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Andrea Vedaldi

Publications and source records attributed to Andrea Vedaldi.

At least 19 recordsLinked to original sources

SynCity 3000: Bootstrapping Scene-Scale 3D Diffusion

We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.

cs.CV

PhysiFormer: Learning to Simulate Mechanics in World Space

We present PhysiFormer, a diffusion transformer for physically-plausible 3D object motion. Unlike video world models that operate in view-dependent pixel space, PhysiFormer represents objects as 3D meshes expressed in world coordinates. Given the initial vertex positions and velocities, as well as object material type, rigid or elastic, the model samples future vertex trajectories. While related neural physics approaches build on ad-hoc latent spaces or explicitly enforce rigidity and causality, PhysiFormer shows that excellent results can be obtained without any such inductive biases, by casting vertex trajectory prediction as a single denoising diffusion process directly in world coordinates. The probabilistic formulation captures uncertainty in the learned dynamics, enabling diverse plausible futures from initial conditions, making this framework potentially useful for applications with unobserved uncertainty. The model features attention factorised over time, space, and objects for efficiency, enabling permutation-invariant multi-object reasoning without needing explicit object encoding. Trained on over 100k simulated trajectories, PhysiFormer generates rigid and elastic mechanics, and generalises to mixed-material settings, unseen real-world geometries, and larger object counts. It substantially outperforms autoregressive baselines in trajectory accuracy, rigidity preservation, and momentum-based physical consistency. Our results position coordinate-space diffusion as a promising step toward view-invariant, geometry-aware world modelling for robotics, graphics, and physical design. Visualisations, code, and models are available at https://yimingc9.github.io/physiformer.

cs.CV

Go-with-the-Track: Video Compositing and Motion Control with Point Tracking

Filmmaking demands precise motion control and reference image compositing -- capabilities that existing methods treat separately. Point-track-conditioned image-to-video models restrict content insertion to the first frame, while reference-to-video models lack fine-grained spatial-temporal control over how reference content integrates across frames. We present Go-with-the-Track, which unifies both capabilities by jointly conditioning on multiple reference images and reference-anchored point-tracks -- extending conventional point-tracks to explicitly establish correspondences between generated frames and reference images, thus enabling precise compositing and motion control throughout the video. To achieve this, we introduce spatially-aware point-track embeddings that encode the full sequence of point-track coordinates using a coordinate-wise MLP followed by temporal pooling. This representation captures the spatial characteristics of each point-track (serving as a unique identifier), while the embedding similarity correlates directly with spatial proximity, enhancing the model's ability to distinguish and associate point-tracks. We inject these point-track embeddings into a video diffusion transformer via a lightweight adapter, resolving the pixel-to-patch resolution mismatch while avoiding the substantial motion detail loss inherent in naive point-track subsampling. We use a hybrid training strategy to train jointly on dynamic, static, and synthetic scene video datasets to boost motion controllability. Experiments demonstrate that Go-with-the-Track achieves superior motion and reference control in a single model and enables new capabilities: multi-reference conditioned video generation with point-track driven compositing, as well as camera control for both static and dynamic scenes. Project Page: https://eyeline-labs.github.io/Go-with-the-Track/

cs.CV

Instruct-Particulate: Scaling Feed-Forward 3D Object Articulation with Kinematic Control

Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.

cs.CV

MeshFlow: Efficient Artistic Mesh Generation via MeshVAE and Flow-based Diffusion Transformer

We present MeshFlow, a new method for generating artist-like 3D meshes. Current mesh generators often adopt Auto-Regressive (AR) next-token prediction, a natural choice given the discrete nature of mesh topology. However, AR methods scale poorly because the inference cost is quadratic in mesh size. They also require discretizing the vertex coordinates, which introduces quantization errors. To address these challenges, we introduce a Variational Autoencoder (VAE) that, supervised with a contrastive loss, represents both continuous vertex positions and discrete connectivity in a continuous latent space. This latent space is significantly more compact than prior token-based mesh representations. We then build a 3D generator based on a Rectified Flow transformer, generating all mesh vertices and edges in parallel. Our model generates meshes 18x faster than the fastest AR generator while also achieving excellent accuracy across standard mesh-generation metrics. Homepage: https://mesh-flow.github.io/, Code: https://github.com/facebookresearch/meshflow

