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May 7

Supervised Learning Has a Necessary Geometric Blind Spot: Theory, Consequences, and Minimal Repair

PGD adversarial training, the standard robustness method, can reduce Jacobian Frobenius norm yet worsen clean-input geometry (e.g., TDI 1.336 vs. ERM 1.093). We show this is not an implementation artifact but a theorem-level consequence of supervised learning. We prove that any encoder minimizing supervised loss must retain non-zero sensitivity along directions correlated with training labels, including directions that are nuisance at test time. This holds across proper scoring rules, architectures, and dataset sizes. We call this the geometric blind spot of supervised learning. This theorem unifies four empirical phenomena often treated separately: non-robust features, texture bias, corruption fragility, and the robustness-accuracy tradeoff. It also explains why suppressing sensitivity in one adversarial direction can redistribute sensitivity elsewhere. We introduce Trajectory Deviation Index (TDI), a diagnostic of geometric isotropy. Unlike CKA, intrinsic dimension, or Jacobian Frobenius norm alone, TDI captures the failure mode above. In our experiments, PGD attains low Frobenius norm but high TDI, while PMH attains the lowest TDI with one additional training term and no architectural changes. Across seven tasks, BERT/SST-2, and ImageNet ViT-B/16 (backbone family underlying CLIP/DINO/SAM), the blind spot is measurable and repairable. It appears at foundation-model scale, worsens with model scale and task-specific fine-tuning, and is substantially reduced by PMH. PMH also leads on non-Gaussian corruption types (blur/brightness/contrast) without corruption-specific training.

  • 1 authors
·
Apr 26 1

GeoRemover: Removing Objects and Their Causal Visual Artifacts

Towards intelligent image editing, object removal should eliminate both the target object and its causal visual artifacts, such as shadows and reflections. However, existing image appearance-based methods either follow strictly mask-aligned training and fail to remove these causal effects which are not explicitly masked, or adopt loosely mask-aligned strategies that lack controllability and may unintentionally over-erase other objects. We identify that these limitations stem from ignoring the causal relationship between an object's geometry presence and its visual effects. To address this limitation, we propose a geometry-aware two-stage framework that decouples object removal into (1) geometry removal and (2) appearance rendering. In the first stage, we remove the object directly from the geometry (e.g., depth) using strictly mask-aligned supervision, enabling structure-aware editing with strong geometric constraints. In the second stage, we render a photorealistic RGB image conditioned on the updated geometry, where causal visual effects are considered implicitly as a result of the modified 3D geometry. To guide learning in the geometry removal stage, we introduce a preference-driven objective based on positive and negative sample pairs, encouraging the model to remove objects as well as their causal visual artifacts while avoiding new structural insertions. Extensive experiments demonstrate that our method achieves state-of-the-art performance in removing both objects and their associated artifacts on two popular benchmarks. The code is available at https://github.com/buxiangzhiren/GeoRemover.

  • 6 authors
·
Sep 22, 2025 2

OReX: Object Reconstruction from Planar Cross-sections Using Neural Fields

Reconstructing 3D shapes from planar cross-sections is a challenge inspired by downstream applications like medical imaging and geographic informatics. The input is an in/out indicator function fully defined on a sparse collection of planes in space, and the output is an interpolation of the indicator function to the entire volume. Previous works addressing this sparse and ill-posed problem either produce low quality results, or rely on additional priors such as target topology, appearance information, or input normal directions. In this paper, we present OReX, a method for 3D shape reconstruction from slices alone, featuring a Neural Field as the interpolation prior. A modest neural network is trained on the input planes to return an inside/outside estimate for a given 3D coordinate, yielding a powerful prior that induces smoothness and self-similarities. The main challenge for this approach is high-frequency details, as the neural prior is overly smoothing. To alleviate this, we offer an iterative estimation architecture and a hierarchical input sampling scheme that encourage coarse-to-fine training, allowing the training process to focus on high frequencies at later stages. In addition, we identify and analyze a ripple-like effect stemming from the mesh extraction step. We mitigate it by regularizing the spatial gradients of the indicator function around input in/out boundaries during network training, tackling the problem at the root. Through extensive qualitative and quantitative experimentation, we demonstrate our method is robust, accurate, and scales well with the size of the input. We report state-of-the-art results compared to previous approaches and recent potential solutions, and demonstrate the benefit of our individual contributions through analysis and ablation studies.

  • 3 authors
·
Nov 23, 2022

What You See is What You GAN: Rendering Every Pixel for High-Fidelity Geometry in 3D GANs

3D-aware Generative Adversarial Networks (GANs) have shown remarkable progress in learning to generate multi-view-consistent images and 3D geometries of scenes from collections of 2D images via neural volume rendering. Yet, the significant memory and computational costs of dense sampling in volume rendering have forced 3D GANs to adopt patch-based training or employ low-resolution rendering with post-processing 2D super resolution, which sacrifices multiview consistency and the quality of resolved geometry. Consequently, 3D GANs have not yet been able to fully resolve the rich 3D geometry present in 2D images. In this work, we propose techniques to scale neural volume rendering to the much higher resolution of native 2D images, thereby resolving fine-grained 3D geometry with unprecedented detail. Our approach employs learning-based samplers for accelerating neural rendering for 3D GAN training using up to 5 times fewer depth samples. This enables us to explicitly "render every pixel" of the full-resolution image during training and inference without post-processing superresolution in 2D. Together with our strategy to learn high-quality surface geometry, our method synthesizes high-resolution 3D geometry and strictly view-consistent images while maintaining image quality on par with baselines relying on post-processing super resolution. We demonstrate state-of-the-art 3D gemetric quality on FFHQ and AFHQ, setting a new standard for unsupervised learning of 3D shapes in 3D GANs.

  • 8 authors
·
Jan 4, 2024 1

GeoX: Geometric Problem Solving Through Unified Formalized Vision-Language Pre-training

Despite their proficiency in general tasks, Multi-modal Large Language Models (MLLMs) struggle with automatic Geometry Problem Solving (GPS), which demands understanding diagrams, interpreting symbols, and performing complex reasoning. This limitation arises from their pre-training on natural images and texts, along with the lack of automated verification in the problem-solving process. Besides, current geometric specialists are limited by their task-specific designs, making them less effective for broader geometric problems. To this end, we present GeoX, a multi-modal large model focusing on geometric understanding and reasoning tasks. Given the significant differences between geometric diagram-symbol and natural image-text, we introduce unimodal pre-training to develop a diagram encoder and symbol decoder, enhancing the understanding of geometric images and corpora. Furthermore, we introduce geometry-language alignment, an effective pre-training paradigm that bridges the modality gap between unimodal geometric experts. We propose a Generator-And-Sampler Transformer (GS-Former) to generate discriminative queries and eliminate uninformative representations from unevenly distributed geometric signals. Finally, GeoX benefits from visual instruction tuning, empowering it to take geometric images and questions as input and generate verifiable solutions. Experiments show that GeoX outperforms both generalists and geometric specialists on publicly recognized benchmarks, such as GeoQA, UniGeo, Geometry3K, and PGPS9k.

  • 15 authors
·
Dec 16, 2024 2

FormalGeo: An Extensible Formalized Framework for Olympiad Geometric Problem Solving

This is the first paper in a series of work we have accomplished over the past three years. In this paper, we have constructed a consistent formal plane geometry system. This will serve as a crucial bridge between IMO-level plane geometry challenges and readable AI automated reasoning. Within this formal framework, we have been able to seamlessly integrate modern AI models with our formal system. AI is now capable of providing deductive reasoning solutions to IMO-level plane geometry problems, just like handling other natural languages, and these proofs are readable, traceable, and verifiable. We propose the geometry formalization theory (GFT) to guide the development of the geometry formal system. Based on the GFT, we have established the FormalGeo, which consists of 88 geometric predicates and 196 theorems. It can represent, validate, and solve IMO-level geometry problems. we also have crafted the FGPS (formal geometry problem solver) in Python. It serves as both an interactive assistant for verifying problem-solving processes and an automated problem solver. We've annotated the formalgeo7k and formalgeo-imo datasets. The former contains 6,981 (expand to 133,818 through data augmentation) geometry problems, while the latter includes 18 (expand to 2,627 and continuously increasing) IMO-level challenging geometry problems. All annotated problems include detailed formal language descriptions and solutions. Implementation of the formal system and experiments validate the correctness and utility of the GFT. The backward depth-first search method only yields a 2.42% problem-solving failure rate, and we can incorporate deep learning techniques to achieve lower one. The source code of FGPS and datasets are available at https://github.com/BitSecret/FGPS.

