Papers for
augmented reality app developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
3D Gaussian splatting method reduces data size while keeping quality
ACD-GS: Asymmetric Curvature-aware Densification for 3D Gaussian Splatting
Abstract: 3D Gaussian Splatting (3DGS) has emerged as a powerful paradigm for real-time photorealistic novel view synthesis. However, its training-time densification remains largely heuristic, often resulting in redundant Gaussian proliferation and inaccurate geometric reconstruction. Existing methods predominantly rely on first-order screen-space gradients to trigger cloning and splitting, which fail to distinguish true geometric discontinuities from high-frequency textures or noisy residuals. To address this limitation, we propose ACD-GS, an Asymmetric Curvature-aware Densification framework for compact and geometry-aware 3D Gaussian optimization. Our key insight is that second-order depth responses provide a more reliable structural prior for density control, enabling asymmetric regulation of cloning and splitting to better capture geometric discontinuities. Building on this, we introduce a multi-view photometric consistency constraint to suppress transient single-view errors, together with a capacity-aware adaptive regulation strategy that balances densification and pruning during training. Unlike post-hoc compression or quantization-based approaches, ACD-GS directly prevents redundant Gaussian generation during training, yielding inherently compact representations. Extensive experiments demonstrate that our method reduces nearly 60% of Gaussian count and storage while maintaining competitive rendering fidelity, consistently outperforming existing methods across multiple datasets. Our code is available in https://waveviewer.github.io/ACD-GS/.
Aligning views improves evaluation and performance of 3D image synthesis
Aligning Misaligned Benchmarks for Single-View Novel View Synthesis
Abstract: While single-view novel view synthesis methods have been dramatically enhanced recently, how to quantify their performance has yet to be standardized. In this work, we demonstrate that an important factor lies in how each method's own reference frame is aligned with the so-called ground-truth pose. Existing methods often rely on test-time optimization of target poses for this alignment, which inherently is ill-posed due to the complexity of the optimization landscape of camera poses vs render accuracy, leading to methods being evaluated at an arbitrary local optimum. Some recognize this limitation and thus rely on 3D reconstructions of entire scenes using training and test views to align poses, which may be infeasible. In this work, instead, we propose to use traditional 2D-to-2D and 2D-to-3D image matching techniques to align 3D reconstructions. We also evaluate only within co-visible regions, between different views, which is the only place where a `correct' ground truth can be defined. Our evaluations show that with proper coordinate alignment, novel-view synthesis methods that use explicit 3D Gaussians achieve the state of the art, despite being previously reported in the literature to be outperformed by pure image-based 2D methods. We further provide a simple baseline that directly utilizes an off-the-shelf video generator and a feed-forward geometry estimator. Our simple baseline is already comparable to state-of-the-art methods specifically trained for novel-view synthesis, without any task-specific training.
