arXivDaily arXiv每日学术速递 周一至周五更新

视觉与机器人

3D 视觉

三维重建、NeRF、Gaussian Splatting、点云和空间智能。

今日/当前日期收录 16 信号源:cs.CV, cs.GR, cs.RO
2605.00569 2026-06-19 cs.CV cs.GR 95%

2D-SuGaR: Surface-Aware Gaussian Splatting for Geometrically Accurate Mesh Reconstruction

2D-SuGaR:面向表面的高斯点散布用于几何准确的网格重建

Prajwal Gupta C. R., Divyam Sheth, Jinjoo Ha, Mirela Ostrek, Justus Thies

发表机构 * TU Darmstadt(图宾根大学) ELIZA(ELIZA实验室) Max Planck Institute for Intelligent Systems(智能系统马克斯·普朗克研究所)

专题命中 三维重建 :提出2D-SuGaR方法提升网格重建几何精度

AI总结 本文提出2D-SuGaR方法,通过结合单目深度和法线先验,提升多视图图像中网格重建的几何精度和鲁棒性,实现在DTU数据集上达到最先进的重建效果。

Journal ref Eurographics 2026 Short Papers, The Eurographics Association, 2026

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AI中文摘要

3D高斯点散布(3DGS)已发展为一种强大的技术,用于实时生成逼真的场景渲染。然而,3DGS的体积性质限制了其准确捕捉表面几何的能力。为此,提出了2D高斯点散布(2DGS)以实现从多视角图像中一致且几何准确的表面重建。然而,2DGS对高斯原始体的初始化敏感。依赖结构从运动(SfM)初始化,在挑战性图像集上可能产生较差的估计,导致次优结果。在本文中,我们通过引入单目深度和法线先验来增强2DGS,提高几何精度和鲁棒性。我们提出了一种基于深度的初始化策略用于高斯点,并引入基于聚类的技巧来修剪退化高斯点。我们在DTU数据集上评估了我们的方法,其中它在网格重建中实现了最先进的结果,同时保持高质量的视点合成。

英文摘要

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for generating photorealistic renderings of a scene in real-time. However, the volumetric nature of 3DGS limits its ability to accurately capture surface geometry. To address this, 2D Gaussian Splatting (2DGS) was proposed to enable view-consistent and geometrically accurate surface reconstruction from multi-view images. However, 2DGS can be sensitive to the initialization of the Gaussian primitives. Reliance on Structure-from-Motion (SfM) initializations, which can produce poor estimates on challenging image sets, may lead to subpar results. In this work, we enhance 2DGS by incorporating monocular depth and normal priors to improve both geometric accuracy and robustness. We propose a depth-guided initialization strategy for Gaussians and introduce a clustering-based technique for pruning degenerate Gaussians. We evaluate our method on the DTU dataset, where it achieves state-of-the-art results in mesh reconstruction while preserving high-quality novel view synthesis.

2606.20424 2026-06-19 cs.RO 新提交 90%

LIT-GS: LiDAR-Inertial-Thermal Gaussian Splatting for Illumination-Robust Mapping

LIT-GS: 面向光照鲁棒建图的激光雷达-惯性-热高斯泼溅

Shikuan Shi, Chunran Zheng, Jiaming Xu, Tianyong Ye, Tao Yu, Yukang Cui

发表机构 * College of Mechatronics and Control Engineering, Shenzhen University(深圳大学机电与控制工程学院) Department of Mechanical Engineering, The University of Hong Kong(香港大学机械工程系)

专题命中 三维重建 :激光雷达-惯性-热高斯泼溅用于光照鲁棒建图

AI总结 提出LIT-GS框架,利用激光雷达平面几何约束联合优化位姿与高斯,解决光照变化和纹理缺失场景下RGB依赖的脆弱性问题,提升几何精度与渲染质量。

Comments Accepted to IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2026)