  • 20 authors
·
Oct 27, 2023

Point-PEFT: Parameter-Efficient Fine-Tuning for 3D Pre-trained Models

The popularity of pre-trained large models has revolutionized downstream tasks across diverse fields, such as language, vision, and multi-modality. To minimize the adaption cost for downstream tasks, many Parameter-Efficient Fine-Tuning (PEFT) techniques are proposed for language and 2D image pre-trained models. However, the specialized PEFT method for 3D pre-trained models is still under-explored. To this end, we introduce Point-PEFT, a novel framework for adapting point cloud pre-trained models with minimal learnable parameters. Specifically, for a pre-trained 3D model, we freeze most of its parameters, and only tune the newly added PEFT modules on downstream tasks, which consist of a Point-prior Prompt and a Geometry-aware Adapter. The Point-prior Prompt adopts a set of learnable prompt tokens, for which we propose to construct a memory bank with domain-specific knowledge, and utilize a parameter-free attention to enhance the prompt tokens. The Geometry-aware Adapter aims to aggregate point cloud features within spatial neighborhoods to capture fine-grained geometric information through local interactions. Extensive experiments indicate that our Point-PEFT can achieve better performance than the full fine-tuning on various downstream tasks, while using only 5% of the trainable parameters, demonstrating the efficiency and effectiveness of our approach. Code is released at https://github.com/Ivan-Tang-3D/Point-PEFT.

  • 7 authors
·
Oct 4, 2023

S2TD-Face: Reconstruct a Detailed 3D Face with Controllable Texture from a Single Sketch

3D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of sketches leads to existing sketch-to-3D-face methods only being able to handle pose-limited and realistically shaded sketches. On the other hand, texture plays a vital role in representing facial appearance, yet sketches lack this information, necessitating additional texture control in the reconstruction process. This paper proposes a novel method for reconstructing controllable textured and detailed 3D faces from sketches, named S2TD-Face. S2TD-Face introduces a two-stage geometry reconstruction framework that directly reconstructs detailed geometry from the input sketch. To keep geometry consistent with the delicate strokes of the sketch, we propose a novel sketch-to-geometry loss that ensures the reconstruction accurately fits the input features like dimples and wrinkles. Our training strategies do not rely on hard-to-obtain 3D face scanning data or labor-intensive hand-drawn sketches. Furthermore, S2TD-Face introduces a texture control module utilizing text prompts to select the most suitable textures from a library and seamlessly integrate them into the geometry, resulting in a 3D detailed face with controllable texture. S2TD-Face surpasses existing state-of-the-art methods in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/S2TD-Face .

  • 5 authors
·
Aug 2, 2024

Revisiting Transformation Invariant Geometric Deep Learning: Are Initial Representations All You Need?

Geometric deep learning, i.e., designing neural networks to handle the ubiquitous geometric data such as point clouds and graphs, have achieved great successes in the last decade. One critical inductive bias is that the model can maintain invariance towards various transformations such as translation, rotation, and scaling. The existing graph neural network (GNN) approaches can only maintain permutation-invariance, failing to guarantee invariance with respect to other transformations. Besides GNNs, other works design sophisticated transformation-invariant layers, which are computationally expensive and difficult to be extended. To solve this problem, we revisit why the existing neural networks cannot maintain transformation invariance when handling geometric data. Our findings show that transformation-invariant and distance-preserving initial representations are sufficient to achieve transformation invariance rather than needing sophisticated neural layer designs. Motivated by these findings, we propose Transformation Invariant Neural Networks (TinvNN), a straightforward and general framework for geometric data. Specifically, we realize transformation-invariant and distance-preserving initial point representations by modifying multi-dimensional scaling before feeding the representations into neural networks. We prove that TinvNN can strictly guarantee transformation invariance, being general and flexible enough to be combined with the existing neural networks. Extensive experimental results on point cloud analysis and combinatorial optimization demonstrate the effectiveness and general applicability of our proposed method. Based on the experimental results, we advocate that TinvNN should be considered a new starting point and an essential baseline for further studies of transformation-invariant geometric deep learning.

  • 5 authors
·
Dec 22, 2021

CraftsMan: High-fidelity Mesh Generation with 3D Native Generation and Interactive Geometry Refiner

We present a novel generative 3D modeling system, coined CraftsMan, which can generate high-fidelity 3D geometries with highly varied shapes, regular mesh topologies, and detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, irregular mesh topologies, noisy surfaces, and difficulties in accommodating user edits, consequently impeding their widespread adoption and implementation in 3D modeling software. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we employ a 3D native diffusion model, which operates on latent space learned from latent set-based 3D representations, to generate coarse geometries with regular mesh topology in seconds. In particular, this process takes as input a text prompt or a reference image and leverages a powerful multi-view (MV) diffusion model to generate multiple views of the coarse geometry, which are fed into our MV-conditioned 3D diffusion model for generating the 3D geometry, significantly improving robustness and generalizability. Following that, a normal-based geometry refiner is used to significantly enhance the surface details. This refinement can be performed automatically, or interactively with user-supplied edits. Extensive experiments demonstrate that our method achieves high efficacy in producing superior-quality 3D assets compared to existing methods. HomePage: https://craftsman3d.github.io/, Code: https://github.com/wyysf-98/CraftsMan

  • 7 authors
·
May 23, 2024 2

GeoQA: A Geometric Question Answering Benchmark Towards Multimodal Numerical Reasoning

Automatic math problem solving has recently attracted increasing attention as a long-standing AI benchmark. In this paper, we focus on solving geometric problems, which requires a comprehensive understanding of textual descriptions, visual diagrams, and theorem knowledge. However, the existing methods were highly dependent on handcraft rules and were merely evaluated on small-scale datasets. Therefore, we propose a Geometric Question Answering dataset GeoQA, containing 4,998 geometric problems with corresponding annotated programs, which illustrate the solving process of the given problems. Compared with another publicly available dataset GeoS, GeoQA is 25 times larger, in which the program annotations can provide a practical testbed for future research on explicit and explainable numerical reasoning. Moreover, we introduce a Neural Geometric Solver (NGS) to address geometric problems by comprehensively parsing multimodal information and generating interpretable programs. We further add multiple self-supervised auxiliary tasks on NGS to enhance cross-modal semantic representation. Extensive experiments on GeoQA validate the effectiveness of our proposed NGS and auxiliary tasks. However, the results are still significantly lower than human performance, which leaves large room for future research. Our benchmark and code are released at https://github.com/chen-judge/GeoQA .

  • 7 authors
·
May 30, 2021

Pixel-Perfect Visual Geometry Estimation

Recovering clean and accurate geometry from images is essential for robotics and augmented reality. However, existing geometry foundation models still suffer severely from flying pixels and the loss of fine details. In this paper, we present pixel-perfect visual geometry models that can predict high-quality, flying-pixel-free point clouds by leveraging generative modeling in the pixel space. We first introduce Pixel-Perfect Depth (PPD), a monocular depth foundation model built upon pixel-space diffusion transformers (DiT). To address the high computational complexity associated with pixel-space diffusion, we propose two key designs: 1) Semantics-Prompted DiT, which incorporates semantic representations from vision foundation models to prompt the diffusion process, preserving global semantics while enhancing fine-grained visual details; and 2) Cascade DiT architecture that progressively increases the number of image tokens, improving both efficiency and accuracy. To further extend PPD to video (PPVD), we introduce a new Semantics-Consistent DiT, which extracts temporally consistent semantics from a multi-view geometry foundation model. We then perform reference-guided token propagation within the DiT to maintain temporal coherence with minimal computational and memory overhead. Our models achieve the best performance among all generative monocular and video depth estimation models and produce significantly cleaner point clouds than all other models.

  • 9 authors
·
Jan 8

Lotus-2: Advancing Geometric Dense Prediction with Powerful Image Generative Model

Recovering pixel-wise geometric properties from a single image is fundamentally ill-posed due to appearance ambiguity and non-injective mappings between 2D observations and 3D structures. While discriminative regression models achieve strong performance through large-scale supervision, their success is bounded by the scale, quality and diversity of available data and limited physical reasoning. Recent diffusion models exhibit powerful world priors that encode geometry and semantics learned from massive image-text data, yet directly reusing their stochastic generative formulation is suboptimal for deterministic geometric inference: the former is optimized for diverse and high-fidelity image generation, whereas the latter requires stable and accurate predictions. In this work, we propose Lotus-2, a two-stage deterministic framework for stable, accurate and fine-grained geometric dense prediction, aiming to provide an optimal adaption protocol to fully exploit the pre-trained generative priors. Specifically, in the first stage, the core predictor employs a single-step deterministic formulation with a clean-data objective and a lightweight local continuity module (LCM) to generate globally coherent structures without grid artifacts. In the second stage, the detail sharpener performs a constrained multi-step rectified-flow refinement within the manifold defined by the core predictor, enhancing fine-grained geometry through noise-free deterministic flow matching. Using only 59K training samples, less than 1% of existing large-scale datasets, Lotus-2 establishes new state-of-the-art results in monocular depth estimation and highly competitive surface normal prediction. These results demonstrate that diffusion models can serve as deterministic world priors, enabling high-quality geometric reasoning beyond traditional discriminative and generative paradigms.

