM based agents are proposed for 3DVG, eliminating the need for training data. However, these methods incur prohibitive time and token costs during inference. To address the challenges, we introduce a novel training-free symbolic framework for 3D visual grounding, namely Evolvable Symbolic Visual Grounder, that offers significantly reduced inference costs compared to previous agent-based methods while maintaining comparable performance. EaSe uses LLM generated codes to compute on spatial relationships. EaSe also implements an automatic pipeline to evaluate and optimize the quality of these codes and integrate VLMs to assist in the grounding process. Experimental results demonstrate that EaSe achieves 52.9% accuracy on Nr3D dataset and 49.2% Acc@0.25 on ScanRefer, which is top-tier among training-free methods. Moreover, it substantially reduces the inference time and cost, offering a balanced trade-off between performance and efficiency. Codes are available at https://github.com/OpenRobotLab/EaSe.
Multi3DRefer: Grounding Text Description to Multiple 3D Objects
We introduce the task of localizing a flexible number of objects in real-world 3D scenes using natural language descriptions. Existing 3D visual grounding tasks focus on localizing a unique object given a text description. However, such a strict setting is unnatural as localizing potentially multiple objects is a common need in real-world scenarios and robotic tasks (e.g., visual navigation and object rearrangement). To address this setting we propose Multi3DRefer, generalizing the ScanRefer dataset and task. Our dataset contains 61926 descriptions of 11609 objects, where zero, single or multiple target objects are referenced by each description. We also introduce a new evaluation metric and benchmark methods from prior work to enable further investigation of multi-modal 3D scene understanding. Furthermore, we develop a better baseline leveraging 2D features from CLIP by rendering object proposals online with contrastive learning, which outperforms the state of the art on the ScanRefer benchmark.
Task-oriented Sequential Grounding in 3D Scenes
Grounding natural language in physical 3D environments is essential for the advancement of embodied artificial intelligence. Current datasets and models for 3D visual grounding predominantly focus on identifying and localizing objects from static, object-centric descriptions. These approaches do not adequately address the dynamic and sequential nature of task-oriented grounding necessary for practical applications. In this work, we propose a new task: Task-oriented Sequential Grounding in 3D scenes, wherein an agent must follow detailed step-by-step instructions to complete daily activities by locating a sequence of target objects in indoor scenes. To facilitate this task, we introduce SG3D, a large-scale dataset containing 22,346 tasks with 112,236 steps across 4,895 real-world 3D scenes. The dataset is constructed using a combination of RGB-D scans from various 3D scene datasets and an automated task generation pipeline, followed by human verification for quality assurance. We adapted three state-of-the-art 3D visual grounding models to the sequential grounding task and evaluated their performance on SG3D. Our results reveal that while these models perform well on traditional benchmarks, they face significant challenges with task-oriented sequential grounding, underscoring the need for further research in this area.
WildRefer: 3D Object Localization in Large-scale Dynamic Scenes with Multi-modal Visual Data and Natural Language
We introduce the task of 3D visual grounding in large-scale dynamic scenes based on natural linguistic descriptions and online captured multi-modal visual data, including 2D images and 3D LiDAR point clouds. We present a novel method, dubbed WildRefer, for this task by fully utilizing the rich appearance information in images, the position and geometric clues in point cloud as well as the semantic knowledge of language descriptions. Besides, we propose two novel datasets, i.e., STRefer and LifeRefer, which focus on large-scale human-centric daily-life scenarios accompanied with abundant 3D object and natural language annotations. Our datasets are significant for the research of 3D visual grounding in the wild and has huge potential to boost the development of autonomous driving and service robots. Extensive experiments and ablation studies demonstrate that our method achieves state-of-the-art performance on the proposed benchmarks. The code is provided in https://github.com/4DVLab/WildRefer.
Vision-Language Modeling in PET/CT for Visual Grounding of Positive Findings
Vision-language models can connect the text description of an object to its specific location in an image through visual grounding. This has potential applications in enhanced radiology reporting. However, these models require large annotated image-text datasets, which are lacking for PET/CT. We developed an automated pipeline to generate weak labels linking PET/CT report descriptions to their image locations and used it to train a 3D vision-language visual grounding model. Our pipeline finds positive findings in PET/CT reports by identifying mentions of SUVmax and axial slice numbers. From 25,578 PET/CT exams, we extracted 11,356 sentence-label pairs. Using this data, we trained ConTEXTual Net 3D, which integrates text embeddings from a large language model with a 3D nnU-Net via token-level cross-attention. The model's performance was compared against LLMSeg, a 2.5D version of ConTEXTual Net, and two nuclear medicine physicians. The weak-labeling pipeline accurately identified lesion locations in 98% of cases (246/251), with 7.5% requiring boundary adjustments. ConTEXTual Net 3D achieved an F1 score of 0.80, outperforming LLMSeg (F1=0.22) and the 2.5D model (F1=0.53), though it underperformed both physicians (F1=0.94 and 0.91). The model achieved better performance on FDG (F1=0.78) and DCFPyL (F1=0.75) exams, while performance dropped on DOTATE (F1=0.58) and Fluciclovine (F1=0.66). The model performed consistently across lesion sizes but showed reduced accuracy on lesions with low uptake. Our novel weak labeling pipeline accurately produced an annotated dataset of PET/CT image-text pairs, facilitating the development of 3D visual grounding models. ConTEXTual Net 3D significantly outperformed other models but fell short of the performance of nuclear medicine physicians. Our study suggests that even larger datasets may be needed to close this performance gap.
Intent3D: 3D Object Detection in RGB-D Scans Based on Human Intention
In real-life scenarios, humans seek out objects in the 3D world to fulfill their daily needs or intentions. This inspires us to introduce 3D intention grounding, a new task in 3D object detection employing RGB-D, based on human intention, such as "I want something to support my back". Closely related, 3D visual grounding focuses on understanding human reference. To achieve detection based on human intention, it relies on humans to observe the scene, reason out the target that aligns with their intention ("pillow" in this case), and finally provide a reference to the AI system, such as "A pillow on the couch". Instead, 3D intention grounding challenges AI agents to automatically observe, reason and detect the desired target solely based on human intention. To tackle this challenge, we introduce the new Intent3D dataset, consisting of 44,990 intention texts associated with 209 fine-grained classes from 1,042 scenes of the ScanNet dataset. We also establish several baselines based on different language-based 3D object detection models on our benchmark. Finally, we propose IntentNet, our unique approach, designed to tackle this intention-based detection problem. It focuses on three key aspects: intention understanding, reasoning to identify object candidates, and cascaded adaptive learning that leverages the intrinsic priority logic of different losses for multiple objective optimization.
Reasoning in Space via Grounding in the World
In this paper, we claim that 3D visual grounding is the cornerstone of spatial reasoning and introduce the Grounded-Spatial Reasoner (GS-Reasoner) to explore the effective spatial representations that bridge the gap between them. Existing 3D LLMs suffer from the absence of a unified 3D representation capable of jointly capturing semantic and geometric information. This deficiency is manifested either in poor performance on grounding or in an excessive reliance on external modules, ultimately hindering the seamless integration of grounding and spatial reasoning. To address this, we propose a simple yet effective dual-path pooling mechanism that tightly aligns geometric features with both semantic and positional cues, constructing a unified image patch-based 3D representation that encapsulates all essential information without increasing the number of input tokens. Leveraging this holistic representation, GS-Reasoner is the first 3D LLM that achieves autoregressive grounding entirely without external modules while delivering performance comparable to state-of-the-art models, establishing a unified and self-contained framework for 3D spatial reasoning. To further bridge grounding and spatial reasoning, we introduce the Grounded Chain-of-Thought (GCoT) dataset. This dataset is meticulously curated to include both 3D bounding box annotations for objects referenced in reasoning questions and step-by-step reasoning paths that integrate grounding as a core component of the problem-solving process. Extensive experiments demonstrate that GS-Reasoner achieves impressive results on 3D visual grounding, which in turn significantly enhances its spatial reasoning capabilities, leading to state-of-the-art performance.
SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding
3D vision-language grounding, which focuses on aligning language with the 3D physical environment, stands as a cornerstone in the development of embodied agents. In comparison to recent advancements in the 2D domain, grounding language in 3D scenes faces several significant challenges: (i) the inherent complexity of 3D scenes due to the diverse object configurations, their rich attributes, and intricate relationships; (ii) the scarcity of paired 3D vision-language data to support grounded learning; and (iii) the absence of a unified learning framework to distill knowledge from grounded 3D data. In this work, we aim to address these three major challenges in 3D vision-language by examining the potential of systematically upscaling 3D vision-language learning in indoor environments. We introduce the first million-scale 3D vision-language dataset, SceneVerse, encompassing about 68K 3D indoor scenes and comprising 2.5M vision-language pairs derived from both human annotations and our scalable scene-graph-based generation approach. We demonstrate that this scaling allows for a unified pre-training framework, Grounded Pre-training for Scenes (GPS), for 3D vision-language learning. Through extensive experiments, we showcase the effectiveness of GPS by achieving state-of-the-art performance on all existing 3D visual grounding benchmarks. The vast potential of SceneVerse and GPS is unveiled through zero-shot transfer experiments in the challenging 3D vision-language tasks. Project website: https://scene-verse.github.io .
SURPRISE3D: A Dataset for Spatial Understanding and Reasoning in Complex 3D Scenes
The integration of language and 3D perception is critical for embodied AI and robotic systems to perceive, understand, and interact with the physical world. Spatial reasoning, a key capability for understanding spatial relationships between objects, remains underexplored in current 3D vision-language research. Existing datasets often mix semantic cues (e.g., object name) with spatial context, leading models to rely on superficial shortcuts rather than genuinely interpreting spatial relationships. To address this gap, we introduce Surprise3D, a novel dataset designed to evaluate language-guided spatial reasoning segmentation in complex 3D scenes. Surprise3D consists of more than 200k vision language pairs across 900+ detailed indoor scenes from ScanNet++ v2, including more than 2.8k unique object classes. The dataset contains 89k+ human-annotated spatial queries deliberately crafted without object name, thereby mitigating shortcut biases in spatial understanding. These queries comprehensively cover various spatial reasoning skills, such as relative position, narrative perspective, parametric perspective, and absolute distance reasoning. Initial benchmarks demonstrate significant challenges for current state-of-the-art expert 3D visual grounding methods and 3D-LLMs, underscoring the necessity of our dataset and the accompanying 3D Spatial Reasoning Segmentation (3D-SRS) benchmark suite. Surprise3D and 3D-SRS aim to facilitate advancements in spatially aware AI, paving the way for effective embodied interaction and robotic planning. The code and datasets can be found in https://github.com/liziwennba/SUPRISE.
3D Scene Graph Guided Vision-Language Pre-training
3D vision-language (VL) reasoning has gained significant attention due to its potential to bridge the 3D physical world with natural language descriptions. Existing approaches typically follow task-specific, highly specialized paradigms. Therefore, these methods focus on a limited range of reasoning sub-tasks and rely heavily on the hand-crafted modules and auxiliary losses. This highlights the need for a simpler, unified and general-purpose model. In this paper, we leverage the inherent connection between 3D scene graphs and natural language, proposing a 3D scene graph-guided vision-language pre-training (VLP) framework. Our approach utilizes modality encoders, graph convolutional layers and cross-attention layers to learn universal representations that adapt to a variety of 3D VL reasoning tasks, thereby eliminating the need for task-specific designs. The pre-training objectives include: 1) Scene graph-guided contrastive learning, which leverages the strong correlation between 3D scene graphs and natural language to align 3D objects with textual features at various fine-grained levels; and 2) Masked modality learning, which uses cross-modality information to reconstruct masked words and 3D objects. Instead of directly reconstructing the 3D point clouds of masked objects, we use position clues to predict their semantic categories. Extensive experiments demonstrate that our pre-training model, when fine-tuned on several downstream tasks, achieves performance comparable to or better than existing methods in tasks such as 3D visual grounding, 3D dense captioning, and 3D question answering.
MMScan: A Multi-Modal 3D Scene Dataset with Hierarchical Grounded Language Annotations
With the emergence of LLMs and their integration with other data modalities, multi-modal 3D perception attracts more attention due to its connectivity to the physical world and makes rapid progress. However, limited by existing datasets, previous works mainly focus on understanding object properties or inter-object spatial relationships in a 3D scene. To tackle this problem, this paper builds the first largest ever multi-modal 3D scene dataset and benchmark with hierarchical grounded language annotations, MMScan. It is constructed based on a top-down logic, from region to object level, from a single target to inter-target relationships, covering holistic aspects of spatial and attribute understanding. The overall pipeline incorporates powerful VLMs via carefully designed prompts to initialize the annotations efficiently and further involve humans' correction in the loop to ensure the annotations are natural, correct, and comprehensive. Built upon existing 3D scanning data, the resulting multi-modal 3D dataset encompasses 1.4M meta-annotated captions on 109k objects and 7.7k regions as well as over 3.04M diverse samples for 3D visual grounding and question-answering benchmarks. We evaluate representative baselines on our benchmarks, analyze their capabilities in different aspects, and showcase the key problems to be addressed in the future. Furthermore, we use this high-quality dataset to train state-of-the-art 3D visual grounding and LLMs and obtain remarkable performance improvement both on existing benchmarks and in-the-wild evaluation. Codes, datasets, and benchmarks will be available at https://github.com/OpenRobotLab/EmbodiedScan.
BIP3D: Bridging 2D Images and 3D Perception for Embodied Intelligence
In embodied intelligence systems, a key component is 3D perception algorithm, which enables agents to understand their surrounding environments. Previous algorithms primarily rely on point cloud, which, despite offering precise geometric information, still constrain perception performance due to inherent sparsity, noise, and data scarcity. In this work, we introduce a novel image-centric 3D perception model, BIP3D, which leverages expressive image features with explicit 3D position encoding to overcome the limitations of point-centric methods. Specifically, we leverage pre-trained 2D vision foundation models to enhance semantic understanding, and introduce a spatial enhancer module to improve spatial understanding. Together, these modules enable BIP3D to achieve multi-view, multi-modal feature fusion and end-to-end 3D perception. In our experiments, BIP3D outperforms current state-of-the-art results on the EmbodiedScan benchmark, achieving improvements of 5.69% in the 3D detection task and 15.25% in the 3D visual grounding task.