Geometry aware language model improves object placement in 3D scenes
GALA: Geometry-Aware Language Model for Controllable Object Arrangement
Abstract: Reasoning about fine-grained placement constraints, such as support and containment, is essential for realistic 3D scene creation. It remains a significant challenge for existing methods that rely on simplified object representations like oriented bounding box (OBB), which are blind to the detailed geometry. To address this limitation, we introduce GALA, a geometry-aware language model with explicit point cloud perception for controllable object placement. Our model performs autoregressively by predicting the 6D pose of one target object at a time conditioned on the scene context and placement instruction. We utilize a two-stage training strategy: the first stage aligns geometric and textual modalities through pretraining tasks, and the second stage fine-tunes the model for placement. To facilitate this task, we also curate a multi-source scene dataset covering diverse room types and fine-grained furniture arrangements, which will be open-sourced for community benefit. Experiments on our benchmark show our model significantly outperforms baselines without explicit geometric reasoning. We further develop a multi-stage plan-place-verify agent pipeline that uses the model for text-driven scene generation. Project Page: https://xccelephant.github.io/paper/gala/
Motionshift adapts motion to fit scenes for realistic video transfer
MotionShift: Environment-Compatible Motion Transfer via Planner-Evaluator Synergistic Adaptation
Abstract: Existing motion transfer methods excel at exact, rigid motion replication from reference videos to target scenes, whereas they often fail to account for the compatibility between the transferred motion and the target scene environment in accordance with physical laws. In this work, we propose MotionShift, a novel motion transfer framework that achieves high-fidelity motion transfer while ensuring physical compatibility with the target scene. In particular, we design a planner--evaluator iterative motion adaptation mechanism, in which a Large Language Model (LLM) acts as the planner to generate motion trajectories by leveraging its strong semantic reasoning capabilities, while a Vision-Language Model (VLM) serves as the evaluator to rectify the motion based on its superior visual perception and scene understanding. Through this planner--evaluator synergistic reasoning process, the motion is adapted to the target scene in a training-free manner. The adapted motion is then used as a generative condition for an image-to-video (I2V) model to render videos in the target scene. Extensive experiments demonstrate that MotionShift achieves high-fidelity and physically compatible motion transfer across diverse and complex scenes. Moreover, we show that MotionShift can be readily integrated into existing trajectory-conditioned I2V models, endowing them with realistic motion transfer capabilities.
HumanSkill 4D enables language-based selection and editing of 3D animatable avatars
HumanSkill-4D: Training-Free Language Querying of Animatable Gaussian Avatars in Space and Time
Abstract: We introduce avatar referring segmentation, which selects regions of animatable Gaussian avatars from language queries. A query can also specify a pose or motion to select matching intervals. This lets users interact with avatars for local editing and motion inspection. However, making these selections with existing language Gaussian splatting methods poses two challenges: adjacent parts and garments are hard to separate and may be referred to indirectly (region ambiguity), while fine-grained motions can look alike in RGB (motion ambiguity). We address these challenges with HumanSkill-4D, a training-free framework that shares a multimodal large language model (MLLM) and geometric operators across avatars. For each avatar, a semantic memory links body-part and garment categories to persistent Gaussian regions and appearance descriptions. The MLLM uses category names and descriptions to select categories by appearance, relation, or function. To find matching intervals, it composes operators into programs that check query conditions on driving joint trajectories stored in a motion memory. These category choices and operator outputs make selections traceable, while composing or adding operators supports new motion conditions. To evaluate this task, we introduce three human-annotated benchmarks and show that HumanSkill-4D outperforms the baselines in part segmentation and 3D and 4D referring segmentation, with compact memories and only minutes of setup per avatar.
AdapTest helps design responsive XR interfaces for real environments
AdapTest: Supporting Designers in Authoring and Evaluating Environmentally Responsive User Interfaces for Extended Reality
Abstract: Extended Reality (XR) headsets increasingly host familiar 2D user interfaces as windows floating in physical environments. However, their usability depends on environmental conditions that designers cannot fully control. Current design workflows often separate how a variant is designed from how it actually looks in the target environment. We present AdapTest, an in-situ authoring and testing tool that lets designers select interface elements, define when and how they change, compare the resulting variations, and test their activation without coding. Based on prior research and a formative study with 12 interface designers, the system targets three key environmental variables: distance, lighting, and occlusion. We evaluated AdapTest against a desktop design and in-headset preview workflow in a within-subjects study with 12 designers. Compared with the baseline, designers accounted for a wider range of environmental factors, addressed more overlapping conditions, and repeatedly tested and revised their designs in place; there were no significant differences in workload or usability despite longer sessions. Our work contributes an integrated, designer-centered approach to adapting, comparing, and validating environmentally responsive XR user interfaces.