  • 4 authors
·
Nov 30, 2025 2

EpiGRAF: Rethinking training of 3D GANs

A very recent trend in generative modeling is building 3D-aware generators from 2D image collections. To induce the 3D bias, such models typically rely on volumetric rendering, which is expensive to employ at high resolutions. During the past months, there appeared more than 10 works that address this scaling issue by training a separate 2D decoder to upsample a low-resolution image (or a feature tensor) produced from a pure 3D generator. But this solution comes at a cost: not only does it break multi-view consistency (i.e. shape and texture change when the camera moves), but it also learns the geometry in a low fidelity. In this work, we show that it is possible to obtain a high-resolution 3D generator with SotA image quality by following a completely different route of simply training the model patch-wise. We revisit and improve this optimization scheme in two ways. First, we design a location- and scale-aware discriminator to work on patches of different proportions and spatial positions. Second, we modify the patch sampling strategy based on an annealed beta distribution to stabilize training and accelerate the convergence. The resulted model, named EpiGRAF, is an efficient, high-resolution, pure 3D generator, and we test it on four datasets (two introduced in this work) at 256^2 and 512^2 resolutions. It obtains state-of-the-art image quality, high-fidelity geometry and trains {approx} 2.5 times faster than the upsampler-based counterparts. Project website: https://universome.github.io/epigraf.

  • 4 authors
·
Jun 21, 2022

UltraShape 1.0: High-Fidelity 3D Shape Generation via Scalable Geometric Refinement

In this report, we introduce UltraShape 1.0, a scalable 3D diffusion framework for high-fidelity 3D geometry generation. The proposed approach adopts a two-stage generation pipeline: a coarse global structure is first synthesized and then refined to produce detailed, high-quality geometry. To support reliable 3D generation, we develop a comprehensive data processing pipeline that includes a novel watertight processing method and high-quality data filtering. This pipeline improves the geometric quality of publicly available 3D datasets by removing low-quality samples, filling holes, and thickening thin structures, while preserving fine-grained geometric details. To enable fine-grained geometry refinement, we decouple spatial localization from geometric detail synthesis in the diffusion process. We achieve this by performing voxel-based refinement at fixed spatial locations, where voxel queries derived from coarse geometry provide explicit positional anchors encoded via RoPE, allowing the diffusion model to focus on synthesizing local geometric details within a reduced, structured solution space. Our model is trained exclusively on publicly available 3D datasets, achieving strong geometric quality despite limited training resources. Extensive evaluations demonstrate that UltraShape 1.0 performs competitively with existing open-source methods in both data processing quality and geometry generation. All code and trained models will be released to support future research.

  • 13 authors
·
Dec 24, 2025 4

GeoMVD: Geometry-Enhanced Multi-View Generation Model Based on Geometric Information Extraction

Multi-view image generation holds significant application value in computer vision, particularly in domains like 3D reconstruction, virtual reality, and augmented reality. Most existing methods, which rely on extending single images, face notable computational challenges in maintaining cross-view consistency and generating high-resolution outputs. To address these issues, we propose the Geometry-guided Multi-View Diffusion Model, which incorporates mechanisms for extracting multi-view geometric information and adjusting the intensity of geometric features to generate images that are both consistent across views and rich in detail. Specifically, we design a multi-view geometry information extraction module that leverages depth maps, normal maps, and foreground segmentation masks to construct a shared geometric structure, ensuring shape and structural consistency across different views. To enhance consistency and detail restoration during generation, we develop a decoupled geometry-enhanced attention mechanism that strengthens feature focus on key geometric details, thereby improving overall image quality and detail preservation. Furthermore, we apply an adaptive learning strategy that fine-tunes the model to better capture spatial relationships and visual coherence between the generated views, ensuring realistic results. Our model also incorporates an iterative refinement process that progressively improves the output quality through multiple stages of image generation. Finally, a dynamic geometry information intensity adjustment mechanism is proposed to adaptively regulate the influence of geometric data, optimizing overall quality while ensuring the naturalness of generated images. More details can be found on the project page: https://sobeymil.github.io/GeoMVD.com.

  • 3 authors
·
Nov 15, 2025

Tangram: Benchmark for Evaluating Geometric Element Recognition in Large Multimodal Models

Significant advancements in Large Multimodal Models (LMMs) have enabled them to tackle complex problems involving visual-mathematical reasoning. However, their ability to identify geometric elements remains underexplored. To address this gap, we introduce Tangram, a novel benchmark designed to evaluate the performance of LMMs on geometric element recognition. Tangram comprises 1,080 diverse geometric diagrams sourced from primary and secondary school exams, competitions, and textbooks, ranging from simple geometric shapes to complex combinations. Each diagram is paired with four questions, resulting in 4,320 visual-question-answer pairs. Unlike existing benchmarks that emphasize higher-level cognition and reasoning, Tangram focuses on understanding geometric elements, requiring models to perform a ``simple yet challenging" counting task. Systematic evaluation of 13 prominent LMMs, such as GPT-4o and Claude 3.5 Sonnet, reveals that these models face significant challenges even in seemingly straightforward tasks. The top-performing model achieves an accuracy of only 53.0%, highlighting a substantial gap compared to human performance. These findings underscore the limitations of current multimodal AI systems in handling basic perception tasks and serve to inspire the development of the next generation of expert-level multimodal foundational models. The data and code will be released soon.

  • 3 authors
·
Aug 25, 2024 1

Decoupling Fine Detail and Global Geometry for Compressed Depth Map Super-Resolution

Recovering high-quality depth maps from compressed sources has gained significant attention due to the limitations of consumer-grade depth cameras and the bandwidth restrictions during data transmission. However, current methods still suffer from two challenges. First, bit-depth compression produces a uniform depth representation in regions with subtle variations, hindering the recovery of detailed information. Second, densely distributed random noise reduces the accuracy of estimating the global geometric structure of the scene. To address these challenges, we propose a novel framework, termed geometry-decoupled network (GDNet), for compressed depth map super-resolution that decouples the high-quality depth map reconstruction process by handling global and detailed geometric features separately. To be specific, we propose the fine geometry detail encoder (FGDE), which is designed to aggregate fine geometry details in high-resolution low-level image features while simultaneously enriching them with complementary information from low-resolution context-level image features. In addition, we develop the global geometry encoder (GGE) that aims at suppressing noise and extracting global geometric information effectively via constructing compact feature representation in a low-rank space. We conduct experiments on multiple benchmark datasets, demonstrating that our GDNet significantly outperforms current methods in terms of geometric consistency and detail recovery. In the ECCV 2024 AIM Compressed Depth Upsampling Challenge, our solution won the 1st place award. Our codes are available at: https://github.com/Ian0926/GDNet.

  • 3 authors
·
Nov 5, 2024

MagicClay: Sculpting Meshes With Generative Neural Fields

The recent developments in neural fields have brought phenomenal capabilities to the field of shape generation, but they lack crucial properties, such as incremental control - a fundamental requirement for artistic work. Triangular meshes, on the other hand, are the representation of choice for most geometry related tasks, offering efficiency and intuitive control, but do not lend themselves to neural optimization. To support downstream tasks, previous art typically proposes a two-step approach, where first a shape is generated using neural fields, and then a mesh is extracted for further processing. Instead, in this paper we introduce a hybrid approach that maintains both a mesh and a Signed Distance Field (SDF) representations consistently. Using this representation, we introduce MagicClay - an artist friendly tool for sculpting regions of a mesh according to textual prompts while keeping other regions untouched. Our framework carefully and efficiently balances consistency between the representations and regularizations in every step of the shape optimization; Relying on the mesh representation, we show how to render the SDF at higher resolutions and faster. In addition, we employ recent work in differentiable mesh reconstruction to adaptively allocate triangles in the mesh where required, as indicated by the SDF. Using an implemented prototype, we demonstrate superior generated geometry compared to the state-of-the-art, and novel consistent control, allowing sequential prompt-based edits to the same mesh for the first time.

  • 5 authors
·
Mar 4, 2024 1

Pruning-based Topology Refinement of 3D Mesh using a 2D Alpha Mask

Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.