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AI中文摘要

高斯泼溅实现了实时神经渲染,但现有的激光雷达-惯性-视觉(LIV)高斯建图流程由于依赖RGB光度线索,在光照变化和纹理缺失场景下仍然脆弱。我们提出了LIT-GS,一个激光雷达-惯性-热高斯泼溅框架,将激光雷达导出的平面几何作为显式约束注入到位姿/结构优化和高斯优化中。具体来说,我们利用LIV视觉地图点作为置信度感知的跨模态锚点,建立可靠的热-激光雷达关联,并在弱热监督下将加权的激光雷达点到平面残差引入光束法平差,以联合优化相机位姿和3D点。基于优化后的结构,我们进一步引入一个激光雷达平面正则化的可微泼溅目标,约束渲染的3D点与局部观测平面对齐,从而减轻低对比度热图像中的表面增厚和结构漂移。在专有序列和公开数据集上的实验表明,LIT-GS在几何精度和渲染质量上持续优于最先进的基于LIV的高斯泼溅基线,尤其是在具有挑战性的光照条件下。

英文摘要

Gaussian Splatting has enabled real-time neural rendering, yet existing LiDAR-inertial-visual (LIV) Gaussian mapping pipelines remain fragile under illumination changes and texture-deficient scenes due to their reliance on RGB photometric cues. We present LIT-GS, a LiDAR-inertial-thermal Gaussian Splatting framework that injects LiDAR-derived plane geometry as an explicit constraint in both pose/structure refinement and Gaussian optimization. Specifically, we exploit LIV visual map points as confidence-aware cross-modal anchors to establish reliable thermal-LiDAR associations, and incorporate weighted LiDAR point-to-plane residuals into bundle adjustment to jointly refine camera poses and 3D points under weak thermal supervision. Building on the refined structure, we further introduce a LiDAR-plane-regularized differentiable splatting objective that constrains rendered 3D points to align with locally observed planes, mitigating surface thickening and structural drift in low-contrast thermal imagery. Experiments on proprietary sequences and public datasets demonstrate that LIT-GS consistently improves geometric accuracy and rendering quality over state-of-the-art LIV-based Gaussian Splatting baselines, particularly in challenging lighting conditions.

2606.20322 2026-06-19 cs.RO 新提交 90%

Towards 3D karst underwater scene reconstruction from rotating sonar data

基于旋转声纳数据的3D喀斯特水下场景重建

Georgios Evangelos Margaritis, Lionel Lapierre, Simon Rohou, Zhi Yan, Andreas Nüchter, François Goulette

发表机构 * U2IS, ENSTA, Institut Polytechnique de Paris(巴黎综合理工学院ENSTA学院U2IS实验室) Lab-STICC, ENSTA, Institut Polytechnique de Paris(巴黎综合理工学院ENSTA学院Lab-STICC实验室) Informatics XVII – Robotics, Julius-Maximilians-Universität Würzburg(尤利乌斯-马克西米利安-维尔茨堡大学信息学XVII – 机器人学)

专题命中 三维重建 :水下喀斯特场景3D重建

AI总结 针对声纳数据稀疏噪声大、导航漂移导致3D重建困难的问题,提出结合连续时间SLAM校正轨迹与两阶段深度学习表面重建的流水线,生成可沉浸导航的3D网格。

Comments 1st Workshop on Long-term Deployments in the Wild (LoWi)

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AI中文摘要

喀斯特含水层提供关键的淡水资源,但由于其复杂且了解不足的地下几何结构,构成重大危害。由于水下探测的声纳数据稀疏且噪声大,而导航估计存在漂移,限制了标准3D重建方法,因此绘制这些环境具有挑战性。我们提出了一种从声纳剖面仪重建水下喀斯特管道的流水线。我们将连续时间SLAM方法用于校正轨迹漂移,与一种新颖的两阶段深度学习表面重建方法相结合,生成用于水文地质分析的沉浸式可导航3D网格。

英文摘要

Karst aquifers provide critical freshwater resources but pose significant hazards due to their complex and poorly understood subsurface geometry. Mapping these environments is challenging because sonar data from underwater exploration is sparse and noisy, while navigation estimates suffer from drift limiting standard 3D reconstruction methods. We present a pipeline for reconstructing underwater karst conduits from a sonar profiler. We combine a continuous-time SLAM approach to correct trajectory drift with a novel two-stage deep learning method for surface reconstruction, producing an immersive and navigable 3D mesh for hydrogeological analysis.