Generative 3D home models created from few panoramic photos
Holi-Spatial 360: Generative Reconstruction from Sparse Panoramas for Spatial Rendering and Intelligence
Abstract: Spatial intelligence requires scalable 3D environments that are both photorealistic and semantically grounded, yet existing indoor datasets are dominated by room-scale captures and costly LiDAR acquisition. Online real-estate platforms offer abundant panoramas of diverse multi-room homes, but sparse viewpoints and texture-poor regions make reconstruction severely under-constrained. We introduce Holi-Spatial 360, a generative reconstruction and data curation framework for converting these panoramas into annotated multi-room 3D environments. Because reconstruction quality bounds subsequent generation, our Correspondence-Guided Geometric Optimization converts feed-forward reconstruction priors into reliable cross-view constraints and builds a coherent 3D Gaussian Splatting representation as 3D spatial memory. Adapted single-image and video priors then restore appearance and complete continuous trajectories while preserving observed content. The reconstructed scenes support arbitrary RGB-D rendering and an automated curation pipeline that combines end-to-end 3D grounding with VLM-based verification. Holi360 contains over 1K multi-room 3DGS scenes, more than 100K instance annotations, and 2M spatial question-answer pairs. We also introduce the Holi360 benchmark to evaluate the spatial understanding of VLMs in real-world, multi-room indoor environments. Experiments demonstrate superior reconstruction and curation quality under sparse panoramic inputs, while fine-tuning VLMs on Holi360 substantially improves spatial reasoning capabilities.
Improved 3D shape reconstruction by aligning attention with geometry
Align-VAE: Aligning Attention and Geometry in VecSet VAEs for 3D Reconstruction
Abstract: Set-based variational autoencoders (VecSet VAEs) represent 3D shapes as compact sets of latent tokens. Although each token originates from a query at a sampled surface location, whether these latents truly align with geometry remains unclear. We investigate this alignment and identify four issues: (i) attention-sink-like tokens that attract queries from across the shape; (ii) spatially periodic repetitions in decoder attention responses; (iii) mismatched normal information in encoder and decoder query features; and (iv) missing supervision of the intrinsic relation between signed distance fields and surface normals. To address these issues, we introduce Align-VAE with four corresponding modifications: (i) a shared bank of learnable decoder tokens provides a workspace for global computation; (ii) distance-biased cross-attention guides retrieval toward nearby predicted spatial anchors; (iii) normal-free encoder queries align the two stages' access to normal information while retaining normals in the encoder keys and values; and (iv) a screened Poisson-inspired regularizer supervises surface values and normal-direction derivatives. These changes align latent retrieval and field prediction with geometry without enlarging the per-shape code. On the ABO dataset, Align-VAE reduces Chamfer distance by 26.6% compared to the standard VecSet VAE.
3D object memory improves recalling items from egocentric videos
Never Look Back: Understanding Persistence in 3D Object Memory from Egocentric Videos
Abstract: As we move through the world and carry out everyday tasks, we encounter objects that may become relevant only later. We are capable of recalling where we left something or what was inside a container, even without knowing we would need it later. Here, we study how an embodied assistant can build a similar memory from egocentric videos, by observing a person's day-to-day activities. We present Ledger, a persistent 3D object memory that combines object locations, their histories, and contextual descriptions. It associates observations across the recording and retains objects after they leave the view, including those the person never touches. It clusters each object's observations by resting locations and records a move only after repeated evidence, reducing the effect of localization noise. Short descriptions preserve details such as an object's contents or supporting surface. It saves these records to later answer spatial questions without having to access the original images or video. Our memory raises HD-EPIC accuracy from 29.7% to 42.6%, UCS-Bench accuracy from 33.8% to 38.5% and localizes Ego4D objects with a 0.99 m median error on returned predictions. Our analyses identify complementary roles for temporal persistence, contextual descriptions, and retrieval. Our study on 100 stitched streams of multiple scenes each further exposes failures in both retrieval and construction. Per-scene construction partially recovers the performance lost across scene changes compared to that of single scene streams.