  • 2 authors
·
Oct 17, 2022

Beyond Prompts: Unconditional 3D Inversion for Out-of-Distribution Shapes

Text-driven inversion of generative models is a core paradigm for manipulating 2D or 3D content, unlocking numerous applications such as text-based editing, style transfer, or inverse problems. However, it relies on the assumption that generative models remain sensitive to natural language prompts. We demonstrate that for state-of-the-art native text-to-3D generative models, this assumption often collapses. We identify a critical failure mode where generation trajectories are drawn into latent ``sink traps'': regions where the model becomes insensitive to prompt modifications. In these regimes, changes to the input text fail to alter internal representations in a way that alters the output geometry. Crucially, we observe that this is not a limitation of the model's geometric expressivity; the same generative models possess the ability to produce a vast diversity of shapes but, as we demonstrate, become insensitive to out-of-distribution text guidance. We investigate this behavior by analyzing the sampling trajectories of the generative model, and find that complex geometries can still be represented and produced by leveraging the model's unconditional generative prior. This leads to a more robust framework for text-based 3D shape editing that bypasses latent sinks by decoupling a model's geometric representation power from its linguistic sensitivity. Our approach addresses the limitations of current 3D pipelines and enables high-fidelity semantic manipulation of out-of-distribution 3D shapes. Project webpage: https://daidedou.sorpi.fr/publication/beyondprompts

  • 4 authors
·
Apr 15 2

GeoBench: Benchmarking and Analyzing Monocular Geometry Estimation Models

Recent advances in discriminative and generative pretraining have yielded geometry estimation models with strong generalization capabilities. While discriminative monocular geometry estimation methods rely on large-scale fine-tuning data to achieve zero-shot generalization, several generative-based paradigms show the potential of achieving impressive generalization performance on unseen scenes by leveraging pre-trained diffusion models and fine-tuning on even a small scale of synthetic training data. Frustratingly, these models are trained with different recipes on different datasets, making it hard to find out the critical factors that determine the evaluation performance. Besides, current geometry evaluation benchmarks have two main drawbacks that may prevent the development of the field, i.e., limited scene diversity and unfavorable label quality. To resolve the above issues, (1) we build fair and strong baselines in a unified codebase for evaluating and analyzing the geometry estimation models; (2) we evaluate monocular geometry estimators on more challenging benchmarks for geometry estimation task with diverse scenes and high-quality annotations. Our results reveal that pre-trained using large data, discriminative models such as DINOv2, can outperform generative counterparts with a small amount of high-quality synthetic data under the same training configuration, which suggests that fine-tuning data quality is a more important factor than the data scale and model architecture. Our observation also raises a question: if simply fine-tuning a general vision model such as DINOv2 using a small amount of synthetic depth data produces SOTA results, do we really need complex generative models for depth estimation? We believe this work can propel advancements in geometry estimation tasks as well as a wide range of downstream applications.

  • 8 authors
·
Jun 18, 2024

Geometric Deep Learning: Grids, Groups, Graphs, Geodesics, and Gauges

The last decade has witnessed an experimental revolution in data science and machine learning, epitomised by deep learning methods. Indeed, many high-dimensional learning tasks previously thought to be beyond reach -- such as computer vision, playing Go, or protein folding -- are in fact feasible with appropriate computational scale. Remarkably, the essence of deep learning is built from two simple algorithmic principles: first, the notion of representation or feature learning, whereby adapted, often hierarchical, features capture the appropriate notion of regularity for each task, and second, learning by local gradient-descent type methods, typically implemented as backpropagation. While learning generic functions in high dimensions is a cursed estimation problem, most tasks of interest are not generic, and come with essential pre-defined regularities arising from the underlying low-dimensionality and structure of the physical world. This text is concerned with exposing these regularities through unified geometric principles that can be applied throughout a wide spectrum of applications. Such a 'geometric unification' endeavour, in the spirit of Felix Klein's Erlangen Program, serves a dual purpose: on one hand, it provides a common mathematical framework to study the most successful neural network architectures, such as CNNs, RNNs, GNNs, and Transformers. On the other hand, it gives a constructive procedure to incorporate prior physical knowledge into neural architectures and provide principled way to build future architectures yet to be invented.

  • 4 authors
·
Apr 27, 2021

Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing

Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing. Homepage and code: http://http://geometrylearning.com/Sketch3DVE/

  • 5 authors
·
Aug 19, 2025 2

Learning Mesh Representations via Binary Space Partitioning Tree Networks

Polygonal meshes are ubiquitous, but have only played a relatively minor role in the deep learning revolution. State-of-the-art neural generative models for 3D shapes learn implicit functions and generate meshes via expensive iso-surfacing. We overcome these challenges by employing a classical spatial data structure from computer graphics, Binary Space Partitioning (BSP), to facilitate 3D learning. The core operation of BSP involves recursive subdivision of 3D space to obtain convex sets. By exploiting this property, we devise BSP-Net, a network that learns to represent a 3D shape via convex decomposition without supervision. The network is trained to reconstruct a shape using a set of convexes obtained from a BSP-tree built over a set of planes, where the planes and convexes are both defined by learned network weights. BSP-Net directly outputs polygonal meshes from the inferred convexes. The generated meshes are watertight, compact (i.e., low-poly), and well suited to represent sharp geometry. We show that the reconstruction quality by BSP-Net is competitive with those from state-of-the-art methods while using much fewer primitives. We also explore variations to BSP-Net including using a more generic decoder for reconstruction, more general primitives than planes, as well as training a generative model with variational auto-encoders. Code is available at https://github.com/czq142857/BSP-NET-original.

  • 3 authors
·
Jun 27, 2021

UniGeo: Unifying Geometry Logical Reasoning via Reformulating Mathematical Expression

Geometry problem solving is a well-recognized testbed for evaluating the high-level multi-modal reasoning capability of deep models. In most existing works, two main geometry problems: calculation and proving, are usually treated as two specific tasks, hindering a deep model to unify its reasoning capability on multiple math tasks. However, in essence, these two tasks have similar problem representations and overlapped math knowledge which can improve the understanding and reasoning ability of a deep model on both two tasks. Therefore, we construct a large-scale Unified Geometry problem benchmark, UniGeo, which contains 4,998 calculation problems and 9,543 proving problems. Each proving problem is annotated with a multi-step proof with reasons and mathematical expressions. The proof can be easily reformulated as a proving sequence that shares the same formats with the annotated program sequence for calculation problems. Naturally, we also present a unified multi-task Geometric Transformer framework, Geoformer, to tackle calculation and proving problems simultaneously in the form of sequence generation, which finally shows the reasoning ability can be improved on both two tasks by unifying formulation. Furthermore, we propose a Mathematical Expression Pretraining (MEP) method that aims to predict the mathematical expressions in the problem solution, thus improving the Geoformer model. Experiments on the UniGeo demonstrate that our proposed Geoformer obtains state-of-the-art performance by outperforming task-specific model NGS with over 5.6% and 3.2% accuracies on calculation and proving problems, respectively.

  • 7 authors
·
Dec 5, 2022

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

  • 5 authors
·
Jun 6, 2024

VIGOR: VIdeo Geometry-Oriented Reward for Temporal Generative Alignment

Video diffusion models lack explicit geometric supervision during training, leading to inconsistency artifacts such as object deformation, spatial drift, and depth violations in generated videos. To address this limitation, we propose a geometry-based reward model that leverages pretrained geometric foundation models to evaluate multi-view consistency through cross-frame reprojection error. Unlike previous geometric metrics that measure inconsistency in pixel space, where pixel intensity may introduce additional noise, our approach conducts error computation in a pointwise fashion, yielding a more physically grounded and robust error metric. Furthermore, we introduce a geometry-aware sampling strategy that filters out low-texture and non-semantic regions, focusing evaluation on geometrically meaningful areas with reliable correspondences to improve robustness. We apply this reward model to align video diffusion models through two complementary pathways: post-training of a bidirectional model via SFT or Reinforcement Learning and inference-time optimization of a Causal Video Model (e.g., Streaming video generator) via test-time scaling with our reward as a path verifier. Experimental results validate the effectiveness of our design, demonstrating that our geometry-based reward provides superior robustness compared to other variants. By enabling efficient inference-time scaling, our method offers a practical solution for enhancing open-source video models without requiring extensive computational resources for retraining.

  • 4 authors
·
Mar 17

CAT: Curvature-Adaptive Transformers for Geometry-Aware Learning

Transformers achieve strong performance across diverse domains but implicitly assume Euclidean geometry in their attention mechanisms, limiting their effectiveness on data with non-Euclidean structure. While recent extensions to hyperbolic and spherical spaces show promise for hierarchical and cyclical patterns, respectively, they require committing to a single geometry a priori, reducing flexibility when data exhibits mixed geometric properties. We introduce the Curvature-Adaptive Transformer (CAT), a novel architecture that dynamically learns per-token routing across three geometric attention branches through a lightweight, differentiable gating mechanism. Unlike fixed-geometry approaches, CAT enables adaptive geometric specialization, routing tokens to the appropriate curvature based on their local relational structure. The routing network provides interpretable curvature preferences while each branch employs geometry-specific operations optimized for its respective manifold. On knowledge graph completion benchmarks (FB15k-237, WN18RR), CAT achieves approximately 10% improvements in MRR and Hits@10 over fixed-geometry baselines with minimal overhead (5% parameter increase, comparable inference time). These results demonstrate that learned geometric adaptation outperforms any single fixed geometry for complex relational reasoning, establishing CAT as a scalable and interpretable foundation for mixture-of-geometry architectures across language, vision, and multimodal domains.