2606.20131 2026-06-19 cs.CV cs.GR 新提交 90%

TriFlow: Generating Artist-Like 3D Mesh Topology via Nearest-Vertex Vector Fields

TriFlow: 通过最近顶点向量场生成类艺术家3D网格拓扑

Haoxuan Li, Ziya Erkoç, Daniele Sirigatti, Vladislav Rosov, Lei Li, Angela Dai, Matthias Nießner

发表机构 * Technical University of Munich(慕尼黑工业大学) AUDI AG(奥迪股份公司) University of Virginia(弗吉尼亚大学)

专题命中 三维重建 :生成类艺术家3D网格拓扑。

AI总结 提出TriFlow,一种基于最近顶点向量场(NVF)的生成方法,通过流匹配模型合成NVF并引导拓扑感知的网格简化,直接从输入几何条件生成紧凑且具有类艺术家拓扑的3D网格。

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AI中文摘要

我们提出了TriFlow,一种新的生成方法,能够直接从输入几何条件(如符号距离场)生成具有类艺术家三角形拓扑的紧凑3D网格。我们的关键见解是将网格拓扑表示为在表面上定义的最近顶点向量场(NVF),其中每个点编码其在局部重心坐标系中与最近三角形顶点的关联。我们训练一个潜在流匹配模型来合成该场,从而实现基于输入几何条件的拓扑生成。为了提取连贯的网格,我们使用生成的NVF对表面区域进行聚类,并引导具有拓扑感知优化的约束二次误差度量(QEM)网格简化。这产生了与输入几何紧密匹配且具有结构化、类艺术家连接性的输出网格。实验表明,与最先进的基于学习方法相比,TriFlow实现了更强的泛化能力和显著提高的拓扑质量,同时Chamfer距离降低了90%,速度提升了8倍。

英文摘要

We present TriFlow, a new generative approach for producing compact 3D meshes with artist-like triangle topology directly from input geometry conditions such as signed distance fields. Our key insight is to represent mesh topology as a nearest-vertex vector field (NVF) defined over the surface, where each point encodes its association to the nearest triangle vertex in the local barycentric frame. We train a latent flow-matching model to synthesize this field, enabling topology generation conditioned on the input geometry. To extract a coherent mesh, we cluster surface regions using the generated NVF and guide a constrained quadric error metric (QEM) mesh simplification with topology-aware optimization. This yields output meshes that closely match the input geometry while exhibiting structured, artist-like connectivity. Experiments demonstrate that TriFlow achieves stronger generalization and significantly improved topology quality compared to state-of-the-art learning-based approaches, alongside 90% lower Chamfer Distance and an 8x speedup.

2606.15966 2026-06-19 cs.CV cs.GR 新提交 90%

VEPHand: View-Efficient Photometric Hand Performance Capture at Scale

VEPHand: 大规模视图高效光度手部性能捕捉

Zhengyang Shen, Kai-Hung Chang, Erroll Wood, Deying Kong, Bo Peng, Timo Bolkart, Jinlong Yang, Bowen Zhao, Danhang Tang, Sasa Petrovic, Emre Aksan, Jérémy Riviere, Vassilis Choutas, Delio Vicini, Jay Busch, Shichen Liu, Zhe Cao, Hugh Liu, JingJing Shen, Jonathan Taylor, Mingsong Dou

发表机构 * Google XR

专题命中 三维重建 :提出端到端手部动态捕捉与配准管线

AI总结 提出面向有限视角(约20个)的端到端手部动态捕捉与配准管线,通过无掩膜神经方法和物理启发框架解决几何歧义与自接触变形难题,在12000+序列上验证了高保真重建与配准。