LoCoSplat speeds up 3D scene reconstruction with simpler local context use
LoCoSplat: Real-Time Feed-Forward 3D Gaussian Splatting with Minimal 3D Reasoning
Abstract: Feed-forward 3D Gaussian Splatting (3DGS) increasingly aggregates multi-view evidence with heavy learned 3D networks. We propose LoCoSplat (Local-Context Splatting), motivated by the observation that a Gaussian is a local primitive: once depth is predicted, what the 3D stage must add (scale, rotation, opacity) depends on the point cloud around each anchor, and a fixed local average of that neighbourhood is enough to supply it, no heavy network required. LoCoSplat realises exactly this average: it splats a 16-d linear projection of the point features into a fine and a coarse grid and reads both back at each anchor with a 0.14M-parameter pointwise MLP; with no learned 3D network and no dynamic sparse computation, its whole encoder runs as one fp16 CUDA graph. On RealEstate10K, LoCoSplat outperforms every prior feed-forward method on PSNR, SSIM, and LPIPS at 6, 12, and 24 views, with a margin that widens as views densify (+3.3 PSNR over VolSplat, the prior voxel-aligned state of the art, at 24 views) and grows further under zero-shot transfer to ACID and fine-tuning on ScanNet. It reconstructs a 6-view scene in 33 ms on one NVIDIA RTX PRO 6000 GPU, the fastest of seven feed-forward methods and $4.2\times$ faster than the previous state of the art, trains $2.7\times$ faster ($5.9\times$ at 24 views), and uses $6.7\times$ less inference memory.
Scene retargeting transfers object layouts for realistic 3D interiors
Scene Retargeting: Learning Object Placement with Analogical Transfer
Abstract: Interactive simulations of embodied AI or spatial computing applications build on realistic 3D scenes that support daily activities. However, sparse, irregular layout structures impose scene-specific physical constraints, making it hard to define a generalizable framework for generating similar functional context. We formalize Scene Retargeting as stably transferring the semantically coherent spatial organization across layouts, rather than relying on textual descriptions or pairwise relationships. Our cluster-wise transfer flexibly handles mismatched object instances and adapts to distinctive floor plans. We optimize to preserve the rich semantic context of individual clusters by respecting the spatial distribution of foundation features. We can then impose physical constraints to refine wall contacts, pairwise alignment, or clear passageways and openings. Our framework outperforms state-of-the-art methods on layout generation on the 3D-FRONT dataset, and demonstrates downstream applications including real-to-sim transfer, analogical trajectory transfer, and multi-reference composition.
Semantic acoustic imaging maps sound sources in 3D space
SAID: Semantic Acoustic Imaging Detector for Sound Event Localization and Detection
Abstract: In daily life, people hear speech, footsteps, and music around them. We can often recognize these sounds and judge where they come from. Each sound source can be shown on a separate acoustic map, a rectangular image covering $360^{\circ}$ horizontally and $180^{\circ}$ vertically. The map shows the directions occupied by the source as a region and the sound energy within that region. A class label identifies the sound. Predicting these labeled acoustic maps from audio is called semantic acoustic imaging. Such maps could help robots perceive their surroundings and allow augmented reality displays to show sound regions and classes over the real world. Existing models can recognize sound classes and estimate a direction for each source. However, a direction alone does not describe the source region or its energy. Acoustic imaging must also distinguish sound sources in nearby directions, while the number of active sources and the regions they occupy can change over time. We therefore propose the Semantic Acoustic Imaging Detector (SAID), which predicts a separate labeled acoustic map for each active source from audio. First, we pretrain Audio2Sph, SAID's audio encoder, through sound energy estimation across directions without class labels. Then, we train the complete SAID model to predict source regions, energy, and classes together. We also develop a pipeline that generates simulated recordings for pretraining and supports fine-tuning on real recordings. On the official DCASE2026 Task 3 Track A evaluation set, our submitted system ranks first with 0.1080 macro-averaged mean average precision (Macro mAP) and 0.3962 Macro Pearson $r$. Demos and code are provided at https://github.com/IN03X/SAID.