  • 3 authors
·
Oct 1, 2025

Image2Gcode: Image-to-G-code Generation for Additive Manufacturing Using Diffusion-Transformer Model

Mechanical design and manufacturing workflows conventionally begin with conceptual design, followed by the creation of a computer-aided design (CAD) model and fabrication through material-extrusion (MEX) printing. This process requires converting CAD geometry into machine-readable G-code through slicing and path planning. While each step is well established, dependence on CAD modeling remains a major bottleneck: constructing object-specific 3D geometry is slow and poorly suited to rapid prototyping. Even minor design variations typically necessitate manual updates in CAD software, making iteration time-consuming and difficult to scale. To address this limitation, we introduce Image2Gcode, an end-to-end data-driven framework that bypasses the CAD stage and generates printer-ready G-code directly from images and part drawings. Instead of relying on an explicit 3D model, a hand-drawn or captured 2D image serves as the sole input. The framework first extracts slice-wise structural cues from the image and then employs a denoising diffusion probabilistic model (DDPM) over G-code sequences. Through iterative denoising, the model transforms Gaussian noise into executable print-move trajectories with corresponding extrusion parameters, establishing a direct mapping from visual input to native toolpaths. By producing structured G-code directly from 2D imagery, Image2Gcode eliminates the need for CAD or STL intermediates, lowering the entry barrier for additive manufacturing and accelerating the design-to-fabrication cycle. This approach supports on-demand prototyping from simple sketches or visual references and integrates with upstream 2D-to-3D reconstruction modules to enable an automated pipeline from concept to physical artifact. The result is a flexible, computationally efficient framework that advances accessibility in design iteration, repair workflows, and distributed manufacturing.

Simplifying Textured Triangle Meshes in the Wild

This paper introduces a method for simplifying textured surface triangle meshes in the wild while maintaining high visual quality. While previous methods achieve excellent results on manifold meshes by using the quadric error metric, they struggle to produce high-quality outputs for meshes in the wild, which typically contain non-manifold elements and multiple connected components. In this work, we propose a method for simplifying these wild textured triangle meshes. We formulate mesh simplification as a problem of decimating simplicial 2-complexes to handle multiple non-manifold mesh components collectively. Building on the success of quadric error simplification, we iteratively collapse 1-simplices (vertex pairs). Our approach employs a modified quadric error that converges to the original quadric error metric for watertight manifold meshes, while significantly improving the results on wild meshes. For textures, instead of following existing strategies to preserve UVs, we adopt a novel perspective which focuses on computing mesh correspondences throughout the decimation, independent of the UV layout. This combination yields a textured mesh simplification system that is capable of handling arbitrary triangle meshes, achieving to high-quality results on wild inputs without sacrificing the excellent performance on clean inputs. Our method guarantees to avoid common problems in textured mesh simplification, including the prevalent problem of texture bleeding. We extensively evaluate our method on multiple datasets, showing improvements over prior techniques through qualitative, quantitative, and user study evaluations.

  • 3 authors
·
Sep 23, 2024

P2P: Tuning Pre-trained Image Models for Point Cloud Analysis with Point-to-Pixel Prompting

Nowadays, pre-training big models on large-scale datasets has become a crucial topic in deep learning. The pre-trained models with high representation ability and transferability achieve a great success and dominate many downstream tasks in natural language processing and 2D vision. However, it is non-trivial to promote such a pretraining-tuning paradigm to the 3D vision, given the limited training data that are relatively inconvenient to collect. In this paper, we provide a new perspective of leveraging pre-trained 2D knowledge in 3D domain to tackle this problem, tuning pre-trained image models with the novel Point-to-Pixel prompting for point cloud analysis at a minor parameter cost. Following the principle of prompting engineering, we transform point clouds into colorful images with geometry-preserved projection and geometry-aware coloring to adapt to pre-trained image models, whose weights are kept frozen during the end-to-end optimization of point cloud analysis tasks. We conduct extensive experiments to demonstrate that cooperating with our proposed Point-to-Pixel Prompting, better pre-trained image model will lead to consistently better performance in 3D vision. Enjoying prosperous development from image pre-training field, our method attains 89.3% accuracy on the hardest setting of ScanObjectNN, surpassing conventional point cloud models with much fewer trainable parameters. Our framework also exhibits very competitive performance on ModelNet classification and ShapeNet Part Segmentation. Code is available at https://github.com/wangzy22/P2P.

  • 5 authors
·
Aug 4, 2022

GeoRef: Referring Expressions in Geometry via Task Formulation, Synthetic Supervision, and Reinforced MLLM-based Solutions

AI-driven geometric problem solving is a complex vision-language task that requires accurate diagram interpretation, mathematical reasoning, and robust cross-modal grounding. A foundational yet underexplored capability for this task is the ability to identify and interpret geometric elements based on natural language queries. To address this, we introduce the task of Referring Expression Comprehension (REC) for geometric problems, which evaluates whether models can localize points, shapes, and spatial relations in diagrams in response to textual prompts. We present GeoRef, a benchmark dataset constructed from existing geometric problem corpora, featuring diverse, high-quality annotations and queries. Due to the lack of annotated data for this task, we generate a large-scale synthetic training dataset using a structured geometric formal language, enabling broad coverage of geometric concepts and facilitating model adaptation. We explore two fine-tuning approaches: Supervised Fine-Tuning (SFT) and Group Relative Policy Optimization (GRPO). Our results show that GRPO significantly outperforms SFT by better aligning model behavior with task-specific rewards. Furthermore, we propose a verify-and-regenerate mechanism that detects incorrect predictions and re-infers answers using contextual reasoning history, further boosting accuracy. Notably, even state-of-the-art Multimodal Large Language Models (MLLMs) struggle with this task, underscoring the necessity of explicitly evaluating and strengthening geometric grounding as a prerequisite for robust geometric problem solving. Moreover, models trained on GeoRef demonstrate measurable improvements on downstream geometric reasoning tasks, highlighting the broader value of REC as a foundation for multimodal mathematical understanding.

  • 9 authors
·
Sep 25, 2025

Proposing and solving olympiad geometry with guided tree search

Mathematics olympiads are prestigious competitions, with problem proposing and solving highly honored. Building artificial intelligence that proposes and solves olympiads presents an unresolved challenge in automated theorem discovery and proving, especially in geometry for its combination of numerical and spatial elements. We introduce TongGeometry, a Euclidean geometry system supporting tree-search-based guided problem proposing and solving. The efficient geometry system establishes the most extensive repository of geometry theorems to date: within the same computational budget as the existing state-of-the-art, TongGeometry discovers 6.7 billion geometry theorems requiring auxiliary constructions, including 4.1 billion exhibiting geometric symmetry. Among them, 10 theorems were proposed to regional mathematical olympiads with 3 of TongGeometry's proposals selected in real competitions, earning spots in a national team qualifying exam or a top civil olympiad in China and the US. Guided by fine-tuned large language models, TongGeometry solved all International Mathematical Olympiad geometry in IMO-AG-30, outperforming gold medalists for the first time. It also surpasses the existing state-of-the-art across a broader spectrum of olympiad-level problems. The full capabilities of the system can be utilized on a consumer-grade machine, making the model more accessible and fostering widespread democratization of its use. By analogy, unlike existing systems that merely solve problems like students, TongGeometry acts like a geometry coach, discovering, presenting, and proving theorems.

  • 8 authors
·
Dec 13, 2024

Geometry-Aware Decoding with Wasserstein-Regularized Truncation and Mass Penalties for Large Language Models

Large language models (LLMs) must balance diversity and creativity against logical coherence in open-ended generation. Existing truncation-based samplers are effective but largely heuristic, relying mainly on probability mass and entropy while ignoring semantic geometry of the token space. We present Top-W, a geometry-aware truncation rule that uses Wasserstein distance-defined over token-embedding geometry-to keep the cropped distribution close to the original, while explicitly balancing retained probability mass against the entropy of the kept set. Our theory yields a simple closed-form structure for the fixed-potential subset update: depending on the mass-entropy trade-off, the optimal crop either collapses to a single token or takes the form of a one-dimensional prefix that can be found efficiently with a linear scan. We implement Top-W using efficient geometry-based potentials (nearest-set or k-NN) and pair it with an alternating decoding routine that keeps the standard truncation-and-sampling interface unchanged. Extensive experiments on four benchmarks (GSM8K, GPQA, AlpacaEval, and MT-Bench) across three instruction-tuned models show that Top-W consistently outperforms prior state-of-the-art decoding approaches achieving up to 33.7% improvement. Moreover, we find that Top-W not only improves accuracy-focused performance, but also boosts creativity under judge-based open-ended evaluation.