Vid-LLM: A Compact Video-based 3D Multimodal LLM with Reconstruction-Reasoning Synergy
Recent developments in Multimodal Large Language Models (MLLMs) have significantly improved Vision-Language (VL) reasoning in 2D domains. However, extending these capabilities to 3D scene understanding remains a major challenge. Existing 3D Multimodal Large Language Models (3D-MLLMs) often depend on 3D data inputs, which limits scalability and generalization. To address this limitation, we propose Vid-LLM, a video-based 3D-MLLM that directly processes video inputs without requiring external 3D data, making it practical for real-world deployment. In our method, the geometric prior are directly used to improve the performance of the sceen perception. To integrate the geometric cues into the MLLM compactly, we design a Cross-Task Adapter (CTA) module to align the 3D geometric priors with the vision-language representations. To ensure geometric consistency and integrity, we introduce a Metric Depth Model that recovers real-scale geometry from the reconstruction outputs. Finally, the model is fine-tuned with a two-stage distillation optimization strategy, realizing fast convergence and stabilizes training. Extensive experiments across diverse benchmarks verified the effectiveness of our method on 3D Question Answering, 3D Dense Captioning and 3D Visual Grounding tasks, demonstrating the superior multi-task capabilities.
Extending Large Vision-Language Model for Diverse Interactive Tasks in Autonomous Driving
The Large Visual-Language Models (LVLMs) have significantly advanced image understanding. Their comprehension and reasoning capabilities enable promising applications in autonomous driving scenarios. However, existing research typically focuses on front-view perspectives and partial objects within scenes, struggling to achieve comprehensive scene understanding. Meanwhile, existing LVLMs suffer from the lack of mapping relationship between 2D and 3D and insufficient integration of 3D object localization and instruction understanding. To tackle these limitations, we first introduce NuInteract, a large-scale dataset with over 1.5M multi-view image language pairs spanning dense scene captions and diverse interactive tasks. Furthermore, we propose DriveMonkey, a simple yet effective framework that seamlessly integrates LVLMs with a spatial processor using a series of learnable queries. The spatial processor, designed as a plug-and-play component, can be initialized with pre-trained 3D detectors to improve 3D perception. Our experiments show that DriveMonkey outperforms general LVLMs, especially achieving a 9.86% notable improvement on the 3D visual grounding task. The dataset and code will be released at https://github.com/zc-zhao/DriveMonkey.
Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied Navigation
Embodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \textbf{M}ove \textbf{t}o \textbf{U}nderstand (\model), a unified framework that integrates active perception with \textbf{3D} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines Vision-Language-Exploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence.
Text-Visual Prompting for Efficient 2D Temporal Video Grounding
In this paper, we study the problem of temporal video grounding (TVG), which aims to predict the starting/ending time points of moments described by a text sentence within a long untrimmed video. Benefiting from fine-grained 3D visual features, the TVG techniques have achieved remarkable progress in recent years. However, the high complexity of 3D convolutional neural networks (CNNs) makes extracting dense 3D visual features time-consuming, which calls for intensive memory and computing resources. Towards efficient TVG, we propose a novel text-visual prompting (TVP) framework, which incorporates optimized perturbation patterns (that we call 'prompts') into both visual inputs and textual features of a TVG model. In sharp contrast to 3D CNNs, we show that TVP allows us to effectively co-train vision encoder and language encoder in a 2D TVG model and improves the performance of crossmodal feature fusion using only low-complexity sparse 2D visual features. Further, we propose a Temporal-Distance IoU (TDIoU) loss for efficient learning of TVG. Experiments on two benchmark datasets, Charades-STA and ActivityNet Captions datasets, empirically show that the proposed TVP significantly boosts the performance of 2D TVG (e.g., 9.79% improvement on Charades-STA and 30.77% improvement on ActivityNet Captions) and achieves 5x inference acceleration over TVG using 3D visual features. Codes are available at Open.Intel.
A Coarse-to-Fine Approach to Multi-Modality 3D Occupancy Grounding
Visual grounding aims to identify objects or regions in a scene based on natural language descriptions, essential for spatially aware perception in autonomous driving. However, existing visual grounding tasks typically depend on bounding boxes that often fail to capture fine-grained details. Not all voxels within a bounding box are occupied, resulting in inaccurate object representations. To address this, we introduce a benchmark for 3D occupancy grounding in challenging outdoor scenes. Built on the nuScenes dataset, it integrates natural language with voxel-level occupancy annotations, offering more precise object perception compared to the traditional grounding task. Moreover, we propose GroundingOcc, an end-to-end model designed for 3D occupancy grounding through multi-modal learning. It combines visual, textual, and point cloud features to predict object location and occupancy information from coarse to fine. Specifically, GroundingOcc comprises a multimodal encoder for feature extraction, an occupancy head for voxel-wise predictions, and a grounding head to refine localization. Additionally, a 2D grounding module and a depth estimation module enhance geometric understanding, thereby boosting model performance. Extensive experiments on the benchmark demonstrate that our method outperforms existing baselines on 3D occupancy grounding. The dataset is available at https://github.com/RONINGOD/GroundingOcc.
Lexicon3D: Probing Visual Foundation Models for Complex 3D Scene Understanding
Complex 3D scene understanding has gained increasing attention, with scene encoding strategies playing a crucial role in this success. However, the optimal scene encoding strategies for various scenarios remain unclear, particularly compared to their image-based counterparts. To address this issue, we present a comprehensive study that probes various visual encoding models for 3D scene understanding, identifying the strengths and limitations of each model across different scenarios. Our evaluation spans seven vision foundation encoders, including image-based, video-based, and 3D foundation models. We evaluate these models in four tasks: Vision-Language Scene Reasoning, Visual Grounding, Segmentation, and Registration, each focusing on different aspects of scene understanding. Our evaluations yield key findings: DINOv2 demonstrates superior performance, video models excel in object-level tasks, diffusion models benefit geometric tasks, and language-pretrained models show unexpected limitations in language-related tasks. These insights challenge some conventional understandings, provide novel perspectives on leveraging visual foundation models, and highlight the need for more flexible encoder selection in future vision-language and scene-understanding tasks.
MLLMs Need 3D-Aware Representation Supervision for Scene Understanding
Recent advances in scene understanding have leveraged multimodal large language models (MLLMs) for 3D reasoning by capitalizing on their strong 2D pretraining. However, the lack of explicit 3D data during MLLM pretraining limits 3D representation capability. In this paper, we investigate the 3D-awareness of MLLMs by evaluating multi-view correspondence and reveal a strong positive correlation between the quality of 3D-aware representation and downstream task performance. Motivated by this, we propose 3DRS, a framework that enhances MLLM 3D representation learning by introducing supervision from pretrained 3D foundation models. Our approach aligns MLLM visual features with rich 3D knowledge distilled from 3D models, effectively improving scene understanding. Extensive experiments across multiple benchmarks and MLLMs -- including visual grounding, captioning, and question answering -- demonstrate consistent performance gains. Project page: https://visual-ai.github.io/3drs
BlenderAlchemy: Editing 3D Graphics with Vision-Language Models
Graphics design is important for various applications, including movie production and game design. To create a high-quality scene, designers usually need to spend hours in software like Blender, in which they might need to interleave and repeat operations, such as connecting material nodes, hundreds of times. Moreover, slightly different design goals may require completely different sequences, making automation difficult. In this paper, we propose a system that leverages Vision-Language Models (VLMs), like GPT-4V, to intelligently search the design action space to arrive at an answer that can satisfy a user's intent. Specifically, we design a vision-based edit generator and state evaluator to work together to find the correct sequence of actions to achieve the goal. Inspired by the role of visual imagination in the human design process, we supplement the visual reasoning capabilities of VLMs with "imagined" reference images from image-generation models, providing visual grounding of abstract language descriptions. In this paper, we provide empirical evidence suggesting our system can produce simple but tedious Blender editing sequences for tasks such as editing procedural materials from text and/or reference images, as well as adjusting lighting configurations for product renderings in complex scenes.
3D Vision and Language Pretraining with Large-Scale Synthetic Data
3D Vision-Language Pre-training (3D-VLP) aims to provide a pre-train model which can bridge 3D scenes with natural language, which is an important technique for embodied intelligence. However, current 3D-VLP datasets are hindered by limited scene-level diversity and insufficient fine-grained annotations (only 1.2K scenes and 280K textual annotations in ScanScribe), primarily due to the labor-intensive of collecting and annotating 3D scenes. To overcome these obstacles, we construct SynVL3D, a comprehensive synthetic scene-text corpus with 10K indoor scenes and 1M descriptions at object, view, and room levels, which has the advantages of diverse scene data, rich textual descriptions, multi-grained 3D-text associations, and low collection cost. Utilizing the rich annotations in SynVL3D, we pre-train a simple and unified Transformer for aligning 3D and language with multi-grained pretraining tasks. Moreover, we propose a synthetic-to-real domain adaptation in downstream task fine-tuning process to address the domain shift. Through extensive experiments, we verify the effectiveness of our model design by achieving state-of-the-art performance on downstream tasks including visual grounding, dense captioning, and question answering.
3D-VisTA: Pre-trained Transformer for 3D Vision and Text Alignment
3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning.
Uni3DL: Unified Model for 3D and Language Understanding
In this work, we present Uni3DL, a unified model for 3D and Language understanding. Distinct from existing unified vision-language models in 3D which are limited in task variety and predominantly dependent on projected multi-view images, Uni3DL operates directly on point clouds. This approach significantly expands the range of supported tasks in 3D, encompassing both vision and vision-language tasks in 3D. At the core of Uni3DL, a query transformer is designed to learn task-agnostic semantic and mask outputs by attending to 3D visual features, and a task router is employed to selectively generate task-specific outputs required for diverse tasks. With a unified architecture, our Uni3DL model enjoys seamless task decomposition and substantial parameter sharing across tasks. Uni3DL has been rigorously evaluated across diverse 3D vision-language understanding tasks, including semantic segmentation, object detection, instance segmentation, visual grounding, 3D captioning, and text-3D cross-modal retrieval. It demonstrates performance on par with or surpassing state-of-the-art (SOTA) task-specific models. We hope our benchmark and Uni3DL model will serve as a solid step to ease future research in unified models in the realm of 3D and language understanding. Project page: https://uni3dl.github.io.
ShapeLLM: Universal 3D Object Understanding for Embodied Interaction
This paper presents ShapeLLM, the first 3D Multimodal Large Language Model (LLM) designed for embodied interaction, exploring a universal 3D object understanding with 3D point clouds and languages. ShapeLLM is built upon an improved 3D encoder by extending ReCon to ReCon++ that benefits from multi-view image distillation for enhanced geometry understanding. By utilizing ReCon++ as the 3D point cloud input encoder for LLMs, ShapeLLM is trained on constructed instruction-following data and tested on our newly human-curated evaluation benchmark, 3D MM-Vet. ReCon++ and ShapeLLM achieve state-of-the-art performance in 3D geometry understanding and language-unified 3D interaction tasks, such as embodied visual grounding.
Robix: A Unified Model for Robot Interaction, Reasoning and Planning
We introduce Robix, a unified model that integrates robot reasoning, task planning, and natural language interaction within a single vision-language architecture. Acting as the high-level cognitive layer in a hierarchical robot system, Robix dynamically generates atomic commands for the low-level controller and verbal responses for human interaction, enabling robots to follow complex instructions, plan long-horizon tasks, and interact naturally with human within an end-to-end framework. Robix further introduces novel capabilities such as proactive dialogue, real-time interruption handling, and context-aware commonsense reasoning during task execution. At its core, Robix leverages chain-of-thought reasoning and adopts a three-stage training strategy: (1) continued pretraining to enhance foundational embodied reasoning abilities including 3D spatial understanding, visual grounding, and task-centric reasoning; (2) supervised finetuning to model human-robot interaction and task planning as a unified reasoning-action sequence; and (3) reinforcement learning to improve reasoning-action consistency and long-horizon task coherence. Extensive experiments demonstrate that Robix outperforms both open-source and commercial baselines (e.g., GPT-4o and Gemini 2.5 Pro) in interactive task execution, demonstrating strong generalization across diverse instruction types (e.g., open-ended, multi-stage, constrained, invalid, and interrupted) and various user-involved tasks such as table bussing, grocery shopping, and dietary filtering.
3DAxisPrompt: Promoting the 3D Grounding and Reasoning in GPT-4o
Multimodal Large Language Models (MLLMs) exhibit impressive capabilities across a variety of tasks, especially when equipped with carefully designed visual prompts. However, existing studies primarily focus on logical reasoning and visual understanding, while the capability of MLLMs to operate effectively in 3D vision remains an ongoing area of exploration. In this paper, we introduce a novel visual prompting method, called 3DAxisPrompt, to elicit the 3D understanding capabilities of MLLMs in real-world scenes. More specifically, our method leverages the 3D coordinate axis and masks generated from the Segment Anything Model (SAM) to provide explicit geometric priors to MLLMs and then extend their impressive 2D grounding and reasoning ability to real-world 3D scenarios. Besides, we first provide a thorough investigation of the potential visual prompting formats and conclude our findings to reveal the potential and limits of 3D understanding capabilities in GPT-4o, as a representative of MLLMs. Finally, we build evaluation environments with four datasets, i.e., ScanRefer, ScanNet, FMB, and nuScene datasets, covering various 3D tasks. Based on this, we conduct extensive quantitative and qualitative experiments, which demonstrate the effectiveness of the proposed method. Overall, our study reveals that MLLMs, with the help of 3DAxisPrompt, can effectively perceive an object's 3D position in real-world scenarios. Nevertheless, a single prompt engineering approach does not consistently achieve the best outcomes for all 3D tasks. This study highlights the feasibility of leveraging MLLMs for 3D vision grounding/reasoning with prompt engineering techniques.