GeoComposer improves photo framing using 3D geometry and text guidance
GeoComposer: Geometry-Grounded Photographic Composition Instruction
Abstract: Photographic composition aims to provide visual guidance for improving the framing, viewpoint, and spatial arrangement of an image. Early methods primarily rely on image cropping to enhance composition, which is restricted to the viewpoint and spatial arrangement of the input image. Recent methods have explored image understanding and editing to improve composition, but they mainly focus on instruction following and aesthetic quality, overlooking the importance of 3D scene geometry consistency for photographic composition. In this work, we propose GeoComposer, a novel geometry-grounded photographic composition framework that analyzes the composition of a given image to generate textual guidance and synthesizes a visual exemplar that enhances the composition of the given image. To promote geometry-grounded composition, we propose a geometry-aware representation learning mechanism that leverages geometric priors from a visual geometry foundation model to shape the intermediate representations of the composition editing model. This mechanism preserves both global structural relationships and local fine-grained correspondences for geometry-grounded composition. Furthermore, we propose a reinforcement learning strategy guided by a hybrid reward that jointly optimizes instruction following, aesthetic quality, and geometric consistency. This enables the model to generate visual exemplars that faithfully follow the composition instructions while remaining visually appealing and geometrically consistent. Extensive experiments show the superiority of our approach over state-of-the-art methods, highlighting its effectiveness in generating visually appealing and geometrically consistent composition.
Gaussian splatting improves reflective surface rendering with geometry learning
RGS: Reflection-aware Gaussian Splatting via Learning Geometry Continuity for Reflective Objects
Abstract: Gaussian Splatting has significantly improved the quality of novel view synthesis with explicit Gaussian representation. However, we observed that existing 3D Gaussian Splatting methods (3DGS) often suffer from surface collapse issues on reflective regions, and thus produce inferior geometry and low-quality specular. In this work, we propose a physically-based deferred rendering framework, named Reflection-aware Gaussian Splatting (RGS), that can accurately model specular regions and improve novel view synthesis performance. Specifically, we found that a powerful 3D foundation model can provide a strong 3D geometric prior to foster correct geometric modeling. Based on this, we propose a cross-view shape consistency regularization to regularize the geometry surface with the large model prior and cross-view constraints. In this manner, our RGS can produce smoother geometric surfaces on reflective regions while reducing geometric hollows. To further improve rendering results on reflective regions, we present a reflection-aware densification strategy that is designed to capture specular variations across various views. With this strategy, our RGS is able to render novel views of objects in higher quality. Extensive experiments demonstrate our method consistently renders high-quality reflective objects, achieving state-of-the-art performance.
Gravity aligned wireframes improve indoor floorplan localization accuracy
GALoc: Gravity Aligned Wireframes for Depth-Free Monocular Floorplan Localization
Abstract: Floorplans are compact, appearance-invariant maps ideal for indoor localization, yet existing methods rely on depth networks that are brittle in cluttered scenes. We propose GALoc, a geometry-first framework that replaces depth prediction with gravity-aligned wireframes that satisfy verticality and coplanarity by construction. Given monocular RGB, camera intrinsics, relative poses, and IMU orientation, GALoc constructs a linear constraint matrix encoding verticality and coplanarity, and finds the camera gauge minimizing its smallest singular value via global search. The rectified wireframes are projected into bird's-eye-view layouts through a closed-form, FOV-consistent transformation and matched against the floorplan via metric-free SE(2) search. We evaluate end-to-end on Structured3D, with calibrated noise on Gibson, and on real-world author-collected sequences. When sufficient wall geometry is visible, GALoc matches or outperforms depth-based baselines -- achieving 88% sequential localization success at 0.1m over 100-step sequences on Gibson vs the baseline's 68% -- while abstaining in structure-blind scenes.