Indoor scene reconstruction is the process of creating 3D models of indoor environments from images or videos.
Recent reconstruction methods based on radiance field such as NeRF and 3DGS reproduce indoor scenes with high visual fidelity, but break down under scene editing due to baked illumination and the lack of explicit light transport. In contrast, physically based inverse rendering relies on mesh representations and path tracing, which enforce correct light transport but place strong requirements on geometric fidelity, becoming a practical bottleneck for real indoor scenes. In this work, we propose Emission-Aware Gaussians and Path Tracing (EAG-PT), aiming for physically based light transport with a unified 2D Gaussian representation. Our design is based on three cores: (1) using 2D Gaussians as a unified scene representation and transport-friendly geometry proxy that avoids reconstructed mesh, (2) explicitly separating emissive and non-emissive components during reconstruction for further scene editing, and (3) decoupling reconstruction from final rendering by using efficient single-bounce optimization and high-quality multi-bounce path tracing after scene editing. Experiments on synthetic and real indoor scenes show that EAG-PT produces more natural and physically consistent renders after editing than radiant scene reconstructions, while preserving finer geometric detail and avoiding mesh-induced artifacts compared to mesh-based inverse path tracing. These results suggest promising directions for future use in interior design, XR content creation, and embodied AI.
We propose a diffusion-based algorithm for separating the inter and outer layer surfaces from double-layered point clouds, particularly those exhibiting the "double surface artifact" caused by truncation in Truncated Signed Distance Function (TSDF) fusion during indoor or medical 3D reconstruction. This artifact arises from asymmetric truncation thresholds, leading to erroneous inter and outer shells in the fused volume, which our method addresses by extracting the true inter layer to mitigate challenges like overlapping surfaces and disordered normals. We focus on point clouds with \emph{open boundaries} (i.e., sampled surfaces with topological openings/holes through which particles may escape), rather than point clouds with \emph{missing surface regions} where no samples exist. Our approach enables robust processing of both watertight and open-boundary models, achieving extraction of the inter layer from 20,000 inter and 20,000 outer points in approximately 10 seconds. This solution is particularly effective for applications requiring accurate surface representations, such as indoor scene modeling and medical imaging, where double-layered point clouds are prevalent, and it accommodates both closed (watertight) and open-boundary surface geometries. Our goal is \emph{post-hoc} inter/outer shell separation as a lightweight module after TSDF fusion; we do not aim to replace full variational or learning-based reconstruction pipelines.
Generating 3D humans that functionally interact with 3D scenes remains an open problem with applications in embodied AI, robotics, and interactive content creation. The key challenge involves reasoning about both the semantics of functional elements in 3D scenes and the 3D human poses required to achieve functionality-aware interaction. Unfortunately, existing methods typically lack explicit reasoning over object functionality and the corresponding human-scene contact, resulting in implausible or functionally incorrect interactions. In this work, we propose FunHSI, a training-free, functionality-driven framework that enables functionally correct human-scene interactions from open-vocabulary task prompts. Given a task prompt, FunHSI performs functionality-aware contact reasoning to identify functional scene elements, reconstruct their 3D geometry, and model high-level interactions via a contact graph. We then leverage vision-language models to synthesize a human performing the task in the image and estimate proposed 3D body and hand poses. Finally, the proposed 3D body configuration is refined via stage-wise optimization to ensure physical plausibility and functional correctness. In contrast to existing methods, FunHSI not only synthesizes more plausible general 3D interactions, such as "sitting on a sofa'', while supporting fine-grained functional human-scene interactions, e.g., "increasing the room temperature''. Extensive experiments demonstrate that FunHSI consistently generates functionally correct and physically plausible human-scene interactions across diverse indoor and outdoor scenes.
We present VGGT-SLAM 2.0, a real time RGB feed-forward SLAM system which substantially improves upon VGGT-SLAM for incrementally aligning submaps created from VGGT. Firstly, we remove high-dimensional 15-degree-of-freedom drift and planar degeneracy from VGGT-SLAM by creating a new factor graph design while still addressing the reconstruction ambiguity of VGGT given unknown camera intrinsics. Secondly, by studying the attention layers of VGGT, we show that one of the layers is well suited to assist in image retrieval verification for free without additional training, which enables both rejecting false positive matches and allows for completing more loop closures. Finally, we conduct a suite of experiments which includes showing VGGT-SLAM 2.0 can easily be adapted for open-set object detection and demonstrating real time performance while running online onboard a ground robot using a Jetson Thor. We also test in environments ranging from cluttered indoor apartments and office scenes to a 4,200 square foot barn, and we also demonstrate VGGT-SLAM 2.0 achieves the highest accuracy on the TUM dataset with about 23 percent less pose error than VGGT-SLAM. Code will be released upon publication.