Grounding 3D Object Affordance from 2D Interactions in Images
Grounding 3D object affordance seeks to locate objects' ''action possibilities'' regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g. relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.
Multi-Object 3D Grounding with Dynamic Modules and Language-Informed Spatial Attention
Multi-object 3D Grounding involves locating 3D boxes based on a given query phrase from a point cloud. It is a challenging and significant task with numerous applications in visual understanding, human-computer interaction, and robotics. To tackle this challenge, we introduce D-LISA, a two-stage approach incorporating three innovations. First, a dynamic vision module that enables a variable and learnable number of box proposals. Second, a dynamic camera positioning that extracts features for each proposal. Third, a language-informed spatial attention module that better reasons over the proposals to output the final prediction. Empirically, experiments show that our method outperforms the state-of-the-art methods on multi-object 3D grounding by 12.8% (absolute) and is competitive in single-object 3D grounding.
Visual Agentic AI for Spatial Reasoning with a Dynamic API
Visual reasoning -- the ability to interpret the visual world -- is crucial for embodied agents that operate within three-dimensional scenes. Progress in AI has led to vision and language models capable of answering questions from images. However, their performance declines when tasked with 3D spatial reasoning. To tackle the complexity of such reasoning problems, we introduce an agentic program synthesis approach where LLM agents collaboratively generate a Pythonic API with new functions to solve common subproblems. Our method overcomes limitations of prior approaches that rely on a static, human-defined API, allowing it to handle a wider range of queries. To assess AI capabilities for 3D understanding, we introduce a new benchmark of queries involving multiple steps of grounding and inference. We show that our method outperforms prior zero-shot models for visual reasoning in 3D and empirically validate the effectiveness of our agentic framework for 3D spatial reasoning tasks. Project website: https://glab-caltech.github.io/vadar/
Language-Image Models with 3D Understanding
Multi-modal large language models (MLLMs) have shown incredible capabilities in a variety of 2D vision and language tasks. We extend MLLMs' perceptual capabilities to ground and reason about images in 3-dimensional space. To that end, we first develop a large-scale pre-training dataset for 2D and 3D called LV3D by combining multiple existing 2D and 3D recognition datasets under a common task formulation: as multi-turn question-answering. Next, we introduce a new MLLM named Cube-LLM and pre-train it on LV3D. We show that pure data scaling makes a strong 3D perception capability without 3D specific architectural design or training objective. Cube-LLM exhibits intriguing properties similar to LLMs: (1) Cube-LLM can apply chain-of-thought prompting to improve 3D understanding from 2D context information. (2) Cube-LLM can follow complex and diverse instructions and adapt to versatile input and output formats. (3) Cube-LLM can be visually prompted such as 2D box or a set of candidate 3D boxes from specialists. Our experiments on outdoor benchmarks demonstrate that Cube-LLM significantly outperforms existing baselines by 21.3 points of AP-BEV on the Talk2Car dataset for 3D grounded reasoning and 17.7 points on the DriveLM dataset for complex reasoning about driving scenarios, respectively. Cube-LLM also shows competitive results in general MLLM benchmarks such as refCOCO for 2D grounding with (87.0) average score, as well as visual question answering benchmarks such as VQAv2, GQA, SQA, POPE, etc. for complex reasoning. Our project is available at https://janghyuncho.github.io/Cube-LLM.
SAVVY: Spatial Awareness via Audio-Visual LLMs through Seeing and Hearing
3D spatial reasoning in dynamic, audio-visual environments is a cornerstone of human cognition yet remains largely unexplored by existing Audio-Visual Large Language Models (AV-LLMs) and benchmarks, which predominantly focus on static or 2D scenes. We introduce SAVVY-Bench, the first benchmark for 3D spatial reasoning in dynamic scenes with synchronized spatial audio. SAVVY-Bench is comprised of thousands of relationships involving static and moving objects, and requires fine-grained temporal grounding, consistent 3D localization, and multi-modal annotation. To tackle this challenge, we propose SAVVY, a novel training-free reasoning pipeline that consists of two stages: (i) Egocentric Spatial Tracks Estimation, which leverages AV-LLMs as well as other audio-visual methods to track the trajectories of key objects related to the query using both visual and spatial audio cues, and (ii) Dynamic Global Map Construction, which aggregates multi-modal queried object trajectories and converts them into a unified global dynamic map. Using the constructed map, a final QA answer is obtained through a coordinate transformation that aligns the global map with the queried viewpoint. Empirical evaluation demonstrates that SAVVY substantially enhances performance of state-of-the-art AV-LLMs, setting a new standard and stage for approaching dynamic 3D spatial reasoning in AV-LLMs.
Multimodal Spatial Reasoning in the Large Model Era: A Survey and Benchmarks
Humans possess spatial reasoning abilities that enable them to understand spaces through multimodal observations, such as vision and sound. Large multimodal reasoning models extend these abilities by learning to perceive and reason, showing promising performance across diverse spatial tasks. However, systematic reviews and publicly available benchmarks for these models remain limited. In this survey, we provide a comprehensive review of multimodal spatial reasoning tasks with large models, categorizing recent progress in multimodal large language models (MLLMs) and introducing open benchmarks for evaluation. We begin by outlining general spatial reasoning, focusing on post-training techniques, explainability, and architecture. Beyond classical 2D tasks, we examine spatial relationship reasoning, scene and layout understanding, as well as visual question answering and grounding in 3D space. We also review advances in embodied AI, including vision-language navigation and action models. Additionally, we consider emerging modalities such as audio and egocentric video, which contribute to novel spatial understanding through new sensors. We believe this survey establishes a solid foundation and offers insights into the growing field of multimodal spatial reasoning. Updated information about this survey, codes and implementation of the open benchmarks can be found at https://github.com/zhengxuJosh/Awesome-Spatial-Reasoning.
Dense Object Grounding in 3D Scenes
Localizing objects in 3D scenes according to the semantics of a given natural language is a fundamental yet important task in the field of multimedia understanding, which benefits various real-world applications such as robotics and autonomous driving. However, the majority of existing 3D object grounding methods are restricted to a single-sentence input describing an individual object, which cannot comprehend and reason more contextualized descriptions of multiple objects in more practical 3D cases. To this end, we introduce a new challenging task, called 3D Dense Object Grounding (3D DOG), to jointly localize multiple objects described in a more complicated paragraph rather than a single sentence. Instead of naively localizing each sentence-guided object independently, we found that dense objects described in the same paragraph are often semantically related and spatially located in a focused region of the 3D scene. To explore such semantic and spatial relationships of densely referred objects for more accurate localization, we propose a novel Stacked Transformer based framework for 3D DOG, named 3DOGSFormer. Specifically, we first devise a contextual query-driven local transformer decoder to generate initial grounding proposals for each target object. Then, we employ a proposal-guided global transformer decoder that exploits the local object features to learn their correlation for further refining initial grounding proposals. Extensive experiments on three challenging benchmarks (Nr3D, Sr3D, and ScanRefer) show that our proposed 3DOGSFormer outperforms state-of-the-art 3D single-object grounding methods and their dense-object variants by significant margins.
Parallel Vertex Diffusion for Unified Visual Grounding
Unified visual grounding pursues a simple and generic technical route to leverage multi-task data with less task-specific design. The most advanced methods typically present boxes and masks as vertex sequences to model referring detection and segmentation as an autoregressive sequential vertex generation paradigm. However, generating high-dimensional vertex sequences sequentially is error-prone because the upstream of the sequence remains static and cannot be refined based on downstream vertex information, even if there is a significant location gap. Besides, with limited vertexes, the inferior fitting of objects with complex contours restricts the performance upper bound. To deal with this dilemma, we propose a parallel vertex generation paradigm for superior high-dimension scalability with a diffusion model by simply modifying the noise dimension. An intuitive materialization of our paradigm is Parallel Vertex Diffusion (PVD) to directly set vertex coordinates as the generation target and use a diffusion model to train and infer. We claim that it has two flaws: (1) unnormalized coordinate caused a high variance of loss value; (2) the original training objective of PVD only considers point consistency but ignores geometry consistency. To solve the first flaw, Center Anchor Mechanism (CAM) is designed to convert coordinates as normalized offset values to stabilize the training loss value. For the second flaw, Angle summation loss (ASL) is designed to constrain the geometry difference of prediction and ground truth vertexes for geometry-level consistency. Empirical results show that our PVD achieves state-of-the-art in both referring detection and segmentation, and our paradigm is more scalable and efficient than sequential vertex generation with high-dimension data.
Scene-R1: Video-Grounded Large Language Models for 3D Scene Reasoning without 3D Annotations
Currently, utilizing large language models to understand the 3D world is becoming popular. Yet existing 3D-aware LLMs act as black boxes: they output bounding boxes or textual answers without revealing how those decisions are made, and they still rely on pre-trained 3D detectors to supply object proposals. We introduce Scene-R1, a video-grounded framework that learns to reason about 3D scenes without any point-wise 3D instance supervision by pairing reinforcement-learning-driven reasoning with a two-stage grounding pipeline. In the temporal grounding stage, we explicitly reason about the video and select the video snippets most relevant to an open-ended query. In the subsequent image grounding stage, we analyze the image and predict the 2D bounding box. After that, we track the object using SAM2 to produce pixel-accurate masks in RGB frames, and project them back into 3D, thereby eliminating the need for 3D detector-based proposals while capturing fine geometry and material cues. Scene-R1 can also adapt to the 3D visual question answering task to answer free-form questions directly from video. Our training pipeline only needs task-level 2D boxes or textual labels without dense 3D point-wise labels. Scene-R1 surpasses existing open-vocabulary baselines on multiple datasets, while delivering transparent, step-by-step rationales. These results show that reinforcement-learning-based reasoning combined with RGB-D video alone offers a practical, annotation-efficient route to trustworthy 3D scene understanding.
Probing the 3D Awareness of Visual Foundation Models
Recent advances in large-scale pretraining have yielded visual foundation models with strong capabilities. Not only can recent models generalize to arbitrary images for their training task, their intermediate representations are useful for other visual tasks such as detection and segmentation. Given that such models can classify, delineate, and localize objects in 2D, we ask whether they also represent their 3D structure? In this work, we analyze the 3D awareness of visual foundation models. We posit that 3D awareness implies that representations (1) encode the 3D structure of the scene and (2) consistently represent the surface across views. We conduct a series of experiments using task-specific probes and zero-shot inference procedures on frozen features. Our experiments reveal several limitations of the current models. Our code and analysis can be found at https://github.com/mbanani/probe3d.
SceneSplat++: A Large Dataset and Comprehensive Benchmark for Language Gaussian Splatting
3D Gaussian Splatting (3DGS) serves as a highly performant and efficient encoding of scene geometry, appearance, and semantics. Moreover, grounding language in 3D scenes has proven to be an effective strategy for 3D scene understanding. Current Language Gaussian Splatting line of work fall into three main groups: (i) per-scene optimization-based, (ii) per-scene optimization-free, and (iii) generalizable approach. However, most of them are evaluated only on rendered 2D views of a handful of scenes and viewpoints close to the training views, limiting ability and insight into holistic 3D understanding. To address this gap, we propose the first large-scale benchmark that systematically assesses these three groups of methods directly in 3D space, evaluating on 1060 scenes across three indoor datasets and one outdoor dataset. Benchmark results demonstrate a clear advantage of the generalizable paradigm, particularly in relaxing the scene-specific limitation, enabling fast feed-forward inference on novel scenes, and achieving superior segmentation performance. We further introduce GaussianWorld-49K a carefully curated 3DGS dataset comprising around 49K diverse indoor and outdoor scenes obtained from multiple sources, with which we demonstrate the generalizable approach could harness strong data priors. Our codes, benchmark, and datasets will be made public to accelerate research in generalizable 3DGS scene understanding.
GroundVLP: Harnessing Zero-shot Visual Grounding from Vision-Language Pre-training and Open-Vocabulary Object Detection
Visual grounding, a crucial vision-language task involving the understanding of the visual context based on the query expression, necessitates the model to capture the interactions between objects, as well as various spatial and attribute information. However, the annotation data of visual grounding task is limited due to its time-consuming and labor-intensive annotation process, resulting in the trained models being constrained from generalizing its capability to a broader domain. To address this challenge, we propose GroundVLP, a simple yet effective zero-shot method that harnesses visual grounding ability from the existing models trained from image-text pairs and pure object detection data, both of which are more conveniently obtainable and offer a broader domain compared to visual grounding annotation data. GroundVLP proposes a fusion mechanism that combines the heatmap from GradCAM and the object proposals of open-vocabulary detectors. We demonstrate that the proposed method significantly outperforms other zero-shot methods on RefCOCO/+/g datasets, surpassing prior zero-shot state-of-the-art by approximately 28\% on the test split of RefCOCO and RefCOCO+. Furthermore, GroundVLP performs comparably to or even better than some non-VLP-based supervised models on the Flickr30k entities dataset. Our code is available at https://github.com/om-ai-lab/GroundVLP.
Grounded 3D-LLM with Referent Tokens
Prior studies on 3D scene understanding have primarily developed specialized models for specific tasks or required task-specific fine-tuning. In this study, we propose Grounded 3D-LLM, which explores the potential of 3D large multi-modal models (3D LMMs) to consolidate various 3D vision tasks within a unified generative framework. The model uses scene referent tokens as special noun phrases to reference 3D scenes, enabling the handling of sequences that interleave 3D and textual data. It offers a natural approach for translating 3D vision tasks into language formats using task-specific instruction templates. To facilitate the use of referent tokens in subsequent language modeling, we have curated large-scale grounded language datasets that offer finer scene-text correspondence at the phrase level by bootstrapping existing object labels. Subsequently, we introduced Contrastive LAnguage-Scene Pre-training (CLASP) to effectively leverage this data, thereby integrating 3D vision with language models. Our comprehensive evaluation covers open-ended tasks like dense captioning and 3D QA, alongside close-ended tasks such as object detection and language grounding. Experiments across multiple 3D benchmarks reveal the leading performance and the broad applicability of Grounded 3D-LLM. Code and datasets will be released on the project page: https://groundedscenellm.github.io/grounded_3d-llm.github.io.