cs.CV

AssetGen: Deployable 3D Asset Generation at Interactive Speed

While 3D generation is progressing rapidly, recent work has often focused on obtaining high-resolution assets, leaving user experience and deployability as afterthoughts. We present AssetGen, a 3D generator that focuses instead on these two aspects. Given one reference image, in 30 seconds it produces a high-quality mesh with baked normals, a color texture, and a controlled polygon budget suitable for real-time rendering, including mobile use cases. The AssetGen Flash variant further reduces latency to 14 seconds for interactive and agentic creation loops. Our model generates the object geometry with a coarse-to-refine VecSet framework, which implements mesh simplification, cleaning, and normal baking on the GPU, and a fast parallel UV unwrapping. It then generates textures in a multi-view fashion, followed by backprojection and 3D inpainting. Model distillation, kernel optimization, and pipeline parallelization are co-designed to accelerate the system end-to-end. We introduce numerous automated and blind human evaluations and demonstrate competitive visual quality against leading commercial solutions in 30 seconds and preview-quality results in less than 15 seconds. The final result is a system that supports AI-assisted, deployable 3D content creation in interactive workflows.

cs.GR

Articraft: An Agentic System for Scalable Articulated 3D Asset Generation

A bottleneck in learning to understand articulated 3D objects is the lack of large and diverse datasets. In this paper, we propose to leverage large language models (LLMs) to close this gap and generate articulated assets at scale. We reduce the problem of generating an articulated 3D asset to that of writing a program that builds it. We then introduce a new agentic system, Articraft, that writes such programs automatically. We design a programmatic interface and harness to help the LLM do so effectively. The LLM writes code against a domain-specific SDK for defining parts, composing geometry, specifying joints, and writing tests to validate the resulting assets. The harness exposes a restricted workspace and interface to the LLM, validates the resulting assets, and returns structured feedback. In this way, the LLM is not distracted by details such as authoring a URDF file or managing a complex software environment. We show that this produces higher-quality assets than both state-of-the-art articulated-asset generators and general-purpose coding agents. Using Articraft, we build Articraft-10K, a curated dataset of over 10K articulated assets spanning 245 categories, and show its utility both for training models of articulated assets and in downstream applications such as robotics simulation and virtual reality.

cs.CV

VGGT-$\Omega$

Recent feed-forward reconstruction models, such as VGGT, have proven competitive with traditional optimization-based reconstructors while also providing geometry-aware features useful for other tasks. Here, we show that the quality of these models scales predictably with model and data size. We do so by introducing VGGT-$\Omega$, which substantially improves reconstruction accuracy, efficiency, and capabilities for both static and dynamic scenes. To enable training this model at an unprecedented scale, we introduce architectural changes that improve training efficiency, a high-quality data annotation pipeline that supports dynamic scenes, and a self-supervised learning protocol. We simplify VGGT's architecture by using a single dense prediction head with multi-task supervision and removing the expensive high-resolution convolutional layers. We also use registers to aggregate scene information into a compact representation and introduce register attention, which restricts inter-frame information exchange to these registers, in part replacing global attention. In this way, during training, VGGT-$\Omega$ uses only about 30% of the GPU memory of its predecessor, allowing us to train with 15x more supervised data than prior work and to leverage vast amounts of unlabeled video data. VGGT-$\Omega$ achieves strong results for reconstruction of static and dynamic scenes across multiple benchmarks, for example, improving over the previous best camera estimation accuracy on Sintel by 77%. We also show that the learned registers can improve vision-language-action models and support alignment with language, suggesting that reconstruction can be a powerful and scalable proxy task for spatial understanding. Project Page: http://vggt-omega.github.io/

cs.CV

Syn4D: A Multiview Synthetic 4D Dataset

Dense 3D reconstruction and tracking of dynamic scenes from monocular video remains an important open challenge in computer vision. Progress in this area has been constrained by the scarcity of high-quality datasets with dense, complete, and accurate geometric annotations. To address this limitation, we introduce Syn4D, a multiview synthetic dataset of dynamic scenes that includes ground-truth camera motion, depth maps, dense tracking, and parametric human pose annotations. A key feature of Syn4D is the ability to unproject any pixel into 3D to any time and to any camera. We conduct extensive evaluations across multiple downstream tasks to demonstrate the utility and effectiveness of the proposed dataset, including 4D scene reconstruction, 3D point tracking, geometry-aware camera retargeting, and human pose estimation. The experimental results highlight Syn4D's potential to facilitate research in dynamic scene understanding and spatiotemporal modeling.