  • 4 authors
·
Feb 10

Visual Diffusion Models are Geometric Solvers

In this paper we show that visual diffusion models can serve as effective geometric solvers: they can directly reason about geometric problems by working in pixel space. We first demonstrate this on the Inscribed Square Problem, a long-standing problem in geometry that asks whether every Jordan curve contains four points forming a square. We then extend the approach to two other well-known hard geometric problems: the Steiner Tree Problem and the Simple Polygon Problem. Our method treats each problem instance as an image and trains a standard visual diffusion model that transforms Gaussian noise into an image representing a valid approximate solution that closely matches the exact one. The model learns to transform noisy geometric structures into correct configurations, effectively recasting geometric reasoning as image generation. Unlike prior work that necessitates specialized architectures and domain-specific adaptations when applying diffusion to parametric geometric representations, we employ a standard visual diffusion model that operates on the visual representation of the problem. This simplicity highlights a surprising bridge between generative modeling and geometric problem solving. Beyond the specific problems studied here, our results point toward a broader paradigm: operating in image space provides a general and practical framework for approximating notoriously hard problems, and opens the door to tackling a far wider class of challenging geometric tasks.

  • 6 authors
·
Oct 24, 2025 1

Primal-Dual Mesh Convolutional Neural Networks

Recent works in geometric deep learning have introduced neural networks that allow performing inference tasks on three-dimensional geometric data by defining convolution, and sometimes pooling, operations on triangle meshes. These methods, however, either consider the input mesh as a graph, and do not exploit specific geometric properties of meshes for feature aggregation and downsampling, or are specialized for meshes, but rely on a rigid definition of convolution that does not properly capture the local topology of the mesh. We propose a method that combines the advantages of both types of approaches, while addressing their limitations: we extend a primal-dual framework drawn from the graph-neural-network literature to triangle meshes, and define convolutions on two types of graphs constructed from an input mesh. Our method takes features for both edges and faces of a 3D mesh as input and dynamically aggregates them using an attention mechanism. At the same time, we introduce a pooling operation with a precise geometric interpretation, that allows handling variations in the mesh connectivity by clustering mesh faces in a task-driven fashion. We provide theoretical insights of our approach using tools from the mesh-simplification literature. In addition, we validate experimentally our method in the tasks of shape classification and shape segmentation, where we obtain comparable or superior performance to the state of the art.

  • 5 authors
·
Oct 23, 2020

DeepFaceEditing: Deep Face Generation and Editing with Disentangled Geometry and Appearance Control

Recent facial image synthesis methods have been mainly based on conditional generative models. Sketch-based conditions can effectively describe the geometry of faces, including the contours of facial components, hair structures, as well as salient edges (e.g., wrinkles) on face surfaces but lack effective control of appearance, which is influenced by color, material, lighting condition, etc. To have more control of generated results, one possible approach is to apply existing disentangling works to disentangle face images into geometry and appearance representations. However, existing disentangling methods are not optimized for human face editing, and cannot achieve fine control of facial details such as wrinkles. To address this issue, we propose DeepFaceEditing, a structured disentanglement framework specifically designed for face images to support face generation and editing with disentangled control of geometry and appearance. We adopt a local-to-global approach to incorporate the face domain knowledge: local component images are decomposed into geometry and appearance representations, which are fused consistently using a global fusion module to improve generation quality. We exploit sketches to assist in extracting a better geometry representation, which also supports intuitive geometry editing via sketching. The resulting method can either extract the geometry and appearance representations from face images, or directly extract the geometry representation from face sketches. Such representations allow users to easily edit and synthesize face images, with decoupled control of their geometry and appearance. Both qualitative and quantitative evaluations show the superior detail and appearance control abilities of our method compared to state-of-the-art methods.

  • 7 authors
·
May 19, 2021

Euclid's Gift: Enhancing Spatial Perception and Reasoning in Vision-Language Models via Geometric Surrogate Tasks

Spatial intelligence spans a rich suite of abilities, including visualising and transforming shapes, mentally rotating objects, judging relational positions and containment, and estimating numerosity. However, it still remains a critical unresolved challenge for Multimodal Large Language Models (MLLMs).To fill this gap, we propose to treat Euclidean geometry problem-solving as a surrogate task. Specifically, we meticulously constructed a curated multimodal dataset, called Euclid30K, comprising approximately 30K plane and solid geometry problems. To enable the model to acquire and apply Euclidean principles from these geometry problems, we employed Group Relative Policy Optimization (GRPO) to finetune the Qwen2.5VL family and RoboBrain2.0 family, inspiring the models to identify shapes, count, and relate entities, and perform multi-step deductive reasoning using Euclidean principles. Our experiments demonstrate that the resulting models achieve substantial zero-shot gains across four spatial reasoning benchmarks (Super-CLEVR, Omni3DBench, VSI-Bench, and MindCube) without any task-specific adaptations. Notably, after training on the Euclid30K, the mean VSI-Bench accuracy of all evaluated models rose from 34.5% to 40.5%, improving by 5.5 percentage points. Among them, RoboBrain2.0-Euclid-7B achieves 49.6\% accuracy, surpassing the previous state-of-the-art model, Spatial-MLLM.To our knowledge, this is the first systematic study showing that geometry-centric fine-tuning can confer vision-language models with broadly transferable spatial skills. Code and Euclid30K dataset can be found in https://zgca-ai4edu.github.io/Euclids_Gift.

ZGCA Zhongguancun Academy
·
Sep 29, 2025 3

Feed-Forward 3D Scene Modeling: A Problem-Driven Perspective

Reconstructing 3D representations from 2D inputs is a fundamental task in computer vision and graphics, serving as a cornerstone for understanding and interacting with the physical world. While traditional methods achieve high fidelity, they are limited by slow per-scene optimization or category-specific training, which hinders their practical deployment and scalability. Hence, generalizable feed-forward 3D reconstruction has witnessed rapid development in recent years. By learning a model that maps images directly to 3D representations in a single forward pass, these methods enable efficient reconstruction and robust cross-scene generalization. Our survey is motivated by a critical observation: despite the diverse geometric output representations, ranging from implicit fields to explicit primitives, existing feed-forward approaches share similar high-level architectural patterns, such as image feature extraction backbones, multi-view information fusion mechanisms, and geometry-aware design principles. Consequently, we abstract away from these representation differences and instead focus on model design, proposing a novel taxonomy centered on model design strategies that are agnostic to the output format. Our proposed taxonomy organizes the research directions into five key problems that drive recent research development: feature enhancement, geometry awareness, model efficiency, augmentation strategies and temporal-aware models. To support this taxonomy with empirical grounding and standardized evaluation, we further comprehensively review related benchmarks and datasets, and extensively discuss and categorize real-world applications based on feed-forward 3D models. Finally, we outline future directions to address open challenges such as scalability, evaluation standards, and world modeling.

CURVALID: Geometrically-guided Adversarial Prompt Detection

Adversarial prompts capable of jailbreaking large language models (LLMs) and inducing undesirable behaviours pose a significant obstacle to their safe deployment. Current mitigation strategies rely on activating built-in defence mechanisms or fine-tuning the LLMs, but the fundamental distinctions between adversarial and benign prompts are yet to be understood. In this work, we introduce CurvaLID, a novel defense framework that efficiently detects adversarial prompts by leveraging their geometric properties. It is agnostic to the type of LLM, offering a unified detection framework across diverse adversarial prompts and LLM architectures. CurvaLID builds on the geometric analysis of text prompts to uncover their underlying differences. We theoretically extend the concept of curvature via the Whewell equation into an n-dimensional word embedding space, enabling us to quantify local geometric properties, including semantic shifts and curvature in the underlying manifolds. Additionally, we employ Local Intrinsic Dimensionality (LID) to capture geometric features of text prompts within adversarial subspaces. Our findings reveal that adversarial prompts differ fundamentally from benign prompts in terms of their geometric characteristics. Our results demonstrate that CurvaLID delivers superior detection and rejection of adversarial queries, paving the way for safer LLM deployment. The source code can be found at https://github.com/Cancanxxx/CurvaLID

  • 4 authors
·
Mar 5, 2025

SketchEdit: Mask-Free Local Image Manipulation with Partial Sketches

Sketch-based image manipulation is an interactive image editing task to modify an image based on input sketches from users. Existing methods typically formulate this task as a conditional inpainting problem, which requires users to draw an extra mask indicating the region to modify in addition to sketches. The masked regions are regarded as holes and filled by an inpainting model conditioned on the sketch. With this formulation, paired training data can be easily obtained by randomly creating masks and extracting edges or contours. Although this setup simplifies data preparation and model design, it complicates user interaction and discards useful information in masked regions. To this end, we investigate a new paradigm of sketch-based image manipulation: mask-free local image manipulation, which only requires sketch inputs from users and utilizes the entire original image. Given an image and sketch, our model automatically predicts the target modification region and encodes it into a structure agnostic style vector. A generator then synthesizes the new image content based on the style vector and sketch. The manipulated image is finally produced by blending the generator output into the modification region of the original image. Our model can be trained in a self-supervised fashion by learning the reconstruction of an image region from the style vector and sketch. The proposed method offers simpler and more intuitive user workflows for sketch-based image manipulation and provides better results than previous approaches. More results, code and interactive demo will be available at https://zengxianyu.github.io/sketchedit.