FunGraph: Functionality Aware 3D Scene Graphs for Language-Prompted Scene Interaction
The concept of 3D scene graphs is increasingly recognized as a powerful semantic and hierarchical representation of the environment. Current approaches often address this at a coarse, object-level resolution. In contrast, our goal is to develop a representation that enables robots to directly interact with their environment by identifying both the location of functional interactive elements and how these can be used. To achieve this, we focus on detecting and storing objects at a finer resolution, focusing on affordance-relevant parts. The primary challenge lies in the scarcity of data that extends beyond instance-level detection and the inherent difficulty of capturing detailed object features using robotic sensors. We leverage currently available 3D resources to generate 2D data and train a detector, which is then used to augment the standard 3D scene graph generation pipeline. Through our experiments, we demonstrate that our approach achieves functional element segmentation comparable to state-of-the-art 3D models and that our augmentation enables task-driven affordance grounding with higher accuracy than the current solutions. See our project page at https://fungraph.github.io.
Locate 3D: Real-World Object Localization via Self-Supervised Learning in 3D
We present LOCATE 3D, a model for localizing objects in 3D scenes from referring expressions like "the small coffee table between the sofa and the lamp." LOCATE 3D sets a new state-of-the-art on standard referential grounding benchmarks and showcases robust generalization capabilities. Notably, LOCATE 3D operates directly on sensor observation streams (posed RGB-D frames), enabling real-world deployment on robots and AR devices. Key to our approach is 3D-JEPA, a novel self-supervised learning (SSL) algorithm applicable to sensor point clouds. It takes as input a 3D pointcloud featurized using 2D foundation models (CLIP, DINO). Subsequently, masked prediction in latent space is employed as a pretext task to aid the self-supervised learning of contextualized pointcloud features. Once trained, the 3D-JEPA encoder is finetuned alongside a language-conditioned decoder to jointly predict 3D masks and bounding boxes. Additionally, we introduce LOCATE 3D DATASET, a new dataset for 3D referential grounding, spanning multiple capture setups with over 130K annotations. This enables a systematic study of generalization capabilities as well as a stronger model.
ORIGEN: Zero-Shot 3D Orientation Grounding in Text-to-Image Generation
We introduce ORIGEN, the first zero-shot method for 3D orientation grounding in text-to-image generation across multiple objects and diverse categories. While previous work on spatial grounding in image generation has mainly focused on 2D positioning, it lacks control over 3D orientation. To address this, we propose a reward-guided sampling approach using a pretrained discriminative model for 3D orientation estimation and a one-step text-to-image generative flow model. While gradient-ascent-based optimization is a natural choice for reward-based guidance, it struggles to maintain image realism. Instead, we adopt a sampling-based approach using Langevin dynamics, which extends gradient ascent by simply injecting random noise--requiring just a single additional line of code. Additionally, we introduce adaptive time rescaling based on the reward function to accelerate convergence. Our experiments show that ORIGEN outperforms both training-based and test-time guidance methods across quantitative metrics and user studies.
VEnvision3D: A Synthetic Perception Dataset for 3D Multi-Task Model Research
Developing a unified multi-task foundation model has become a critical challenge in computer vision research. In the current field of 3D computer vision, most datasets solely focus on a relatively limited set of tasks, which complicates the concurrent training requirements of various downstream tasks. This makes the training of multi-objective networks difficult to proceed with, which further hinders the development of foundation models in the 3D vision field. In this paper, we introduce VEnvision3D, a large 3D synthetic perception dataset for multi-task learning, including depth completion, segmentation, upsampling, place recognition, and 3D reconstruction. Since the data for each task was collected in the same scenarios, tasks are inherently aligned in terms of the utilized data. Therefore, such a unique attribute can assist in exploring the potential for the multi-task model and even the foundation model without separate training methods. Several new benchmarks based on the characteristics of the proposed dataset were presented. Extensive studies were performed on end-to-end models, revealing new observations, challenges, and opportunities for future research. In addition, we designed a straightfoward multi-task network to uncover the ability that VEnvision3D can offer for the foundation model. Our dataset and code will be open-sourced upon acceptance.
Cambrian-1: A Fully Open, Vision-Centric Exploration of Multimodal LLMs
We introduce Cambrian-1, a family of multimodal LLMs (MLLMs) designed with a vision-centric approach. While stronger language models can enhance multimodal capabilities, the design choices for vision components are often insufficiently explored and disconnected from visual representation learning research. This gap hinders accurate sensory grounding in real-world scenarios. Our study uses LLMs and visual instruction tuning as an interface to evaluate various visual representations, offering new insights into different models and architectures -- self-supervised, strongly supervised, or combinations thereof -- based on experiments with over 20 vision encoders. We critically examine existing MLLM benchmarks, addressing the difficulties involved in consolidating and interpreting results from various tasks, and introduce a new vision-centric benchmark, CV-Bench. To further improve visual grounding, we propose the Spatial Vision Aggregator (SVA), a dynamic and spatially-aware connector that integrates high-resolution vision features with LLMs while reducing the number of tokens. Additionally, we discuss the curation of high-quality visual instruction-tuning data from publicly available sources, emphasizing the importance of data source balancing and distribution ratio. Collectively, Cambrian-1 not only achieves state-of-the-art performance but also serves as a comprehensive, open cookbook for instruction-tuned MLLMs. We provide model weights, code, supporting tools, datasets, and detailed instruction-tuning and evaluation recipes. We hope our release will inspire and accelerate advancements in multimodal systems and visual representation learning.
FantasyWorld: Geometry-Consistent World Modeling via Unified Video and 3D Prediction
High-quality 3D world models are pivotal for embodied intelligence and Artificial General Intelligence (AGI), underpinning applications such as AR/VR content creation and robotic navigation. Despite the established strong imaginative priors, current video foundation models lack explicit 3D grounding capabilities, thus being limited in both spatial consistency and their utility for downstream 3D reasoning tasks. In this work, we present FantasyWorld, a geometry-enhanced framework that augments frozen video foundation models with a trainable geometric branch, enabling joint modeling of video latents and an implicit 3D field in a single forward pass. Our approach introduces cross-branch supervision, where geometry cues guide video generation and video priors regularize 3D prediction, thus yielding consistent and generalizable 3D-aware video representations. Notably, the resulting latents from the geometric branch can potentially serve as versatile representations for downstream 3D tasks such as novel view synthesis and navigation, without requiring per-scene optimization or fine-tuning. Extensive experiments show that FantasyWorld effectively bridges video imagination and 3D perception, outperforming recent geometry-consistent baselines in multi-view coherence and style consistency. Ablation studies further confirm that these gains stem from the unified backbone and cross-branch information exchange.
PonderV2: Pave the Way for 3D Foundation Model with A Universal Pre-training Paradigm
In contrast to numerous NLP and 2D vision foundational models, learning a 3D foundational model poses considerably greater challenges. This is primarily due to the inherent data variability and diversity of downstream tasks. In this paper, we introduce a novel universal 3D pre-training framework designed to facilitate the acquisition of efficient 3D representation, thereby establishing a pathway to 3D foundational models. Considering that informative 3D features should encode rich geometry and appearance cues that can be utilized to render realistic images, we propose to learn 3D representations by differentiable neural rendering. We train a 3D backbone with a devised volumetric neural renderer by comparing the rendered with the real images. Notably, our approach seamlessly integrates the learned 3D encoder into various downstream tasks. These tasks encompass not only high-level challenges such as 3D detection and segmentation but also low-level objectives like 3D reconstruction and image synthesis, spanning both indoor and outdoor scenarios. Besides, we also illustrate the capability of pre-training a 2D backbone using the proposed methodology, surpassing conventional pre-training methods by a large margin. For the first time, PonderV2 achieves state-of-the-art performance on 11 indoor and outdoor benchmarks, implying its effectiveness. Code and models are available at https://github.com/OpenGVLab/PonderV2.
AffordanceLLM: Grounding Affordance from Vision Language Models
Affordance grounding refers to the task of finding the area of an object with which one can interact. It is a fundamental but challenging task, as a successful solution requires the comprehensive understanding of a scene in multiple aspects including detection, localization, and recognition of objects with their parts, of geo-spatial configuration/layout of the scene, of 3D shapes and physics, as well as of the functionality and potential interaction of the objects and humans. Much of the knowledge is hidden and beyond the image content with the supervised labels from a limited training set. In this paper, we make an attempt to improve the generalization capability of the current affordance grounding by taking the advantage of the rich world, abstract, and human-object-interaction knowledge from pretrained large-scale vision language models. Under the AGD20K benchmark, our proposed model demonstrates a significant performance gain over the competing methods for in-the-wild object affordance grounding. We further demonstrate it can ground affordance for objects from random Internet images, even if both objects and actions are unseen during training. Project site: https://jasonqsy.github.io/AffordanceLLM/
Geometry Meets Vision: Revisiting Pretrained Semantics in Distilled Fields
Semantic distillation in radiance fields has spurred significant advances in open-vocabulary robot policies, e.g., in manipulation and navigation, founded on pretrained semantics from large vision models. While prior work has demonstrated the effectiveness of visual-only semantic features (e.g., DINO and CLIP) in Gaussian Splatting and neural radiance fields, the potential benefit of geometry-grounding in distilled fields remains an open question. In principle, visual-geometry features seem very promising for spatial tasks such as pose estimation, prompting the question: Do geometry-grounded semantic features offer an edge in distilled fields? Specifically, we ask three critical questions: First, does spatial-grounding produce higher-fidelity geometry-aware semantic features? We find that image features from geometry-grounded backbones contain finer structural details compared to their counterparts. Secondly, does geometry-grounding improve semantic object localization? We observe no significant difference in this task. Thirdly, does geometry-grounding enable higher-accuracy radiance field inversion? Given the limitations of prior work and their lack of semantics integration, we propose a novel framework SPINE for inverting radiance fields without an initial guess, consisting of two core components: coarse inversion using distilled semantics, and fine inversion using photometric-based optimization. Surprisingly, we find that the pose estimation accuracy decreases with geometry-grounded features. Our results suggest that visual-only features offer greater versatility for a broader range of downstream tasks, although geometry-grounded features contain more geometric detail. Notably, our findings underscore the necessity of future research on effective strategies for geometry-grounding that augment the versatility and performance of pretrained semantic features.
Improving 2D Feature Representations by 3D-Aware Fine-Tuning
Current visual foundation models are trained purely on unstructured 2D data, limiting their understanding of 3D structure of objects and scenes. In this work, we show that fine-tuning on 3D-aware data improves the quality of emerging semantic features. We design a method to lift semantic 2D features into an efficient 3D Gaussian representation, which allows us to re-render them for arbitrary views. Using the rendered 3D-aware features, we design a fine-tuning strategy to transfer such 3D awareness into a 2D foundation model. We demonstrate that models fine-tuned in that way produce features that readily improve downstream task performance in semantic segmentation and depth estimation through simple linear probing. Notably, though fined-tuned on a single indoor dataset, the improvement is transferable to a variety of indoor datasets and out-of-domain datasets. We hope our study encourages the community to consider injecting 3D awareness when training 2D foundation models. Project page: https://ywyue.github.io/FiT3D.
Inst3D-LMM: Instance-Aware 3D Scene Understanding with Multi-modal Instruction Tuning
Despite encouraging progress in 3D scene understanding, it remains challenging to develop an effective Large Multi-modal Model (LMM) that is capable of understanding and reasoning in complex 3D environments. Most previous methods typically encode 3D point and 2D image features separately, neglecting interactions between 2D semantics and 3D object properties, as well as the spatial relationships within the 3D environment. This limitation not only hinders comprehensive representations of 3D scene, but also compromises training and inference efficiency. To address these challenges, we propose a unified Instance-aware 3D Large Multi-modal Model (Inst3D-LMM) to deal with multiple 3D scene understanding tasks simultaneously. To obtain the fine-grained instance-level visual tokens, we first introduce a novel Multi-view Cross-Modal Fusion (MCMF) module to inject the multi-view 2D semantics into their corresponding 3D geometric features. For scene-level relation-aware tokens, we further present a 3D Instance Spatial Relation (3D-ISR) module to capture the intricate pairwise spatial relationships among objects. Additionally, we perform end-to-end multi-task instruction tuning simultaneously without the subsequent task-specific fine-tuning. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods across 3D scene understanding, reasoning and grounding tasks. Source code is available at https://github.com/hanxunyu/Inst3D-LMM
GEDepth: Ground Embedding for Monocular Depth Estimation
Monocular depth estimation is an ill-posed problem as the same 2D image can be projected from infinite 3D scenes. Although the leading algorithms in this field have reported significant improvement, they are essentially geared to the particular compound of pictorial observations and camera parameters (i.e., intrinsics and extrinsics), strongly limiting their generalizability in real-world scenarios. To cope with this challenge, this paper proposes a novel ground embedding module to decouple camera parameters from pictorial cues, thus promoting the generalization capability. Given camera parameters, the proposed module generates the ground depth, which is stacked with the input image and referenced in the final depth prediction. A ground attention is designed in the module to optimally combine ground depth with residual depth. Our ground embedding is highly flexible and lightweight, leading to a plug-in module that is amenable to be integrated into various depth estimation networks. Experiments reveal that our approach achieves the state-of-the-art results on popular benchmarks, and more importantly, renders significant generalization improvement on a wide range of cross-domain tests.