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AI中文摘要

鲁棒、高保真的3D手部捕捉是数字人创建的基础,但在实际多视角系统中仍具挑战性,这些系统需要在丰富光度信息与有限视角密度导致的重建几何歧义之间取得平衡。本文提出一种端到端的动态手部性能捕捉与配准管线,专为视图高效设置(约20个视角)设计。我们通过两项主要创新应对关键挑战。首先,为克服重建困难(如视角重叠有限和背景杂乱),我们的无掩膜神经方法通过场景参数化和场景特定密度正则化,从无掩膜图像中鲁棒地提取精细的手部几何和外观。其次,针对配准挑战(如准确捕捉非线性皮肤变形和确保严重自接触时的合理结果),我们提出一个物理启发框架。它通过优化个性化手部模型规范四面体网格内的固有体积偏移以及姿态参数,将重建与个性化手部模型对齐。该方法在鲁棒损失和优化支持下,捕捉精细表面变形,确保在严重关节运动和自接触下的合理结果,并对输入噪声表现出强容忍性。我们在超过12000个序列的大规模数据集上展示了自动化管线的可扩展性和鲁棒性,并从中导出一个大规模、高质量合成2D/3D手部数据集用于训练下游任务。这展示了该方法在单手、复杂双手交互和自然手物操作中的有效性。我们的方法在视图高效、无掩膜场景下实现了最先进的重建保真度和高精度配准。项目页面:https://zyshen021.github.io/VEPHand/。

英文摘要

Robust, high-fidelity 3D hand capture, while fundamental to digital human creation, remains challenging with practical multi-view systems that balance rich photometry with the geometric ambiguities of reconstruction arising from limited viewpoint density. This paper presents an end-to-end pipeline for dynamic hand performance capture and registration, specifically designed for view-efficient setups ($\sim$20 views). We address key challenges with two primary innovations. First, to overcome reconstruction difficulties like limited view overlap and background clutter, our mask-free neural method robustly extracts detailed hand geometry and appearance from unmasked images using scene parameterization and scenario-specific density regularization. Second, addressing registration challenges such as accurately capturing non-linear skin deformations and ensuring plausible results during severe self-contact, we propose a physics-inspired framework. It aligns reconstructions to a personalized hand model by optimizing intrinsic volumetric offsets within its canonical tetrahedral mesh, alongside pose parameters. This approach, supported by robust losses and optimization, captures fine surface deformations, ensures plausible results under severe articulation and self-contact, and demonstrates strong tolerance to input noise. We demonstrate the scalability and robustness of our automated pipeline on an extensive dataset of over 12,000 sequences, from which we also derive a large-scale, high-quality synthetic 2D/3D hand dataset for training downstream tasks. This showcases its effectiveness for single hands, intricate two-hand interactions, and natural hand-object manipulations. Our method achieves state-of-the-art reconstruction fidelity in view-efficient, unmasked scenarios and highly accurate registration. Our project page are available at https://vephand.github.io/.

2606.15908 2026-06-19 cs.CV 新提交 90%

High-Fidelity 4D Hand-Object Capture via Multi-View Spatiotemporal Tracking and Physics-Aware Gaussians

高保真4D手-物体捕捉:基于多视角时空追踪和物理感知高斯模型

Bo Peng, Xu Chen, Yi Gu, Hidenobu Matsuki, Mingsong Dou, Jingjing Shen, Deying Kong, Juyong Zhang, Zhengyang Shen

发表机构 * Google XR(谷歌XR) University of Science and Technology of China (USTC)(中国科学技术大学) The Hong Kong University of Science and Technology (Guangzhou)(香港科技大学(广州))

