Papers for
augmented reality teams
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 scene inpainting works without known camera poses using new neural model
Pose-Free Feed-Forward 3D Inpainting via Learnable Mask Attention and Support Token Refinement
Abstract: 3D scene inpainting aims to recover missing or occluded regions in edited 3D scenes, while ensuring geometric and textural consistency. Existing approaches, however, typically require accurately calibrated camera poses, which restricts their applicability in casual, in-the-wild scenarios and introduces additional preprocessing overhead. To overcome this limitation, we present FreeInpaint, a novel feed-forward framework that generates complete and 3D-consistent scenes directly from unposed multi-view images with masked regions. At its core, FreeInpaint extends a 3D foundation model to propagate masked regions from a reference view to other unposed views, bridging 3D reconstruction and scene inpainting while preserving the model's native ability to recover camera poses and scene geometry. Our method addresses two key challenges in adapting feed-forward 3D foundation models to masked inputs. First, masked regions can corrupt cross-view correspondence reasoning, degrading pose estimation and geometry recovery. To address this, we introduce a Learnable Mask Attention mechanism that preserves the spatial anchoring of reliable observations while allowing masked regions to progressively absorb useful context in deeper layers. Second, under severe occlusions, a single forward pass often lacks sufficient appearance evidence for high-fidelity completion. Therefore, we propose a Support Token Refinement strategy, which injects diffusion-generated support evidence as confidence-weighted auxiliary tokens to refine under-observed regions while preserving the original spatial anchor. Extensive experiments across diverse datasets demonstrate that FreeInpaint achieves superior inpainting quality, eliminating the reliance on pre-computed camera poses while keeping a fast inference speed. The project page is https://rorisis.github.io/FreeInpaint/.
RenderBench provides editable 3D twins for real video evaluation
RenderBench: Benchmarking Render-to-Real Video Transfer with Reconstructed Digital Twins
Abstract: Modern video models can generate realistic videos from real appearance references and proxy renders that specify scene structure, viewpoint changes, and motion. Evaluating this render-to-real capability requires a real target video depicting the same scene evolution, paired with an editable, geometrically registered 3D replica. Such data has traditionally required substantial manual modeling, calibration, and animation effort. We introduce RenderBench, a benchmark of 12 reconstructed real-world scenes spanning large-scale indoor environments and egocentric viewpoints, with both static and dynamic settings. Our construction pipeline combines visual geometry, neural reconstruction, and assisted 3D authoring. Each scene is decomposed into static objects and dynamic actors, registered to the capture cameras, and accepted only after multi-view geometric and temporal validation. Each evaluation unit contains appearance reference images, a held-out real target video, an editable digital twin, a matched proxy render, and renderer-native scene annotations. We evaluate transfer models against paired real target videos, retain PAI-Bench-C-compatible structural projections, and use scene annotations to localize failures by object, visibility, articulation, and motion. The first release retains 12 of 14 registered samples (85.7%), comprising 1,496 paired real-proxy frames. All released scenes pass file-integrity and environment-edit audits, while proxy diagnostics yield a depth si-RMSE of 0.2170 and instance mIoU of 0.3673. RenderBench provides paired real observations and editable scene state for assessing both appearance fidelity and preservation of geometry and dynamics.
Keepsake improves long video generation with smart memory control
Keepsake: Selective Spatial Memory for Long-Horizon Video Generation
Abstract: Long-horizon camera-controlled video generation relies on persistent memory to maintain scene consistency. Existing systems follow two strategies to achieve this consistency. Full-history approaches retain all generated observations, causing unbounded storage and retrieval costs. Selective-construction approaches reduce redundancy, but make one-time retention decisions that are never revisited, even as an observation's value changes with the evolving memory bank. Both strategies leave a shared question unresolved: as the generated history evolves, which stored observations should still remain in memory? Our key insight is that the value of a stored observation is not fixed, but relational: it depends on the alternatives currently available in the memory bank. A view supported by many geometrically and visually similar substitutes can be relinquished with little loss of coverage, whereas an observation with few viable alternatives should remain regardless of age. We introduce Keepsake, an online, training-free controller for fixed-capacity spatial memory. At each update, Keepsake constructs a pose-appearance graph over retained and newly generated observations, combining camera-pose proximity with visual similarity. A retention priority jointly captures the number of strong substitutes and the similarity of the closest alternative, allowing Keepsake to continually reassess memory value, preserve observations with little alternative support, and evict highly replaceable ones under a fixed budget. The controller modifies only the persistent-memory update; the host generator, denoising schedule, and retrieval rule remain unchanged. Across MemCam and WorldMem, Keepsake improves FVD and LPIPS under a fixed memory budget. On 180-second MemCam trajectories, it retains only 32 of 5,397 frames while reducing FVD by 35.1%.
Mobile system creates compact 3D Gaussian reconstructions efficiently
PocketSplat: Mobile Gaussian Reconstruction via World-Space Latent Allocatio
Abstract: Mobile Gaussian reconstruction must satisfy two requirements: the reconstruction model must execute within a device resource envelope, and the resulting Gaussian asset must expose a representation size suited to downstream mobile use. Existing feed-forward Gaussian reconstructors commonly decode dense, image-aligned candidates whose final cardinality is implicitly determined by the input resolution and number of views. We present PocketSplat, a feed-forward framework for budgeted mobile Gaussian asset construction. Given a prescribed output budget, PocketSplat organizes dense geometry-aware latent candidates in predicted world space, allocates exact integer capacity across local latent cells, and decodes complete Gaussian attributes only for retained candidates. Cell-conditioned latent fusion aggregates repeated multi-view evidence before decoding, while spatial responsibility decoding adapts Gaussian support after local sparsification. Experiments on DL3DV and out-of-distribution benchmarks establish a strong quality--budget trade-off against feed-forward Gaussian reconstruction baselines. On Mip-NeRF 360, PocketSplat executes directly on a target iPhone and constructs compact, higher-quality Gaussian assets substantially faster than a deployable streamed MVSplat variant; native MVSplat and DepthSplat exceed the device memory budget.
Sparse 4d autoencoder compresses dynamic scenes for novel view synthesis
A Compact Explicit 4D Representation for Dynamic Scenes
Abstract: A compact dynamic-scene representation must retain both the surfaces seen over time and the appearance needed to render them from new viewpoints. We present Sparc4D, a feed-forward autoencoder that encodes a monocular video with known cameras into a sparse 4D scene state. Static features are shared across the clip, while spatially anchored temporal slots compress time-varying features. A sparse decoder produces 2D Gaussian surfels, while stored source pixels preserve fine texture through geometric re-projection. The state includes one full source frame and dynamic-region pixels sampled every fourth frame, alongside learned features and sparse occupancy. For a 32-frame MultiCamVideo clip, it averages 0.95M 32-bit-equivalent values on random windows and 0.92M on the first-32 protocol. On first-32, Sparc4D reaches 21.70\,dB, compared with 20.40\,dB for MoVieS. On randomly placed windows, their PSNR scores are comparable. With stored texture disabled, temporal slots compress the time-varying feature state by a median $4.0\times$ and reduce the mean state from 1.04M to 0.42M values, with essentially unchanged target-view reconstruction quality. Without fine-tuning on real data, Sparc4D transfers to DyCheck and Neu3D, where stored texture improves LPIPS while slightly reducing PSNR.