cs.CV

MeshReGen: A Unified 3D Geometry Regeneration Framework

We consider the problem of regenerating 3D objects from 2D images and initial 3D shapes. Most 3D generators operate in a one-shot fashion, converting text or images to a 3D object with limited controllability. We introduce instead MeshReGen, a 3D regenerator that is conditioned on an initial 3D shape. This conceptually simple formulation allows us to support numerous useful tasks, including 3D enhancement, reconstruction, and editing. MeshReGen uses a new conditioning mechanism based on VecSet, which allows the regenerator to update or improve the input geometry with consistent fine-grained details. MeshReGen learns a widely applicable regeneration prior from off-the-shelf 3D datasets via self-supervised pretext tasks and augmentations, without additional annotations. We evaluate both the geometric consistency and fine-grained quality of MeshReGen, achieving state-of-the-art performance in controllable 3D generation across several tasks.

cs.CV

Free-Range Gaussians: Non-Grid-Aligned Generative 3D Gaussian Reconstruction

We present Free-Range Gaussians, a multi-view reconstruction method that predicts non-pixel, non-voxel-aligned 3D Gaussians from as few as four images. This is done through flow matching over Gaussian parameters. Our generative formulation of reconstruction allows the model to be supervised with non-grid-aligned 3D data, and enables it to synthesize plausible content in unobserved regions. Thus, it improves on prior methods that produce highly redundant grid-aligned Gaussians, and suffer from holes or blurry conditional means in unobserved regions. To handle the number of Gaussians needed for high-quality results, we introduce a hierarchical patching scheme to group spatially related Gaussians into joint transformer tokens, halving the sequence length while preserving structure. We further propose a timestep-weighted rendering loss during training, and photometric gradient guidance and classifier-free guidance at inference to improve fidelity. Experiments on Objaverse and Google Scanned Objects show consistent improvements over pixel and voxel-aligned methods while using significantly fewer Gaussians, with large gains when input views leave parts of the object unobserved.

cs.CV

Realiz3D: 3D Generation Made Photorealistic via Domain-Aware Learning

We often aim to generate images that are both photorealistic and 3D-consistent, adhering to precise geometry, material, and viewpoint controls. Typically, this is achieved by fine-tuning an image generator, pre-trained on billions of real images, using renders of synthetic 3D assets, where annotations for control signals are available. While this approach can learn the desired controls, it often compromises the realism of the images due to domain gap between photographs and renders. We observe that this issue largely arises from the model learning an unintended association between the presence of control signals and the synthetic appearance of the images. To address this, we introduce Realiz3D, a lightweight framework for training diffusion models, that decouples controls and visual domain. The key idea is to explicitly learn visual domain, real or synthetic, separately from other control signals by introducing a co-variate that, fed into small residual adapters, shifts the domain. Then, the generator can be trained to gain controllability, without fitting to specific visual domain. In this way, the model can be guided to produce realistic images even when controls are applied. We enhance control transferability to the real domain by leveraging insights about roles of different layers and denoising steps in diffusion-based generators, informing new training and inference strategies that further mitigate the gap. We demonstrate the advantages of Realiz3D in tasks as text-to-multiview generation and texturing from 3D inputs, producing outputs that are 3D-consistent and photorealistic.

cs.GR

LagerNVS: Latent Geometry for Fully Neural Real-time Novel View Synthesis

Recent work has shown that neural networks can perform 3D tasks such as Novel View Synthesis (NVS) without explicit 3D reconstruction. Even so, we argue that strong 3D inductive biases are still helpful in the design of such networks. We show this point by introducing LagerNVS, an encoder-decoder neural network for NVS that builds on `3D-aware' latent features. The encoder is initialized from a 3D reconstruction network pre-trained using explicit 3D supervision. This is paired with a lightweight decoder, and trained end-to-end with photometric losses. LagerNVS achieves state-of-the-art deterministic feed-forward Novel View Synthesis (including 31.4 PSNR on Re10k), with and without known cameras, renders in real time, generalizes to in-the-wild data, and can be paired with a diffusion decoder for generative extrapolation.

cs.CV

NOVA3R: Non-pixel-aligned Visual Transformer for Amodal 3D Reconstruction

We present NOVA3R, an effective approach for non-pixel-aligned 3D reconstruction from a set of unposed images in a feed-forward manner. Unlike pixel-aligned methods that tie geometry to per-ray predictions, our formulation learns a global, view-agnostic scene representation that decouples reconstruction from pixel alignment. This addresses two key limitations in pixel-aligned 3D: (1) it recovers both visible and invisible points with a complete scene representation, and (2) it produces physically plausible geometry with fewer duplicated structures in overlapping regions. To achieve this, we introduce a scene-token mechanism that aggregates information across unposed images and a diffusion-based 3D decoder that reconstructs complete, non-pixel-aligned point clouds. Extensive experiments on both scene-level and object-level datasets demonstrate that NOVA3R outperforms state-of-the-art methods in terms of reconstruction accuracy and completeness.