We present SpatialMem, a memory-centric system that unifies 3D geometry, semantics, and language into a single, queryable representation. Starting from casually captured egocentric RGB video, SpatialMem reconstructs metrically scaled indoor environments, detects structural 3D anchors (walls, doors, windows) as the first-layer scaffold, and populates a hierarchical memory with open-vocabulary object nodes -- linking evidence patches, visual embeddings, and two-layer textual descriptions to 3D coordinates -- for compact storage and fast retrieval. This design enables interpretable reasoning over spatial relations (e.g., distance, direction, visibility) and supports downstream tasks such as language-guided navigation and object retrieval without specialized sensors. Experiments across three real-life indoor scenes demonstrate that SpatialMem maintains strong anchor-description-level navigation completion and hierarchical retrieval accuracy under increasing clutter and occlusion, offering an efficient and extensible framework for embodied spatial intelligence.
Detecting objects in 3D space from monocular input is crucial for applications ranging from robotics to scene understanding. Despite advanced performance in the indoor and autonomous driving domains, existing monocular 3D detection models struggle with in-the-wild images due to the lack of 3D in-the-wild datasets and the challenges of 3D annotation. We introduce LabelAny3D, an \emph{analysis-by-synthesis} framework that reconstructs holistic 3D scenes from 2D images to efficiently produce high-quality 3D bounding box annotations. Built on this pipeline, we present COCO3D, a new benchmark for open-vocabulary monocular 3D detection, derived from the MS-COCO dataset and covering a wide range of object categories absent from existing 3D datasets. Experiments show that annotations generated by LabelAny3D improve monocular 3D detection performance across multiple benchmarks, outperforming prior auto-labeling approaches in quality. These results demonstrate the promise of foundation-model-driven annotation for scaling up 3D recognition in realistic, open-world settings.




Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.




We propose a modular framework for single-view indoor scene 3D reconstruction, where several core modules are powered by diffusion techniques. Traditional approaches for this task often struggle with the complex instance shapes and occlusions inherent in indoor environments. They frequently overshoot by attempting to predict 3D shapes directly from incomplete 2D images, which results in limited reconstruction quality. We aim to overcome this limitation by splitting the process into two steps: first, we employ diffusion-based techniques to predict the complete views of the room background and occluded indoor instances, then transform them into 3D. Our modular framework makes contributions to this field through the following components: an amodal completion module for restoring the full view of occluded instances, an inpainting model specifically trained to predict room layouts, a hybrid depth estimation technique that balances overall geometric accuracy with fine detail expressiveness, and a view-space alignment method that exploits both 2D and 3D cues to ensure precise placement of instances within the scene. This approach effectively reconstructs both foreground instances and the room background from a single image. Extensive experiments on the 3D-Front dataset demonstrate that our method outperforms current state-of-the-art (SOTA) approaches in terms of both visual quality and reconstruction accuracy. The framework holds promising potential for applications in interior design, real estate, and augmented reality.
Despite recent progress in 3D self-supervised learning, collecting large-scale 3D scene scans remains expensive and labor-intensive. In this work, we investigate whether 3D representations can be learned from unlabeled videos recorded without any real 3D sensors. We present Laplacian-Aware Multi-level 3D Clustering with Sinkhorn-Knopp (LAM3C), a self-supervised framework that learns from video-generated point clouds from unlabeled videos. We first introduce RoomTours, a video-generated point cloud dataset constructed by collecting room-walkthrough videos from the web (e.g., real-estate tours) and generating 49,219 scenes using an off-the-shelf feed-forward reconstruction model. We also propose a noise-regularized loss that stabilizes representation learning by enforcing local geometric smoothness and ensuring feature stability under noisy point clouds. Remarkably, without using any real 3D scans, LAM3C achieves higher performance than the previous self-supervised methods on indoor semantic and instance segmentation. These results suggest that unlabeled videos represent an abundant source of data for 3D self-supervised learning.
Photorealistic 3-D reconstruction from monocular video collapses in large-scale scenes when depth, pose, and radiance are solved in isolation: scale-ambiguous depth yields ghost geometry, long-horizon pose drift corrupts alignment, and a single global NeRF cannot model hundreds of metres of content. We introduce a joint learning framework that couples all three factors and demonstrably overcomes each failure case. Our system begins with a Vision-Transformer (ViT) depth network trained with metric-scale supervision, giving globally consistent depths despite wide field-of-view variations. A multi-scale feature bundle-adjustment (BA) layer refines camera poses directly in feature space--leveraging learned pyramidal descriptors instead of brittle keypoints--to suppress drift on unconstrained trajectories. For scene representation, we deploy an incremental local-radiance-field hierarchy: new hash-grid NeRFs are allocated and frozen on-the-fly when view overlap falls below a threshold, enabling city-block-scale coverage on a single GPU. Evaluated on the Tanks and Temples benchmark, our method reduces Absolute Trajectory Error to 0.001-0.021 m across eight indoor-outdoor sequences--up to 18x lower than BARF and 2x lower than NoPe-NeRF--while maintaining sub-pixel Relative Pose Error. These results demonstrate that metric-scale, drift-free 3-D reconstruction and high-fidelity novel-view synthesis are achievable from a single uncalibrated RGB camera.