A Simple and Better Baseline for Visual Grounding
Visual grounding aims to predict the locations of target objects specified by textual descriptions. For this task with linguistic and visual modalities, there is a latest research line that focuses on only selecting the linguistic-relevant visual regions for object localization to reduce the computational overhead. Albeit achieving impressive performance, it is iteratively performed on different image scales, and at every iteration, linguistic features and visual features need to be stored in a cache, incurring extra overhead. To facilitate the implementation, in this paper, we propose a feature selection-based simple yet effective baseline for visual grounding, called FSVG. Specifically, we directly encapsulate the linguistic and visual modalities into an overall network architecture without complicated iterative procedures, and utilize the language in parallel as guidance to facilitate the interaction between linguistic modal and visual modal for extracting effective visual features. Furthermore, to reduce the computational cost, during the visual feature learning, we introduce a similarity-based feature selection mechanism to only exploit language-related visual features for faster prediction. Extensive experiments conducted on several benchmark datasets comprehensively substantiate that the proposed FSVG achieves a better balance between accuracy and efficiency beyond the current state-of-the-art methods. Code is available at https://github.com/jcwang0602/FSVG.
Think with 3D: Geometric Imagination Grounded Spatial Reasoning from Limited Views
Though recent advances in vision-language models (VLMs) have achieved remarkable progress across a wide range of multimodal tasks, understanding 3D spatial relationships from limited views remains a significant challenge. Previous reasoning methods typically rely on pure text (e.g., topological cognitive maps) or on 2D visual cues. However, their limited representational capacity hinders performance in specific tasks that require 3D spatial imagination. To address this limitation, we propose 3DThinker, a framework that can effectively exploits the rich geometric information embedded within images while reasoning, like humans do. Our framework is the first to enable 3D mentaling during reasoning without any 3D prior input, and it does not rely on explicitly labeled 3D data for training. Specifically, our training consists of two stages. First, we perform supervised training to align the 3D latent generated by VLM while reasoning with that of a 3D foundation model (e.g., VGGT). Then, we optimize the entire reasoning trajectory solely based on outcome signals, thereby refining the underlying 3D mentaling. Extensive experiments across multiple benchmarks show that 3DThinker consistently outperforms strong baselines and offers a new perspective toward unifying 3D representations into multimodal reasoning. Our code will be available at https://github.com/zhangquanchen/3DThinker.
Unveiling the Mist over 3D Vision-Language Understanding: Object-centric Evaluation with Chain-of-Analysis
Existing 3D vision-language (3D-VL) benchmarks fall short in evaluating 3D-VL models, creating a "mist" that obscures rigorous insights into model capabilities and 3D-VL tasks. This mist persists due to three key limitations. First, flawed test data, like ambiguous referential text in the grounding task, can yield incorrect and unreliable test results. Second, oversimplified metrics such as simply averaging accuracy per question answering (QA) pair, cannot reveal true model capability due to their vulnerability to language variations. Third, existing benchmarks isolate the grounding and QA tasks, disregarding the underlying coherence that QA should be based on solid grounding capabilities. To unveil the "mist", we propose Beacon3D, a benchmark for 3D-VL grounding and QA tasks, delivering a perspective shift in the evaluation of 3D-VL understanding. Beacon3D features (i) high-quality test data with precise and natural language, (ii) object-centric evaluation with multiple tests per object to ensure robustness, and (iii) a novel chain-of-analysis paradigm to address language robustness and model performance coherence across grounding and QA. Our evaluation of state-of-the-art 3D-VL models on Beacon3D reveals that (i) object-centric evaluation elicits true model performance and particularly weak generalization in QA; (ii) grounding-QA coherence remains fragile in current 3D-VL models, and (iii) incorporating large language models (LLMs) to 3D-VL models, though as a prevalent practice, hinders grounding capabilities and has yet to elevate QA capabilities. We hope Beacon3D and our comprehensive analysis could benefit the 3D-VL community towards faithful developments.
SwimVG: Step-wise Multimodal Fusion and Adaption for Visual Grounding
Visual grounding aims to ground an image region through natural language, which heavily relies on cross-modal alignment. Most existing methods transfer visual/linguistic knowledge separately by fully fine-tuning uni-modal pre-trained models, followed by a simple stack of visual-language transformers for multimodal fusion. However, these approaches not only limit adequate interaction between visual and linguistic contexts, but also incur significant computational costs. Therefore, to address these issues, we explore a step-wise multimodal fusion and adaption framework, namely SwimVG. Specifically, SwimVG proposes step-wise multimodal prompts (Swip) and cross-modal interactive adapters (CIA) for visual grounding, replacing the cumbersome transformer stacks for multimodal fusion. Swip can improve {the} alignment between the vision and language representations step by step, in a token-level fusion manner. In addition, weight-level CIA further promotes multimodal fusion by cross-modal interaction. Swip and CIA are both parameter-efficient paradigms, and they fuse the cross-modal features from shallow to deep layers gradually. Experimental results on four widely-used benchmarks demonstrate that SwimVG achieves remarkable abilities and considerable benefits in terms of efficiency. Our code is available at https://github.com/liuting20/SwimVG.
PlaceIt3D: Language-Guided Object Placement in Real 3D Scenes
We introduce the novel task of Language-Guided Object Placement in Real 3D Scenes. Our model is given a 3D scene's point cloud, a 3D asset, and a textual prompt broadly describing where the 3D asset should be placed. The task here is to find a valid placement for the 3D asset that respects the prompt. Compared with other language-guided localization tasks in 3D scenes such as grounding, this task has specific challenges: it is ambiguous because it has multiple valid solutions, and it requires reasoning about 3D geometric relationships and free space. We inaugurate this task by proposing a new benchmark and evaluation protocol. We also introduce a new dataset for training 3D LLMs on this task, as well as the first method to serve as a non-trivial baseline. We believe that this challenging task and our new benchmark could become part of the suite of benchmarks used to evaluate and compare generalist 3D LLM models.
SORT3D: Spatial Object-centric Reasoning Toolbox for Zero-Shot 3D Grounding Using Large Language Models
Interpreting object-referential language and grounding objects in 3D with spatial relations and attributes is essential for robots operating alongside humans. However, this task is often challenging due to the diversity of scenes, large number of fine-grained objects, and complex free-form nature of language references. Furthermore, in the 3D domain, obtaining large amounts of natural language training data is difficult. Thus, it is important for methods to learn from little data and zero-shot generalize to new environments. To address these challenges, we propose SORT3D, an approach that utilizes rich object attributes from 2D data and merges a heuristics-based spatial reasoning toolbox with the ability of large language models (LLMs) to perform sequential reasoning. Importantly, our method does not require text-to-3D data for training and can be applied zero-shot to unseen environments. We show that SORT3D achieves state-of-the-art performance on complex view-dependent grounding tasks on two benchmarks. We also implement the pipeline to run real-time on an autonomous vehicle and demonstrate that our approach can be used for object-goal navigation on previously unseen real-world environments. All source code for the system pipeline is publicly released at https://github.com/nzantout/SORT3D .
Structured3D: A Large Photo-realistic Dataset for Structured 3D Modeling
Recently, there has been growing interest in developing learning-based methods to detect and utilize salient semi-global or global structures, such as junctions, lines, planes, cuboids, smooth surfaces, and all types of symmetries, for 3D scene modeling and understanding. However, the ground truth annotations are often obtained via human labor, which is particularly challenging and inefficient for such tasks due to the large number of 3D structure instances (e.g., line segments) and other factors such as viewpoints and occlusions. In this paper, we present a new synthetic dataset, Structured3D, with the aim of providing large-scale photo-realistic images with rich 3D structure annotations for a wide spectrum of structured 3D modeling tasks. We take advantage of the availability of professional interior designs and automatically extract 3D structures from them. We generate high-quality images with an industry-leading rendering engine. We use our synthetic dataset in combination with real images to train deep networks for room layout estimation and demonstrate improved performance on benchmark datasets.
3DAffordSplat: Efficient Affordance Reasoning with 3D Gaussians
3D affordance reasoning is essential in associating human instructions with the functional regions of 3D objects, facilitating precise, task-oriented manipulations in embodied AI. However, current methods, which predominantly depend on sparse 3D point clouds, exhibit limited generalizability and robustness due to their sensitivity to coordinate variations and the inherent sparsity of the data. By contrast, 3D Gaussian Splatting (3DGS) delivers high-fidelity, real-time rendering with minimal computational overhead by representing scenes as dense, continuous distributions. This positions 3DGS as a highly effective approach for capturing fine-grained affordance details and improving recognition accuracy. Nevertheless, its full potential remains largely untapped due to the absence of large-scale, 3DGS-specific affordance datasets. To overcome these limitations, we present 3DAffordSplat, the first large-scale, multi-modal dataset tailored for 3DGS-based affordance reasoning. This dataset includes 23,677 Gaussian instances, 8,354 point cloud instances, and 6,631 manually annotated affordance labels, encompassing 21 object categories and 18 affordance types. Building upon this dataset, we introduce AffordSplatNet, a novel model specifically designed for affordance reasoning using 3DGS representations. AffordSplatNet features an innovative cross-modal structure alignment module that exploits structural consistency priors to align 3D point cloud and 3DGS representations, resulting in enhanced affordance recognition accuracy. Extensive experiments demonstrate that the 3DAffordSplat dataset significantly advances affordance learning within the 3DGS domain, while AffordSplatNet consistently outperforms existing methods across both seen and unseen settings, highlighting its robust generalization capabilities.
3D Concept Learning and Reasoning from Multi-View Images
Humans are able to accurately reason in 3D by gathering multi-view observations of the surrounding world. Inspired by this insight, we introduce a new large-scale benchmark for 3D multi-view visual question answering (3DMV-VQA). This dataset is collected by an embodied agent actively moving and capturing RGB images in an environment using the Habitat simulator. In total, it consists of approximately 5k scenes, 600k images, paired with 50k questions. We evaluate various state-of-the-art models for visual reasoning on our benchmark and find that they all perform poorly. We suggest that a principled approach for 3D reasoning from multi-view images should be to infer a compact 3D representation of the world from the multi-view images, which is further grounded on open-vocabulary semantic concepts, and then to execute reasoning on these 3D representations. As the first step towards this approach, we propose a novel 3D concept learning and reasoning (3D-CLR) framework that seamlessly combines these components via neural fields, 2D pre-trained vision-language models, and neural reasoning operators. Experimental results suggest that our framework outperforms baseline models by a large margin, but the challenge remains largely unsolved. We further perform an in-depth analysis of the challenges and highlight potential future directions.
ImageNet3D: Towards General-Purpose Object-Level 3D Understanding
A vision model with general-purpose object-level 3D understanding should be capable of inferring both 2D (e.g., class name and bounding box) and 3D information (e.g., 3D location and 3D viewpoint) for arbitrary rigid objects in natural images. This is a challenging task, as it involves inferring 3D information from 2D signals and most importantly, generalizing to rigid objects from unseen categories. However, existing datasets with object-level 3D annotations are often limited by the number of categories or the quality of annotations. Models developed on these datasets become specialists for certain categories or domains, and fail to generalize. In this work, we present ImageNet3D, a large dataset for general-purpose object-level 3D understanding. ImageNet3D augments 200 categories from the ImageNet dataset with 2D bounding box, 3D pose, 3D location annotations, and image captions interleaved with 3D information. With the new annotations available in ImageNet3D, we could (i) analyze the object-level 3D awareness of visual foundation models, and (ii) study and develop general-purpose models that infer both 2D and 3D information for arbitrary rigid objects in natural images, and (iii) integrate unified 3D models with large language models for 3D-related reasoning.. We consider two new tasks, probing of object-level 3D awareness and open vocabulary pose estimation, besides standard classification and pose estimation. Experimental results on ImageNet3D demonstrate the potential of our dataset in building vision models with stronger general-purpose object-level 3D understanding.
FastVGGT: Training-Free Acceleration of Visual Geometry Transformer
Foundation models for 3D vision have recently demonstrated remarkable capabilities in 3D perception. However, scaling these models to long-sequence image inputs remains a significant challenge due to inference-time inefficiency. In this work, we present a detailed analysis of VGGT, a state-of-the-art feed-forward visual geometry model and identify its primary bottleneck. Visualization further reveals a token collapse phenomenon in the attention maps. Motivated by these findings, we explore the potential of token merging in the feed-forward visual geometry model. Owing to the unique architectural and task-specific properties of 3D models, directly applying existing merging techniques proves challenging. To this end, we propose FastVGGT, which, for the first time, leverages token merging in the 3D domain through a training-free mechanism for accelerating VGGT. we devise a unique token partitioning strategy tailored to 3D architectures and tasks, effectively eliminating redundant computation while preserving VGGT's powerful reconstruction capacity. Extensive experiments on multiple 3D geometry benchmarks validate the effectiveness of our approach. Notably, with 1000 input images, FastVGGT achieves a 4x speedup over VGGT while mitigating error accumulation in long-sequence scenarios. These findings underscore the potential of token merging as a principled solution for scalable 3D vision systems. Code is available at: https://mystorm16.github.io/fastvggt/.
3D-R1: Enhancing Reasoning in 3D VLMs for Unified Scene Understanding
Large vision-language models (VLMs) have made significant strides in 2D visual understanding tasks, sparking interest in extending these capabilities to 3D scene understanding. However, current 3D VLMs often struggle with robust reasoning and generalization due to limitations in high-quality spatial data and the static nature of viewpoint assumptions. To address these challenges, we propose 3D-R1, a foundation model that enhances the reasoning capabilities of 3D VLMs. Specifically, we first construct a high-quality synthetic dataset with CoT, named Scene-30K, leveraging existing 3D-VL datasets and a data engine based on Gemini 2.5 Pro. It serves as cold-start initialization data for 3D-R1. Moreover, we leverage RLHF policy such as GRPO in the reinforcement learning training process to enhance reasoning capabilities and introduce three reward functions: a perception reward, a semantic similarity reward and a format reward to maintain detection accuracy and answer semantic precision. Furthermore, we introduce a dynamic view selection strategy that adaptively chooses the most informative perspectives for 3D scene understanding. Extensive experiments demonstrate that 3D-R1 delivers an average improvement of 10% across various 3D scene benchmarks, highlighting its effectiveness in enhancing reasoning and generalization in 3D scene understanding. Code: https://github.com/AIGeeksGroup/3D-R1. Website: https://aigeeksgroup.github.io/3D-R1.