  • 3 authors
·
Nov 29, 2021

MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views

We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/

  • 4 authors
·
Dec 9, 2024 2

GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.

  • 7 authors
·
Dec 21, 2024

GridFormer: Point-Grid Transformer for Surface Reconstruction

Implicit neural networks have emerged as a crucial technology in 3D surface reconstruction. To reconstruct continuous surfaces from discrete point clouds, encoding the input points into regular grid features (plane or volume) has been commonly employed in existing approaches. However, these methods typically use the grid as an index for uniformly scattering point features. Compared with the irregular point features, the regular grid features may sacrifice some reconstruction details but improve efficiency. To take full advantage of these two types of features, we introduce a novel and high-efficiency attention mechanism between the grid and point features named Point-Grid Transformer (GridFormer). This mechanism treats the grid as a transfer point connecting the space and point cloud. Our method maximizes the spatial expressiveness of grid features and maintains computational efficiency. Furthermore, optimizing predictions over the entire space could potentially result in blurred boundaries. To address this issue, we further propose a boundary optimization strategy incorporating margin binary cross-entropy loss and boundary sampling. This approach enables us to achieve a more precise representation of the object structure. Our experiments validate that our method is effective and outperforms the state-of-the-art approaches under widely used benchmarks by producing more precise geometry reconstructions. The code is available at https://github.com/list17/GridFormer.

  • 5 authors
·
Jan 4, 2024

Nautilus: Locality-aware Autoencoder for Scalable Mesh Generation

Triangle meshes are fundamental to 3D applications, enabling efficient modification and rasterization while maintaining compatibility with standard rendering pipelines. However, current automatic mesh generation methods typically rely on intermediate representations that lack the continuous surface quality inherent to meshes. Converting these representations into meshes produces dense, suboptimal outputs. Although recent autoregressive approaches demonstrate promise in directly modeling mesh vertices and faces, they are constrained by the limitation in face count, scalability, and structural fidelity. To address these challenges, we propose Nautilus, a locality-aware autoencoder for artist-like mesh generation that leverages the local properties of manifold meshes to achieve structural fidelity and efficient representation. Our approach introduces a novel tokenization algorithm that preserves face proximity relationships and compresses sequence length through locally shared vertices and edges, enabling the generation of meshes with an unprecedented scale of up to 5,000 faces. Furthermore, we develop a Dual-stream Point Conditioner that provides multi-scale geometric guidance, ensuring global consistency and local structural fidelity by capturing fine-grained geometric features. Extensive experiments demonstrate that Nautilus significantly outperforms state-of-the-art methods in both fidelity and scalability. The project page is at https://nautilusmeshgen.github.io.

  • 9 authors
·
Jan 24, 2025

AdversariaL attacK sAfety aLIgnment(ALKALI): Safeguarding LLMs through GRACE: Geometric Representation-Aware Contrastive Enhancement- Introducing Adversarial Vulnerability Quality Index (AVQI)

Adversarial threats against LLMs are escalating faster than current defenses can adapt. We expose a critical geometric blind spot in alignment: adversarial prompts exploit latent camouflage, embedding perilously close to the safe representation manifold while encoding unsafe intent thereby evading surface level defenses like Direct Preference Optimization (DPO), which remain blind to the latent geometry. We introduce ALKALI, the first rigorously curated adversarial benchmark and the most comprehensive to date spanning 9,000 prompts across three macro categories, six subtypes, and fifteen attack families. Evaluation of 21 leading LLMs reveals alarmingly high Attack Success Rates (ASRs) across both open and closed source models, exposing an underlying vulnerability we term latent camouflage, a structural blind spot where adversarial completions mimic the latent geometry of safe ones. To mitigate this vulnerability, we introduce GRACE - Geometric Representation Aware Contrastive Enhancement, an alignment framework coupling preference learning with latent space regularization. GRACE enforces two constraints: latent separation between safe and adversarial completions, and adversarial cohesion among unsafe and jailbreak behaviors. These operate over layerwise pooled embeddings guided by a learned attention profile, reshaping internal geometry without modifying the base model, and achieve up to 39% ASR reduction. Moreover, we introduce AVQI, a geometry aware metric that quantifies latent alignment failure via cluster separation and compactness. AVQI reveals when unsafe completions mimic the geometry of safe ones, offering a principled lens into how models internally encode safety. We make the code publicly available at https://anonymous.4open.science/r/alkali-B416/README.md.

  • 7 authors
·
Jun 10, 2025

DreamPolish: Domain Score Distillation With Progressive Geometry Generation

We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.

  • 8 authors
·
Nov 3, 2024 2

Make Geometry Matter for Spatial Reasoning

Empowered by large-scale training, vision-language models (VLMs) achieve strong image and video understanding, yet their ability to perform spatial reasoning in both static scenes and dynamic videos remains limited. Recent advances try to handle this limitation by injecting geometry tokens from pretrained 3D foundation models into VLMs. Nevertheless, we observe that naive token fusion followed by standard fine-tuning in this line of work often leaves such geometric cues underutilized for spatial reasoning, as VLMs tend to rely heavily on 2D visual cues. In this paper, we propose GeoSR, a framework designed to make geometry matter by encouraging VLMs to actively reason with geometry tokens. GeoSR introduces two key components: (1) Geometry-Unleashing Masking, which strategically masks portions of 2D vision tokens during training to weaken non-geometric shortcuts and force the model to consult geometry tokens for spatial reasoning; and (2) Geometry-Guided Fusion, a gated routing mechanism that adaptively amplifies geometry token contributions in regions where geometric evidence is critical. Together, these designs unleash the potential of geometry tokens for spatial reasoning tasks. Extensive experiments on both static and dynamic spatial reasoning benchmarks demonstrate that GeoSR consistently outperforms prior methods and establishes new state-of-the-art performance by effectively leveraging geometric information. The project page is available at https://suhzhang.github.io/GeoSR/.

VGGT-Det: Mining VGGT Internal Priors for Sensor-Geometry-Free Multi-View Indoor 3D Object Detection

Current multi-view indoor 3D object detectors rely on sensor geometry that is costly to obtain (i.e., precisely calibrated multi-view camera poses) to fuse multi-view information into a global scene representation, limiting deployment in real-world scenes. We target a more practical setting: Sensor-Geometry-Free (SG-Free) multi-view indoor 3D object detection, where there are no sensor-provided geometric inputs (multi-view poses or depth). Recent Visual Geometry Grounded Transformer (VGGT) shows that strong 3D cues can be inferred directly from images. Building on this insight, we present VGGT-Det, the first framework tailored for SG-Free multi-view indoor 3D object detection. Rather than merely consuming VGGT predictions, our method integrates VGGT encoder into a transformer-based pipeline. To effectively leverage both the semantic and geometric priors from inside VGGT, we introduce two novel key components: (i) Attention-Guided Query Generation (AG): exploits VGGT attention maps as semantic priors to initialize object queries, improving localization by focusing on object regions while preserving global spatial structure; (ii) Query-Driven Feature Aggregation (QD): a learnable See-Query interacts with object queries to 'see' what they need, and then dynamically aggregates multi-level geometric features across VGGT layers that progressively lift 2D features into 3D. Experiments show that VGGT-Det significantly surpasses the best-performing method in the SG-Free setting by 4.4 and 8.6 mAP@0.25 on ScanNet and ARKitScenes, respectively. Ablation study shows that VGGT's internally learned semantic and geometric priors can be effectively leveraged by our AG and QD.

Drawing2CAD: Sequence-to-Sequence Learning for CAD Generation from Vector Drawings

Computer-Aided Design (CAD) generative modeling is driving significant innovations across industrial applications. Recent works have shown remarkable progress in creating solid models from various inputs such as point clouds, meshes, and text descriptions. However, these methods fundamentally diverge from traditional industrial workflows that begin with 2D engineering drawings. The automatic generation of parametric CAD models from these 2D vector drawings remains underexplored despite being a critical step in engineering design. To address this gap, our key insight is to reframe CAD generation as a sequence-to-sequence learning problem where vector drawing primitives directly inform the generation of parametric CAD operations, preserving geometric precision and design intent throughout the transformation process. We propose Drawing2CAD, a framework with three key technical components: a network-friendly vector primitive representation that preserves precise geometric information, a dual-decoder transformer architecture that decouples command type and parameter generation while maintaining precise correspondence, and a soft target distribution loss function accommodating inherent flexibility in CAD parameters. To train and evaluate Drawing2CAD, we create CAD-VGDrawing, a dataset of paired engineering drawings and parametric CAD models, and conduct thorough experiments to demonstrate the effectiveness of our method. Code and dataset are available at https://github.com/lllssc/Drawing2CAD.