cs.CV

CoWTracker: Tracking by Warping instead of Correlation

Dense point tracking is a fundamental problem in computer vision, with applications ranging from video analysis to robotic manipulation. State-of-the-art trackers typically rely on cost volumes to match features across frames, but this approach incurs quadratic complexity in spatial resolution, limiting scalability and efficiency. In this paper, we propose \method, a novel dense point tracker that eschews cost volumes in favor of warping. Inspired by recent advances in optical flow, our approach iteratively refines track estimates by warping features from the target frame to the query frame based on the current estimate. Combined with a transformer architecture that performs joint spatiotemporal reasoning across all tracks, our design establishes long-range correspondences without computing feature correlations. Our model is simple and achieves state-of-the-art performance on standard dense point tracking benchmarks, including TAP-Vid-DAVIS, TAP-Vid-Kinetics, and Robo-TAP. Remarkably, the model also excels at optical flow, sometimes outperforming specialized methods on the Sintel, KITTI, and Spring benchmarks. These results suggest that warping-based architectures can unify dense point tracking and optical flow estimation.

cs.CV

LaVR: Scene Latent Conditioned Generative Video Trajectory Re-Rendering using Large 4D Reconstruction Models

Given a monocular video, the goal of video re-rendering is to generate views of the scene from a novel camera trajectory. Existing methods face two distinct challenges. Geometrically unconditioned models lack spatial awareness, leading to drift and deformation under viewpoint changes. On the other hand, geometrically-conditioned models depend on estimated depth and explicit reconstruction, making them susceptible to depth inaccuracies and calibration errors. We propose to address these challenges by using the implicit geometric knowledge embedded in the latent space of a large 4D reconstruction model to condition the video generation process. These latents capture scene structure in a continuous space without explicit reconstruction. Therefore, they provide a flexible representation that allows the pretrained diffusion prior to regularize errors more effectively. By jointly conditioning on these latents and source camera poses, we demonstrate that our model achieves state-of-the-art results on the video re-rendering task. Project webpage is https://lavr-4d-scene-rerender.github.io/.

cs.CV

V-DPM: 4D Video Reconstruction with Dynamic Point Maps

Powerful 3D representations such as DUSt3R invariant point maps, which encode 3D shape and camera parameters, have significantly advanced feed forward 3D reconstruction. While point maps assume static scenes, Dynamic Point Maps (DPMs) extend this concept to dynamic 3D content by additionally representing scene motion. However, existing DPMs are limited to image pairs and, like DUSt3R, require post processing via optimization when more than two views are involved. We argue that DPMs are more useful when applied to videos and introduce V-DPM to demonstrate this. First, we show how to formulate DPMs for video input in a way that maximizes representational power, facilitates neural prediction, and enables reuse of pretrained models. Second, we implement these ideas on top of VGGT, a recent and powerful 3D reconstructor. Although VGGT was trained on static scenes, we show that a modest amount of synthetic data is sufficient to adapt it into an effective V-DPM predictor. Our approach achieves state of the art performance in 3D and 4D reconstruction for dynamic scenes. In particular, unlike recent dynamic extensions of VGGT such as P3, DPMs recover not only dynamic depth but also the full 3D motion of every point in the scene.

cs.CV

Mesh4D: 4D Mesh Reconstruction and Tracking from Monocular Video

We propose Mesh4D, a feed-forward model for monocular 4D mesh reconstruction. Given a monocular video of a dynamic object, our model reconstructs the object's complete 3D shape and motion, represented as a deformation field. Our key contribution is a compact latent space that encodes the entire animation sequence in a single pass. This latent space is learned by an autoencoder that, during training, is guided by the skeletal structure of the training objects, providing strong priors on plausible deformations. Crucially, skeletal information is not required at inference time. The encoder employs spatio-temporal attention, yielding a more stable representation of the object's overall deformation. Building on this representation, we train a latent diffusion model that, conditioned on the input video and the mesh reconstructed from the first frame, predicts the full animation in one shot. We evaluate Mesh4D on reconstruction and novel view synthesis benchmarks, outperforming prior methods in recovering accurate 3D shape and deformation.

cs.CV