3D-GRAND: A Million-Scale Dataset for 3D-LLMs with Better Grounding and Less Hallucination
The integration of language and 3D perception is crucial for developing embodied agents and robots that comprehend and interact with the physical world. While large language models (LLMs) have demonstrated impressive language understanding and generation capabilities, their adaptation to 3D environments (3D-LLMs) remains in its early stages. A primary challenge is the absence of large-scale datasets that provide dense grounding between language and 3D scenes. In this paper, we introduce 3D-GRAND, a pioneering large-scale dataset comprising 40,087 household scenes paired with 6.2 million densely-grounded scene-language instructions. Our results show that instruction tuning with 3D-GRAND significantly enhances grounding capabilities and reduces hallucinations in 3D-LLMs. As part of our contributions, we propose a comprehensive benchmark 3D-POPE to systematically evaluate hallucination in 3D-LLMs, enabling fair comparisons among future models. Our experiments highlight a scaling effect between dataset size and 3D-LLM performance, emphasizing the critical role of large-scale 3D-text datasets in advancing embodied AI research. Notably, our results demonstrate early signals for effective sim-to-real transfer, indicating that models trained on large synthetic data can perform well on real-world 3D scans. Through 3D-GRAND and 3D-POPE, we aim to equip the embodied AI community with essential resources and insights, setting the stage for more reliable and better-grounded 3D-LLMs. Project website: https://3d-grand.github.io
RefChartQA: Grounding Visual Answer on Chart Images through Instruction Tuning
Recently, Vision Language Models (VLMs) have increasingly emphasized document visual grounding to achieve better human-computer interaction, accessibility, and detailed understanding. However, its application to visualizations such as charts remains under-explored due to the inherent complexity of interleaved visual-numerical relationships in chart images. Existing chart understanding methods primarily focus on answering questions without explicitly identifying the visual elements that support their predictions. To bridge this gap, we introduce RefChartQA, a novel benchmark that integrates Chart Question Answering (ChartQA) with visual grounding, enabling models to refer elements at multiple granularities within chart images. Furthermore, we conduct a comprehensive evaluation by instruction-tuning 5 state-of-the-art VLMs across different categories. Our experiments demonstrate that incorporating spatial awareness via grounding improves response accuracy by over 15%, reducing hallucinations, and improving model reliability. Additionally, we identify key factors influencing text-spatial alignment, such as architectural improvements in TinyChart, which leverages a token-merging module for enhanced feature fusion. Our dataset is open-sourced for community development and further advancements. All models and code will be publicly available at https://github.com/moured/RefChartQA.
Parametric Depth Based Feature Representation Learning for Object Detection and Segmentation in Bird's Eye View
Recent vision-only perception models for autonomous driving achieved promising results by encoding multi-view image features into Bird's-Eye-View (BEV) space. A critical step and the main bottleneck of these methods is transforming image features into the BEV coordinate frame. This paper focuses on leveraging geometry information, such as depth, to model such feature transformation. Existing works rely on non-parametric depth distribution modeling leading to significant memory consumption, or ignore the geometry information to address this problem. In contrast, we propose to use parametric depth distribution modeling for feature transformation. We first lift the 2D image features to the 3D space defined for the ego vehicle via a predicted parametric depth distribution for each pixel in each view. Then, we aggregate the 3D feature volume based on the 3D space occupancy derived from depth to the BEV frame. Finally, we use the transformed features for downstream tasks such as object detection and semantic segmentation. Existing semantic segmentation methods do also suffer from an hallucination problem as they do not take visibility information into account. This hallucination can be particularly problematic for subsequent modules such as control and planning. To mitigate the issue, our method provides depth uncertainty and reliable visibility-aware estimations. We further leverage our parametric depth modeling to present a novel visibility-aware evaluation metric that, when taken into account, can mitigate the hallucination problem. Extensive experiments on object detection and semantic segmentation on the nuScenes datasets demonstrate that our method outperforms existing methods on both tasks.
Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives
Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .
IGGT: Instance-Grounded Geometry Transformer for Semantic 3D Reconstruction
Humans naturally perceive the geometric structure and semantic content of a 3D world as intertwined dimensions, enabling coherent and accurate understanding of complex scenes. However, most prior approaches prioritize training large geometry models for low-level 3D reconstruction and treat high-level spatial understanding in isolation, overlooking the crucial interplay between these two fundamental aspects of 3D-scene analysis, thereby limiting generalization and leading to poor performance in downstream 3D understanding tasks. Recent attempts have mitigated this issue by simply aligning 3D models with specific language models, thus restricting perception to the aligned model's capacity and limiting adaptability to downstream tasks. In this paper, we propose InstanceGrounded Geometry Transformer (IGGT), an end-to-end large unified transformer to unify the knowledge for both spatial reconstruction and instance-level contextual understanding. Specifically, we design a 3D-Consistent Contrastive Learning strategy that guides IGGT to encode a unified representation with geometric structures and instance-grounded clustering through only 2D visual inputs. This representation supports consistent lifting of 2D visual inputs into a coherent 3D scene with explicitly distinct object instances. To facilitate this task, we further construct InsScene-15K, a large-scale dataset with high-quality RGB images, poses, depth maps, and 3D-consistent instance-level mask annotations with a novel data curation pipeline.
Unifying 2D and 3D Vision-Language Understanding
Progress in 3D vision-language learning has been hindered by the scarcity of large-scale 3D datasets. We introduce UniVLG, a unified architecture for 2D and 3D vision-language understanding that bridges the gap between existing 2D-centric models and the rich 3D sensory data available in embodied systems. Our approach initializes most model weights from pre-trained 2D models and trains on both 2D and 3D vision-language data. We propose a novel language-conditioned mask decoder shared across 2D and 3D modalities to ground objects effectively in both RGB and RGB-D images, outperforming box-based approaches. To further reduce the domain gap between 2D and 3D, we incorporate 2D-to-3D lifting strategies, enabling UniVLG to utilize 2D data to enhance 3D performance. With these innovations, our model achieves state-of-the-art performance across multiple 3D vision-language grounding tasks, demonstrating the potential of transferring advances from 2D vision-language learning to the data-constrained 3D domain. Furthermore, co-training on both 2D and 3D data enhances performance across modalities without sacrificing 2D capabilities. By removing the reliance on 3D mesh reconstruction and ground-truth object proposals, UniVLG sets a new standard for realistic, embodied-aligned evaluation. Code and additional visualizations are available at https://univlg.github.io .
Beyond Logit Lens: Contextual Embeddings for Robust Hallucination Detection & Grounding in VLMs
The rapid development of Large Multimodal Models (LMMs) has significantly advanced multimodal understanding by harnessing the language abilities of Large Language Models (LLMs) and integrating modality-specific encoders. However, LMMs are plagued by hallucinations that limit their reliability and adoption. While traditional methods to detect and mitigate these hallucinations often involve costly training or rely heavily on external models, recent approaches utilizing internal model features present a promising alternative. In this paper, we critically assess the limitations of the state-of-the-art training-free technique, the logit lens, in handling generalized visual hallucinations. We introduce a refined method that leverages contextual token embeddings from middle layers of LMMs. This approach significantly improves hallucination detection and grounding across diverse categories, including actions and OCR, while also excelling in tasks requiring contextual understanding, such as spatial relations and attribute comparison. Our novel grounding technique yields highly precise bounding boxes, facilitating a transition from Zero-Shot Object Segmentation to Grounded Visual Question Answering. Our contributions pave the way for more reliable and interpretable multimodal models.
F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting
This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.
3D Photography using Context-aware Layered Depth Inpainting
We propose a method for converting a single RGB-D input image into a 3D photo - a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explicit pixel connectivity as underlying representation, and present a learning-based inpainting model that synthesizes new local color-and-depth content into the occluded region in a spatial context-aware manner. The resulting 3D photos can be efficiently rendered with motion parallax using standard graphics engines. We validate the effectiveness of our method on a wide range of challenging everyday scenes and show fewer artifacts compared with the state of the arts.
3D Aware Region Prompted Vision Language Model
We present Spatial Region 3D (SR-3D) aware vision-language model that connects single-view 2D images and multi-view 3D data through a shared visual token space. SR-3D supports flexible region prompting, allowing users to annotate regions with bounding boxes, segmentation masks on any frame, or directly in 3D, without the need for exhaustive multi-frame labeling. We achieve this by enriching 2D visual features with 3D positional embeddings, which allows the 3D model to draw upon strong 2D priors for more accurate spatial reasoning across frames, even when objects of interest do not co-occur within the same view. Extensive experiments on both general 2D vision language and specialized 3D spatial benchmarks demonstrate that SR-3D achieves state-of-the-art performance, underscoring its effectiveness for unifying 2D and 3D representation space on scene understanding. Moreover, we observe applicability to in-the-wild videos without sensory 3D inputs or ground-truth 3D annotations, where SR-3D accurately infers spatial relationships and metric measurements.
MonoPlace3D: Learning 3D-Aware Object Placement for 3D Monocular Detection
Current monocular 3D detectors are held back by the limited diversity and scale of real-world datasets. While data augmentation certainly helps, it's particularly difficult to generate realistic scene-aware augmented data for outdoor settings. Most current approaches to synthetic data generation focus on realistic object appearance through improved rendering techniques. However, we show that where and how objects are positioned is just as crucial for training effective 3D monocular detectors. The key obstacle lies in automatically determining realistic object placement parameters - including position, dimensions, and directional alignment when introducing synthetic objects into actual scenes. To address this, we introduce MonoPlace3D, a novel system that considers the 3D scene content to create realistic augmentations. Specifically, given a background scene, MonoPlace3D learns a distribution over plausible 3D bounding boxes. Subsequently, we render realistic objects and place them according to the locations sampled from the learned distribution. Our comprehensive evaluation on two standard datasets KITTI and NuScenes, demonstrates that MonoPlace3D significantly improves the accuracy of multiple existing monocular 3D detectors while being highly data efficient.
Agentic 3D Scene Generation with Spatially Contextualized VLMs
Despite recent advances in multimodal content generation enabled by vision-language models (VLMs), their ability to reason about and generate structured 3D scenes remains largely underexplored. This limitation constrains their utility in spatially grounded tasks such as embodied AI, immersive simulations, and interactive 3D applications. We introduce a new paradigm that enables VLMs to generate, understand, and edit complex 3D environments by injecting a continually evolving spatial context. Constructed from multimodal input, this context consists of three components: a scene portrait that provides a high-level semantic blueprint, a semantically labeled point cloud capturing object-level geometry, and a scene hypergraph that encodes rich spatial relationships, including unary, binary, and higher-order constraints. Together, these components provide the VLM with a structured, geometry-aware working memory that integrates its inherent multimodal reasoning capabilities with structured 3D understanding for effective spatial reasoning. Building on this foundation, we develop an agentic 3D scene generation pipeline in which the VLM iteratively reads from and updates the spatial context. The pipeline features high-quality asset generation with geometric restoration, environment setup with automatic verification, and ergonomic adjustment guided by the scene hypergraph. Experiments show that our framework can handle diverse and challenging inputs, achieving a level of generalization not observed in prior work. Further results demonstrate that injecting spatial context enables VLMs to perform downstream tasks such as interactive scene editing and path planning, suggesting strong potential for spatially intelligent systems in computer graphics, 3D vision, and embodied applications.
Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D Space
Understanding the 3D semantics of a scene is a fundamental problem for various scenarios such as embodied agents. While NeRFs and 3DGS excel at novel-view synthesis, previous methods for understanding their semantics have been limited to incomplete 3D understanding: their segmentation results are 2D masks and their supervision is anchored at 2D pixels. This paper revisits the problem set to pursue a better 3D understanding of a scene modeled by NeRFs and 3DGS as follows. 1) We directly supervise the 3D points to train the language embedding field. It achieves state-of-the-art accuracy without relying on multi-scale language embeddings. 2) We transfer the pre-trained language field to 3DGS, achieving the first real-time rendering speed without sacrificing training time or accuracy. 3) We introduce a 3D querying and evaluation protocol for assessing the reconstructed geometry and semantics together. Code, checkpoints, and annotations will be available online. Project page: https://hyunji12.github.io/Open3DRF
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
Selective Contrastive Learning for Weakly Supervised Affordance Grounding
Facilitating an entity's interaction with objects requires accurately identifying parts that afford specific actions. Weakly supervised affordance grounding (WSAG) seeks to imitate human learning from third-person demonstrations, where humans intuitively grasp functional parts without needing pixel-level annotations. To achieve this, grounding is typically learned using a shared classifier across images from different perspectives, along with distillation strategies incorporating part discovery process. However, since affordance-relevant parts are not always easily distinguishable, models primarily rely on classification, often focusing on common class-specific patterns that are unrelated to affordance. To address this limitation, we move beyond isolated part-level learning by introducing selective prototypical and pixel contrastive objectives that adaptively learn affordance-relevant cues at both the part and object levels, depending on the granularity of the available information. Initially, we find the action-associated objects in both egocentric (object-focused) and exocentric (third-person example) images by leveraging CLIP. Then, by cross-referencing the discovered objects of complementary views, we excavate the precise part-level affordance clues in each perspective. By consistently learning to distinguish affordance-relevant regions from affordance-irrelevant background context, our approach effectively shifts activation from irrelevant areas toward meaningful affordance cues. Experimental results demonstrate the effectiveness of our method. Codes are available at github.com/hynnsk/SelectiveCL.
Advancing high-fidelity 3D and Texture Generation with 2.5D latents
Despite the availability of large-scale 3D datasets and advancements in 3D generative models, the complexity and uneven quality of 3D geometry and texture data continue to hinder the performance of 3D generation techniques. In most existing approaches, 3D geometry and texture are generated in separate stages using different models and non-unified representations, frequently leading to unsatisfactory coherence between geometry and texture. To address these challenges, we propose a novel framework for joint generation of 3D geometry and texture. Specifically, we focus in generate a versatile 2.5D representations that can be seamlessly transformed between 2D and 3D. Our approach begins by integrating multiview RGB, normal, and coordinate images into a unified representation, termed as 2.5D latents. Next, we adapt pre-trained 2D foundation models for high-fidelity 2.5D generation, utilizing both text and image conditions. Finally, we introduce a lightweight 2.5D-to-3D refiner-decoder framework that efficiently generates detailed 3D representations from 2.5D images. Extensive experiments demonstrate that our model not only excels in generating high-quality 3D objects with coherent structure and color from text and image inputs but also significantly outperforms existing methods in geometry-conditioned texture generation.