  • 6 authors
·
Aug 26, 2025 3

From Drawings to Decisions: A Hybrid Vision-Language Framework for Parsing 2D Engineering Drawings into Structured Manufacturing Knowledge

Efficient and accurate extraction of key information from 2D engineering drawings is essential for advancing digital manufacturing workflows. Such information includes geometric dimensioning and tolerancing (GD&T), measures, material specifications, and textual annotations. Manual extraction is slow and labor-intensive, while generic OCR models often fail due to complex layouts, engineering symbols, and rotated text, leading to incomplete and unreliable outputs. These limitations result in incomplete and unreliable outputs. To address these challenges, we propose a hybrid vision-language framework that integrates a rotation-aware object detection model (YOLOv11-obb) with a transformer-based vision-language parser. Our structured pipeline applies YOLOv11-OBB to localize annotations and extract oriented bounding box (OBB) patches, which are then parsed into structured outputs using a fine-tuned, lightweight vision-language model (VLM). We curate a dataset of 1,367 2D mechanical drawings annotated across nine key categories. YOLOv11-OBB is trained on this dataset to detect OBBs and extract annotation patches. These are parsed using two open-source VLMs: Donut and Florence-2. Both models are lightweight and well-suited for specialized industrial tasks under limited computational overhead. Following fine-tuning of both models on the curated dataset of image patches paired with structured annotation labels, a comparative experiment is conducted to evaluate parsing performance across four key metrics. Donut outperforms Florence-2, achieving 88.5% precision, 99.2% recall, and a 93.5% F1-score, with a hallucination rate of 11.5%. Finally, a case study demonstrates how the extracted structured information supports downstream manufacturing tasks such as process and tool selection, showcasing the practical utility of the proposed framework in modernizing 2D drawing interpretation.

  • 6 authors
·
Jun 20, 2025

CADCrafter: Generating Computer-Aided Design Models from Unconstrained Images

Creating CAD digital twins from the physical world is crucial for manufacturing, design, and simulation. However, current methods typically rely on costly 3D scanning with labor-intensive post-processing. To provide a user-friendly design process, we explore the problem of reverse engineering from unconstrained real-world CAD images that can be easily captured by users of all experiences. However, the scarcity of real-world CAD data poses challenges in directly training such models. To tackle these challenges, we propose CADCrafter, an image-to-parametric CAD model generation framework that trains solely on synthetic textureless CAD data while testing on real-world images. To bridge the significant representation disparity between images and parametric CAD models, we introduce a geometry encoder to accurately capture diverse geometric features. Moreover, the texture-invariant properties of the geometric features can also facilitate the generalization to real-world scenarios. Since compiling CAD parameter sequences into explicit CAD models is a non-differentiable process, the network training inherently lacks explicit geometric supervision. To impose geometric validity constraints, we employ direct preference optimization (DPO) to fine-tune our model with the automatic code checker feedback on CAD sequence quality. Furthermore, we collected a real-world dataset, comprised of multi-view images and corresponding CAD command sequence pairs, to evaluate our method. Experimental results demonstrate that our approach can robustly handle real unconstrained CAD images, and even generalize to unseen general objects.

  • 11 authors
·
Apr 7, 2025

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.

  • 11 authors
·
Oct 26, 2025 1

VGGRPO: Towards World-Consistent Video Generation with 4D Latent Reward

Large-scale video diffusion models achieve impressive visual quality, yet often fail to preserve geometric consistency. Prior approaches improve consistency either by augmenting the generator with additional modules or applying geometry-aware alignment. However, architectural modifications can compromise the generalization of internet-scale pretrained models, while existing alignment methods are limited to static scenes and rely on RGB-space rewards that require repeated VAE decoding, incurring substantial compute overhead and failing to generalize to highly dynamic real-world scenes. To preserve the pretrained capacity while improving geometric consistency, we propose VGGRPO (Visual Geometry GRPO), a latent geometry-guided framework for geometry-aware video post-training. VGGRPO introduces a Latent Geometry Model (LGM) that stitches video diffusion latents to geometry foundation models, enabling direct decoding of scene geometry from the latent space. By constructing LGM from a geometry model with 4D reconstruction capability, VGGRPO naturally extends to dynamic scenes, overcoming the static-scene limitations of prior methods. Building on this, we perform latent-space Group Relative Policy Optimization with two complementary rewards: a camera motion smoothness reward that penalizes jittery trajectories, and a geometry reprojection consistency reward that enforces cross-view geometric coherence. Experiments on both static and dynamic benchmarks show that VGGRPO improves camera stability, geometry consistency, and overall quality while eliminating costly VAE decoding, making latent-space geometry-guided reinforcement an efficient and flexible approach to world-consistent video generation.

google Google
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Mar 27 3

Learning to Reason in 4D: Dynamic Spatial Understanding for Vision Language Models

Vision-language models (VLM) excel at general understanding yet remain weak at dynamic spatial reasoning (DSR), i.e., reasoning about the evolvement of object geometry and relationship in 3D space over time, largely due to the scarcity of scalable 4D-aware training resources. To bridge this gap across aspects of dataset, benchmark and model, we introduce DSR Suite. First, we propose an automated pipeline that generates multiple-choice question-answer pairs from in-the-wild videos for DSR. By leveraging modern vision foundation models, the pipeline extracts rich geometric and motion information, including camera poses, local point clouds, object masks, orientations, and 3D trajectories. These geometric cues enable the construction of DSR-Train for learning and further human-refined DSR-Bench for evaluation. Compared with previous works, our data emphasize (i) in-the-wild video sources, (ii) object- and scene-level 3D requirements, (iii) viewpoint transformations, (iv) multi-object interactions, and (v) fine-grained, procedural answers. Beyond data, we propose a lightweight Geometry Selection Module (GSM) to seamlessly integrate geometric priors into VLMs, which condenses question semantics and extracts question-relevant knowledge from pretrained 4D reconstruction priors into a compact set of geometry tokens. This targeted extraction avoids overwhelming the model with irrelevant knowledge. Experiments show that integrating DSR-Train and GSM into Qwen2.5-VL-7B significantly enhances its dynamic spatial reasoning capability, while maintaining accuracy on general video understanding benchmarks.

Constructing a 3D Town from a Single Image

Acquiring detailed 3D scenes typically demands costly equipment, multi-view data, or labor-intensive modeling. Therefore, a lightweight alternative, generating complex 3D scenes from a single top-down image, plays an essential role in real-world applications. While recent 3D generative models have achieved remarkable results at the object level, their extension to full-scene generation often leads to inconsistent geometry, layout hallucinations, and low-quality meshes. In this work, we introduce 3DTown, a training-free framework designed to synthesize realistic and coherent 3D scenes from a single top-down view. Our method is grounded in two principles: region-based generation to improve image-to-3D alignment and resolution, and spatial-aware 3D inpainting to ensure global scene coherence and high-quality geometry generation. Specifically, we decompose the input image into overlapping regions and generate each using a pretrained 3D object generator, followed by a masked rectified flow inpainting process that fills in missing geometry while maintaining structural continuity. This modular design allows us to overcome resolution bottlenecks and preserve spatial structure without requiring 3D supervision or fine-tuning. Extensive experiments across diverse scenes show that 3DTown outperforms state-of-the-art baselines, including Trellis, Hunyuan3D-2, and TripoSG, in terms of geometry quality, spatial coherence, and texture fidelity. Our results demonstrate that high-quality 3D town generation is achievable from a single image using a principled, training-free approach.

  • 5 authors
·
May 21, 2025 3

RomanTex: Decoupling 3D-aware Rotary Positional Embedded Multi-Attention Network for Texture Synthesis

Painting textures for existing geometries is a critical yet labor-intensive process in 3D asset generation. Recent advancements in text-to-image (T2I) models have led to significant progress in texture generation. Most existing research approaches this task by first generating images in 2D spaces using image diffusion models, followed by a texture baking process to achieve UV texture. However, these methods often struggle to produce high-quality textures due to inconsistencies among the generated multi-view images, resulting in seams and ghosting artifacts. In contrast, 3D-based texture synthesis methods aim to address these inconsistencies, but they often neglect 2D diffusion model priors, making them challenging to apply to real-world objects To overcome these limitations, we propose RomanTex, a multiview-based texture generation framework that integrates a multi-attention network with an underlying 3D representation, facilitated by our novel 3D-aware Rotary Positional Embedding. Additionally, we incorporate a decoupling characteristic in the multi-attention block to enhance the model's robustness in image-to-texture task, enabling semantically-correct back-view synthesis. Furthermore, we introduce a geometry-related Classifier-Free Guidance (CFG) mechanism to further improve the alignment with both geometries and images. Quantitative and qualitative evaluations, along with comprehensive user studies, demonstrate that our method achieves state-of-the-art results in texture quality and consistency.

  • 9 authors
·
Mar 24, 2025