AerialMegaDepth: Learning Aerial-Ground Reconstruction and View Synthesis
We explore the task of geometric reconstruction of images captured from a mixture of ground and aerial views. Current state-of-the-art learning-based approaches fail to handle the extreme viewpoint variation between aerial-ground image pairs. Our hypothesis is that the lack of high-quality, co-registered aerial-ground datasets for training is a key reason for this failure. Such data is difficult to assemble precisely because it is difficult to reconstruct in a scalable way. To overcome this challenge, we propose a scalable framework combining pseudo-synthetic renderings from 3D city-wide meshes (e.g., Google Earth) with real, ground-level crowd-sourced images (e.g., MegaDepth). The pseudo-synthetic data simulates a wide range of aerial viewpoints, while the real, crowd-sourced images help improve visual fidelity for ground-level images where mesh-based renderings lack sufficient detail, effectively bridging the domain gap between real images and pseudo-synthetic renderings. Using this hybrid dataset, we fine-tune several state-of-the-art algorithms and achieve significant improvements on real-world, zero-shot aerial-ground tasks. For example, we observe that baseline DUSt3R localizes fewer than 5% of aerial-ground pairs within 5 degrees of camera rotation error, while fine-tuning with our data raises accuracy to nearly 56%, addressing a major failure point in handling large viewpoint changes. Beyond camera estimation and scene reconstruction, our dataset also improves performance on downstream tasks like novel-view synthesis in challenging aerial-ground scenarios, demonstrating the practical value of our approach in real-world applications.
GeoPixel: Pixel Grounding Large Multimodal Model in Remote Sensing
Recent advances in large multimodal models (LMMs) have recognized fine-grained grounding as an imperative factor of visual understanding and dialogue. However, the benefits of such representation in LMMs are limited to the natural image domain, and these models perform poorly for remote sensing (RS). The distinct overhead viewpoint, scale variation, and presence of small objects in high-resolution RS imagery present a unique challenge in region-level comprehension. Moreover, the development of the grounding conversation capability of LMMs within RS is hindered by the lack of granular, RS domain-specific grounded data. Addressing these limitations, we propose GeoPixel - the first end-to-end high resolution RS-LMM that supports pixel-level grounding. This capability allows fine-grained visual perception by generating interleaved masks in conversation. GeoPixel supports up to 4K HD resolution in any aspect ratio, ideal for high-precision RS image analysis. To support the grounded conversation generation (GCG) in RS imagery, we curate a visually grounded dataset GeoPixelD through a semi-automated pipeline that utilizes set-of-marks prompting and spatial priors tailored for RS data to methodically control the data generation process. GeoPixel demonstrates superior performance in pixel-level comprehension, surpassing existing LMMs in both single-target and multi-target segmentation tasks. Our methodological ablation studies validate the effectiveness of each component in the overall architecture. Our code and data will be publicly released.
EmbodiedSAM: Online Segment Any 3D Thing in Real Time
Embodied tasks require the agent to fully understand 3D scenes simultaneously with its exploration, so an online, real-time, fine-grained and highly-generalized 3D perception model is desperately needed. Since high-quality 3D data is limited, directly training such a model in 3D is almost infeasible. Meanwhile, vision foundation models (VFM) has revolutionized the field of 2D computer vision with superior performance, which makes the use of VFM to assist embodied 3D perception a promising direction. However, most existing VFM-assisted 3D perception methods are either offline or too slow that cannot be applied in practical embodied tasks. In this paper, we aim to leverage Segment Anything Model (SAM) for real-time 3D instance segmentation in an online setting. This is a challenging problem since future frames are not available in the input streaming RGB-D video, and an instance may be observed in several frames so object matching between frames is required. To address these challenges, we first propose a geometric-aware query lifting module to represent the 2D masks generated by SAM by 3D-aware queries, which is then iteratively refined by a dual-level query decoder. In this way, the 2D masks are transferred to fine-grained shapes on 3D point clouds. Benefit from the query representation for 3D masks, we can compute the similarity matrix between the 3D masks from different views by efficient matrix operation, which enables real-time inference. Experiments on ScanNet, ScanNet200, SceneNN and 3RScan show our method achieves leading performance even compared with offline methods. Our method also demonstrates great generalization ability in several zero-shot dataset transferring experiments and show great potential in open-vocabulary and data-efficient setting. Code and demo are available at https://xuxw98.github.io/ESAM/, with only one RTX 3090 GPU required for training and evaluation.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
GaussianGraph: 3D Gaussian-based Scene Graph Generation for Open-world Scene Understanding
Recent advancements in 3D Gaussian Splatting(3DGS) have significantly improved semantic scene understanding, enabling natural language queries to localize objects within a scene. However, existing methods primarily focus on embedding compressed CLIP features to 3D Gaussians, suffering from low object segmentation accuracy and lack spatial reasoning capabilities. To address these limitations, we propose GaussianGraph, a novel framework that enhances 3DGS-based scene understanding by integrating adaptive semantic clustering and scene graph generation. We introduce a "Control-Follow" clustering strategy, which dynamically adapts to scene scale and feature distribution, avoiding feature compression and significantly improving segmentation accuracy. Additionally, we enrich scene representation by integrating object attributes and spatial relations extracted from 2D foundation models. To address inaccuracies in spatial relationships, we propose 3D correction modules that filter implausible relations through spatial consistency verification, ensuring reliable scene graph construction. Extensive experiments on three datasets demonstrate that GaussianGraph outperforms state-of-the-art methods in both semantic segmentation and object grounding tasks, providing a robust solution for complex scene understanding and interaction.
LIFT-GS: Cross-Scene Render-Supervised Distillation for 3D Language Grounding
Our approach to training 3D vision-language understanding models is to train a feedforward model that makes predictions in 3D, but never requires 3D labels and is supervised only in 2D, using 2D losses and differentiable rendering. The approach is new for vision-language understanding. By treating the reconstruction as a ``latent variable'', we can render the outputs without placing unnecessary constraints on the network architecture (e.g. can be used with decoder-only models). For training, only need images and camera pose, and 2D labels. We show that we can even remove the need for 2D labels by using pseudo-labels from pretrained 2D models. We demonstrate this to pretrain a network, and we finetune it for 3D vision-language understanding tasks. We show this approach outperforms baselines/sota for 3D vision-language grounding, and also outperforms other 3D pretraining techniques. Project page: https://liftgs.github.io.
InseRF: Text-Driven Generative Object Insertion in Neural 3D Scenes
We introduce InseRF, a novel method for generative object insertion in the NeRF reconstructions of 3D scenes. Based on a user-provided textual description and a 2D bounding box in a reference viewpoint, InseRF generates new objects in 3D scenes. Recently, methods for 3D scene editing have been profoundly transformed, owing to the use of strong priors of text-to-image diffusion models in 3D generative modeling. Existing methods are mostly effective in editing 3D scenes via style and appearance changes or removing existing objects. Generating new objects, however, remains a challenge for such methods, which we address in this study. Specifically, we propose grounding the 3D object insertion to a 2D object insertion in a reference view of the scene. The 2D edit is then lifted to 3D using a single-view object reconstruction method. The reconstructed object is then inserted into the scene, guided by the priors of monocular depth estimation methods. We evaluate our method on various 3D scenes and provide an in-depth analysis of the proposed components. Our experiments with generative insertion of objects in several 3D scenes indicate the effectiveness of our method compared to the existing methods. InseRF is capable of controllable and 3D-consistent object insertion without requiring explicit 3D information as input. Please visit our project page at https://mohamad-shahbazi.github.io/inserf.
NVSMask3D: Hard Visual Prompting with Camera Pose Interpolation for 3D Open Vocabulary Instance Segmentation
Vision-language models (VLMs) have demonstrated impressive zero-shot transfer capabilities in image-level visual perception tasks. However, they fall short in 3D instance-level segmentation tasks that require accurate localization and recognition of individual objects. To bridge this gap, we introduce a novel 3D Gaussian Splatting based hard visual prompting approach that leverages camera interpolation to generate diverse viewpoints around target objects without any 2D-3D optimization or fine-tuning. Our method simulates realistic 3D perspectives, effectively augmenting existing hard visual prompts by enforcing geometric consistency across viewpoints. This training-free strategy seamlessly integrates with prior hard visual prompts, enriching object-descriptive features and enabling VLMs to achieve more robust and accurate 3D instance segmentation in diverse 3D scenes.
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
Recollection from Pensieve: Novel View Synthesis via Learning from Uncalibrated Videos
Currently almost all state-of-the-art novel view synthesis and reconstruction models rely on calibrated cameras or additional geometric priors for training. These prerequisites significantly limit their applicability to massive uncalibrated data. To alleviate this requirement and unlock the potential for self-supervised training on large-scale uncalibrated videos, we propose a novel two-stage strategy to train a view synthesis model from only raw video frames or multi-view images, without providing camera parameters or other priors. In the first stage, we learn to reconstruct the scene implicitly in a latent space without relying on any explicit 3D representation. Specifically, we predict per-frame latent camera and scene context features, and employ a view synthesis model as a proxy for explicit rendering. This pretraining stage substantially reduces the optimization complexity and encourages the network to learn the underlying 3D consistency in a self-supervised manner. The learned latent camera and implicit scene representation have a large gap compared with the real 3D world. To reduce this gap, we introduce the second stage training by explicitly predicting 3D Gaussian primitives. We additionally apply explicit Gaussian Splatting rendering loss and depth projection loss to align the learned latent representations with physically grounded 3D geometry. In this way, Stage 1 provides a strong initialization and Stage 2 enforces 3D consistency - the two stages are complementary and mutually beneficial. Extensive experiments demonstrate the effectiveness of our approach, achieving high-quality novel view synthesis and accurate camera pose estimation, compared to methods that employ supervision with calibration, pose, or depth information. The code is available at https://github.com/Dwawayu/Pensieve.
CLIP-VG: Self-paced Curriculum Adapting of CLIP for Visual Grounding
Visual Grounding (VG) is a crucial topic in the field of vision and language, which involves locating a specific region described by expressions within an image. To reduce the reliance on manually labeled data, unsupervised visual grounding have been developed to locate regions using pseudo-labels. However, the performance of existing unsupervised methods is highly dependent on the quality of pseudo-labels and these methods always encounter issues with limited diversity. In order to utilize vision and language pre-trained models to address the grounding problem, and reasonably take advantage of pseudo-labels, we propose CLIP-VG, a novel method that can conduct self-paced curriculum adapting of CLIP with pseudo-language labels. We propose a simple yet efficient end-to-end network architecture to realize the transfer of CLIP to the visual grounding. Based on the CLIP-based architecture, we further propose single-source and multi-source curriculum adapting algorithms, which can progressively find more reliable pseudo-labels to learn an optimal model, thereby achieving a balance between reliability and diversity for the pseudo-language labels. Our method outperforms the current state-of-the-art unsupervised method by a significant margin on RefCOCO/+/g datasets in both single-source and multi-source scenarios, with improvements ranging from 6.78% to 10.67% and 11.39% to 14.87%, respectively. The results even outperform existing weakly supervised visual grounding methods. Furthermore, our method is also competitive in fully supervised setting. The code and models are available at https://github.com/linhuixiao/CLIP-VG.
3DReasonKnee: Advancing Grounded Reasoning in Medical Vision Language Models
Current Vision-Language Models (VLMs) struggle to ground anatomical regions in 3D medical images and reason about them in a step-by-step manner, a key requirement of real-world diagnostic assessment. This ability is essential for aligning model outputs with the diagnostic workflows clinicians use in practice, enabling trustworthy clinician-AI collaboration. Existing 3D datasets provide localization labels, but none support this "grounded reasoning" ability. To address this gap, we introduce 3DReasonKnee, the first 3D grounded reasoning dataset for medical images, which provides 494k high-quality quintuples derived from 7,970 3D knee MRI volumes. Each quintuple includes: (1) the 3D MRI volume, (2) a diagnostic question targeting a specific anatomical region (3) a 3D bounding box localizing the relevant anatomical structures, (4) clinician-generated diagnostic reasoning steps that explicitly detail the 3D reasoning process, and (5) structured severity assessments for the relevant anatomical region. The creation and validation of 3DReasonKnee, involving over 450 hours of expert clinician time for manually segmenting MRIs and generating reasoning chains, ensures its superior quality and clinical relevance. We establish ReasonKnee-Bench to evaluate localization and diagnostic accuracy, providing insight into VLM ability to perform grounding and severity assessment across anatomical regions and diagnostic inquiries. We benchmark five state-of-the-art VLMs, providing baseline performance for ReasonKnee-Bench. By providing this unique resource of expert-annotated 3D reasoning pathways, 3DReasonKnee serves as a repository of orthopedic surgeons' diagnostic expertise and offers a vital testbed for advancing multimodal medical AI systems towards 3D, clinically aligned, localized decision-making capabilities. The dataset can be found in: https://huggingface.co/datasets/rajpurkarlab/3DReasonKnee
SpatialReasoner: Towards Explicit and Generalizable 3D Spatial Reasoning
Despite recent advances on multi-modal models, 3D spatial reasoning remains a challenging task for state-of-the-art open-source and proprietary models. Recent studies explore data-driven approaches and achieve enhanced spatial reasoning performance by fine-tuning models on 3D-related visual question-answering data. However, these methods typically perform spatial reasoning in an implicit manner and often fail on questions that are trivial to humans, even with long chain-of-thought reasoning. In this work, we introduce SpatialReasoner, a novel large vision-language model (LVLM) that addresses 3D spatial reasoning with explicit 3D representations shared between multiple stages--3D perception, computation, and reasoning. Explicit 3D representations provide a coherent interface that supports advanced 3D spatial reasoning and improves the generalization ability to novel question types. Furthermore, by analyzing the explicit 3D representations in multi-step reasoning traces of SpatialReasoner, we study the factual errors and identify key shortcomings of current LVLMs. Results show that our SpatialReasoner achieves improved performance on a variety of spatial reasoning benchmarks, outperforming Gemini 2.0 by 9.2% on 3DSRBench, and generalizes better when evaluating on novel 3D spatial reasoning questions. Our study bridges the 3D parsing capabilities of prior visual foundation models with the powerful reasoning abilities of large language models, opening new directions for 3D spatial reasoning.
ViewCraft3D: High-Fidelity and View-Consistent 3D Vector Graphics Synthesis
3D vector graphics play a crucial role in various applications including 3D shape retrieval, conceptual design, and virtual reality interactions due to their ability to capture essential structural information with minimal representation. While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose ViewCraft3D (VC3D), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.
Weak Cube R-CNN: Weakly Supervised 3D Detection using only 2D Bounding Boxes
Monocular 3D object detection is an essential task in computer vision, and it has several applications in robotics and virtual reality. However, 3D object detectors are typically trained in a fully supervised way, relying extensively on 3D labeled data, which is labor-intensive and costly to annotate. This work focuses on weakly-supervised 3D detection to reduce data needs using a monocular method that leverages a singlecamera system over expensive LiDAR sensors or multi-camera setups. We propose a general model Weak Cube R-CNN, which can predict objects in 3D at inference time, requiring only 2D box annotations for training by exploiting the relationship between 2D projections of 3D cubes. Our proposed method utilizes pre-trained frozen foundation 2D models to estimate depth and orientation information on a training set. We use these estimated values as pseudo-ground truths during training. We design loss functions that avoid 3D labels by incorporating information from the external models into the loss. In this way, we aim to implicitly transfer knowledge from these large foundation 2D models without having access to 3D bounding box annotations. Experimental results on the SUN RGB-D dataset show increased performance in accuracy compared to an annotation time equalized Cube R-CNN baseline. While not precise for centimetre-level measurements, this method provides a strong foundation for further research.
Feat2GS: Probing Visual Foundation Models with Gaussian Splatting
Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.
DINO in the Room: Leveraging 2D Foundation Models for 3D Segmentation
Vision foundation models (VFMs) trained on large-scale image datasets provide high-quality features that have significantly advanced 2D visual recognition. However, their potential in 3D vision remains largely untapped, despite the common availability of 2D images alongside 3D point cloud datasets. While significant research has been dedicated to 2D-3D fusion, recent state-of-the-art 3D methods predominantly focus on 3D data, leaving the integration of VFMs into 3D models underexplored. In this work, we challenge this trend by introducing DITR, a simple yet effective approach that extracts 2D foundation model features, projects them to 3D, and finally injects them into a 3D point cloud segmentation model. DITR achieves state-of-the-art results on both indoor and outdoor 3D semantic segmentation benchmarks. To enable the use of VFMs even when images are unavailable during inference, we further propose to distill 2D foundation models into a 3D backbone as a pretraining task. By initializing the 3D backbone with knowledge distilled from 2D VFMs, we create a strong basis for downstream 3D segmentation tasks, ultimately boosting performance across various datasets.
Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting
Creating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language model (LLM) guided scene design, are hindered by limitations such as excessive human effort, reliance on predefined rules or training datasets, and limited 3D spatial reasoning ability. Since pre-trained 2D image generative models better capture scene and object configuration than LLMs, we address these challenges by introducing Architect, a generative framework that creates complex and realistic 3D embodied environments leveraging diffusion-based 2D image inpainting. In detail, we utilize foundation visual perception models to obtain each generated object from the image and leverage pre-trained depth estimation models to lift the generated 2D image to 3D space. Our pipeline is further extended to a hierarchical and iterative inpainting process to continuously generate placement of large furniture and small objects to enrich the scene. This iterative structure brings the flexibility for our method to generate or refine scenes from various starting points, such as text, floor plans, or pre-arranged environments.
ACTRESS: Active Retraining for Semi-supervised Visual Grounding
Semi-Supervised Visual Grounding (SSVG) is a new challenge for its sparse labeled data with the need for multimodel understanding. A previous study, RefTeacher, makes the first attempt to tackle this task by adopting the teacher-student framework to provide pseudo confidence supervision and attention-based supervision. However, this approach is incompatible with current state-of-the-art visual grounding models, which follow the Transformer-based pipeline. These pipelines directly regress results without region proposals or foreground binary classification, rendering them unsuitable for fitting in RefTeacher due to the absence of confidence scores. Furthermore, the geometric difference in teacher and student inputs, stemming from different data augmentations, induces natural misalignment in attention-based constraints. To establish a compatible SSVG framework, our paper proposes the ACTive REtraining approach for Semi-Supervised Visual Grounding, abbreviated as ACTRESS. Initially, the model is enhanced by incorporating an additional quantized detection head to expose its detection confidence. Building upon this, ACTRESS consists of an active sampling strategy and a selective retraining strategy. The active sampling strategy iteratively selects high-quality pseudo labels by evaluating three crucial aspects: Faithfulness, Robustness, and Confidence, optimizing the utilization of unlabeled data. The selective retraining strategy retrains the model with periodic re-initialization of specific parameters, facilitating the model's escape from local minima. Extensive experiments demonstrates our superior performance on widely-used benchmark datasets.
WorldGrow: Generating Infinite 3D World
We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.
MB-ORES: A Multi-Branch Object Reasoner for Visual Grounding in Remote Sensing
We propose a unified framework that integrates object detection (OD) and visual grounding (VG) for remote sensing (RS) imagery. To support conventional OD and establish an intuitive prior for VG task, we fine-tune an open-set object detector using referring expression data, framing it as a partially supervised OD task. In the first stage, we construct a graph representation of each image, comprising object queries, class embeddings, and proposal locations. Then, our task-aware architecture processes this graph to perform the VG task. The model consists of: (i) a multi-branch network that integrates spatial, visual, and categorical features to generate task-aware proposals, and (ii) an object reasoning network that assigns probabilities across proposals, followed by a soft selection mechanism for final referring object localization. Our model demonstrates superior performance on the OPT-RSVG and DIOR-RSVG datasets, achieving significant improvements over state-of-the-art methods while retaining classical OD capabilities. The code will be available in our repository: https://github.com/rd20karim/MB-ORES.
Articulated 3D Human-Object Interactions from RGB Videos: An Empirical Analysis of Approaches and Challenges
Human-object interactions with articulated objects are common in everyday life. Despite much progress in single-view 3D reconstruction, it is still challenging to infer an articulated 3D object model from an RGB video showing a person manipulating the object. We canonicalize the task of articulated 3D human-object interaction reconstruction from RGB video, and carry out a systematic benchmark of five families of methods for this task: 3D plane estimation, 3D cuboid estimation, CAD model fitting, implicit field fitting, and free-form mesh fitting. Our experiments show that all methods struggle to obtain high accuracy results even when provided ground truth information about the observed objects. We identify key factors which make the task challenging and suggest directions for future work on this challenging 3D computer vision task. Short video summary at https://www.youtube.com/watch?v=5tAlKBojZwc
MV-Adapter: Multi-view Consistent Image Generation Made Easy
Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.
HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting
Generating high-quality novel view renderings of 3D Gaussian Splatting (3DGS) in scenes featuring transient objects is challenging. We propose a novel hybrid representation, termed as HybridGS, using 2D Gaussians for transient objects per image and maintaining traditional 3D Gaussians for the whole static scenes. Note that, the 3DGS itself is better suited for modeling static scenes that assume multi-view consistency, but the transient objects appear occasionally and do not adhere to the assumption, thus we model them as planar objects from a single view, represented with 2D Gaussians. Our novel representation decomposes the scene from the perspective of fundamental viewpoint consistency, making it more reasonable. Additionally, we present a novel multi-view regulated supervision method for 3DGS that leverages information from co-visible regions, further enhancing the distinctions between the transients and statics. Then, we propose a straightforward yet effective multi-stage training strategy to ensure robust training and high-quality view synthesis across various settings. Experiments on benchmark datasets show our state-of-the-art performance of novel view synthesis in both indoor and outdoor scenes, even in the presence of distracting elements.
Learning to Reconstruct and Segment 3D Objects
To endow machines with the ability to perceive the real-world in a three dimensional representation as we do as humans is a fundamental and long-standing topic in Artificial Intelligence. Given different types of visual inputs such as images or point clouds acquired by 2D/3D sensors, one important goal is to understand the geometric structure and semantics of the 3D environment. Traditional approaches usually leverage hand-crafted features to estimate the shape and semantics of objects or scenes. However, they are difficult to generalize to novel objects and scenarios, and struggle to overcome critical issues caused by visual occlusions. By contrast, we aim to understand scenes and the objects within them by learning general and robust representations using deep neural networks, trained on large-scale real-world 3D data. To achieve these aims, this thesis makes three core contributions from object-level 3D shape estimation from single or multiple views to scene-level semantic understanding.
Improving GUI Grounding with Explicit Position-to-Coordinate Mapping
GUI grounding, the task of mapping natural-language instructions to pixel coordinates, is crucial for autonomous agents, yet remains difficult for current VLMs. The core bottleneck is reliable patch-to-pixel mapping, which breaks when extrapolating to high-resolution displays unseen during training. Current approaches generate coordinates as text tokens directly from visual features, forcing the model to infer complex position-to-pixel mappings implicitly; as a result, accuracy degrades and failures proliferate on new resolutions. We address this with two complementary innovations. First, RULER tokens serve as explicit coordinate markers, letting the model reference positions similar to gridlines on a map and adjust rather than generate coordinates from scratch. Second, Interleaved MRoPE (I-MRoPE) improves spatial encoding by ensuring that width and height dimensions are represented equally, addressing the asymmetry of standard positional schemes. Experiments on ScreenSpot, ScreenSpot-V2, and ScreenSpot-Pro show consistent gains in grounding accuracy, with the largest improvements on high-resolution interfaces. By providing explicit spatial guidance rather than relying on implicit learning, our approach enables more reliable GUI automation across diverse resolutions and platforms.
3D Scene Generation: A Survey
3D scene generation seeks to synthesize spatially structured, semantically meaningful, and photorealistic environments for applications such as immersive media, robotics, autonomous driving, and embodied AI. Early methods based on procedural rules offered scalability but limited diversity. Recent advances in deep generative models (e.g., GANs, diffusion models) and 3D representations (e.g., NeRF, 3D Gaussians) have enabled the learning of real-world scene distributions, improving fidelity, diversity, and view consistency. Recent advances like diffusion models bridge 3D scene synthesis and photorealism by reframing generation as image or video synthesis problems. This survey provides a systematic overview of state-of-the-art approaches, organizing them into four paradigms: procedural generation, neural 3D-based generation, image-based generation, and video-based generation. We analyze their technical foundations, trade-offs, and representative results, and review commonly used datasets, evaluation protocols, and downstream applications. We conclude by discussing key challenges in generation capacity, 3D representation, data and annotations, and evaluation, and outline promising directions including higher fidelity, physics-aware and interactive generation, and unified perception-generation models. This review organizes recent advances in 3D scene generation and highlights promising directions at the intersection of generative AI, 3D vision, and embodied intelligence. To track ongoing developments, we maintain an up-to-date project page: https://github.com/hzxie/Awesome-3D-Scene-Generation.
Zero-1-to-G: Taming Pretrained 2D Diffusion Model for Direct 3D Generation
Recent advances in 2D image generation have achieved remarkable quality,largely driven by the capacity of diffusion models and the availability of large-scale datasets. However, direct 3D generation is still constrained by the scarcity and lower fidelity of 3D datasets. In this paper, we introduce Zero-1-to-G, a novel approach that addresses this problem by enabling direct single-view generation on Gaussian splats using pretrained 2D diffusion models. Our key insight is that Gaussian splats, a 3D representation, can be decomposed into multi-view images encoding different attributes. This reframes the challenging task of direct 3D generation within a 2D diffusion framework, allowing us to leverage the rich priors of pretrained 2D diffusion models. To incorporate 3D awareness, we introduce cross-view and cross-attribute attention layers, which capture complex correlations and enforce 3D consistency across generated splats. This makes Zero-1-to-G the first direct image-to-3D generative model to effectively utilize pretrained 2D diffusion priors, enabling efficient training and improved generalization to unseen objects. Extensive experiments on both synthetic and in-the-wild datasets demonstrate superior performance in 3D object generation, offering a new approach to high-quality 3D generation.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
GPT4Scene: Understand 3D Scenes from Videos with Vision-Language Models
In recent years, 2D Vision-Language Models (VLMs) have made significant strides in image-text understanding tasks. However, their performance in 3D spatial comprehension, which is critical for embodied intelligence, remains limited. Recent advances have leveraged 3D point clouds and multi-view images as inputs, yielding promising results. However, we propose exploring a purely vision-based solution inspired by human perception, which merely relies on visual cues for 3D spatial understanding. This paper empirically investigates the limitations of VLMs in 3D spatial knowledge, revealing that their primary shortcoming lies in the lack of global-local correspondence between the scene and individual frames. To address this, we introduce GPT4Scene, a novel visual prompting paradigm in VLM training and inference that helps build the global-local relationship, significantly improving the 3D spatial understanding of indoor scenes. Specifically, GPT4Scene constructs a 3D Bird's Eye View (BEV) image from the video and marks consistent object IDs across both frames and the BEV image. The model then inputs the concatenated BEV image and video frames with markers. In zero-shot evaluations, GPT4Scene improves performance over closed-source VLMs like GPT-4o. Additionally, we prepare a processed video dataset consisting of 165K text annotation to fine-tune open-source VLMs, achieving state-of-the-art performance on all 3D understanding tasks. Surprisingly, after training with the GPT4Scene paradigm, VLMs consistently improve during inference, even without visual prompting and BEV image as explicit correspondence. It demonstrates that the proposed paradigm helps VLMs develop an intrinsic ability to understand 3D scenes, which paves the way for a noninvasive approach to extending pre-trained VLMs for 3D scene understanding.