专题命中 三维重建 :高保真4D手-物体交互重建

AI总结 提出无需模板和标记的多视角系统,通过跨视角几何与时间线索的Transformer初始化,结合物理感知高斯优化,实现鲁棒且无伪影的4D手-物体交互重建。

Comments Project page: https://hostpg.github.io/

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AI中文摘要

具身AI和空间计算中对高保真4D手-物体交互(HOI)数据的需求日益增长,但目前受限于对预扫描物体模板和物理标记的依赖。尽管近期方法在从视频重建4D手-物体交互方面取得了有希望的结果,但它们对手和物体姿态的初始估计高度敏感。然而,从图像中估计这些姿态具有挑战性,尤其是在手-物体交互场景中固有的严重遮挡下。我们提出了一种新颖系统,用于从同步且校准的多视角视频中鲁棒且精确地重建手和物体,无需任何模板或标记。我们的系统包含两个主要创新组件:(1)一个多视角前馈Transformer模型,聚合跨视角几何和时间线索,为姿态和密集物体几何提供可靠的、度量一致的初始化;(2)一个手-物体物理感知高斯优化框架,用于细化初始估计,集成四面体约束、碰撞细化和外观分解,以产生物理上合理且视觉上精确的重建。在公共基准和广泛内部数据集上的验证表明,我们的流程实现了高度鲁棒、无伪影的重建,为自动化4D资产生成提供了高效基础。我们的项目页面位于https://zyshen021.github.io/HOSTPG/。

英文摘要

The growing demand for high-fidelity 4D hand-object interaction (HOI) data in embodied AI and spatial computing is currently bottlenecked by the reliance on pre-scanned object templates and physical markers. While recent methods have demonstrated promising results in reconstructing 4D hand-object interaction from videos, they are highly sensitive to initial estimates of hand and object poses. Yet, estimating these poses from images is challenging, in particular under severe occlusion which is inherent in hand-object interaction scenarios. We propose a novel system for the robust and accurate reconstruction of hands and objects from synchronized and calibrated multi-view videos without requiring any templates or markers. Our system consists of two main components with key innovations: (1) a multi-view feed-forward transformer model that aggregates cross-view geometry and temporal cues to provide a reliable, metric-consistent initialization for both poses and dense object geometry, and (2) a hand-object physics-aware Gaussian-based optimization framework to refine the initial estimates, integrating tetrahedral constraints, collision refinement, and appearance decomposition to produce physically plausible and visually accurate reconstruction. Validated on public benchmarks and an extensive internal dataset, our pipeline achieves highly robust, artifact-free reconstruction, providing an efficient foundation for automated 4D asset generation. Our project page are available at https://zyshen021.github.io/HOSTPG/.

2606.20563 2026-06-19 cs.CV 新提交 85%

JanusMesh: Fast and Zero-Shot 3D Visual Illusion Generation via Cross-Space Denoising

JanusMesh: 通过跨空间去噪实现快速零样本3D视觉错觉生成

Siang-Ling Zhang, Huai-Hsun Cheng, Tsung-Ju Yang, Yu-Lun Liu

发表机构 * National Yang Ming Chiao Tung University(国立阳明交通大学)

专题命中 三维重建 :生成3D视觉错觉,涉及3D网格和纹理合成

AI总结 提出一种无需训练的快速框架,通过跨空间双分支去噪和视图条件纹理合成,在3-5分钟内生成高真实感双语义3D视觉错觉,优于现有方法。

Comments ECCV 2026. Project page: https://siang1105.github.io/JanusMesh.github.io/

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AI中文摘要

创建3D视觉错觉——一个从不同视角揭示完全不同语义的单一3D网格——是一个迷人但艰巨的挑战。现有的基于优化的方法速度慢且可能产生过饱和颜色。相比之下,简单的拼接方法无法生成几何一致的物体,导致可见的不自然接缝和语义泄露。在本文中,我们提出了一个快速且无需训练的框架,用于生成文本驱动的3D视觉错觉。我们的方法将生成过程解耦为两个阶段。首先,我们提出一个跨空间双分支去噪过程。该过程动态地将3D潜在变量解码到体素空间,用于CLIP引导的方向对齐和符号距离场(SDF)混合,确保无缝的几何融合。其次,我们引入一个视图条件纹理合成模块,将特定视图的2D扩散先验投影并聚合到融合的几何上。大量实验表明,我们的方法在仅3-5分钟内生成高度逼真的双语义3D错觉,在几何完整性、语义可识别性和效率上显著优于现有方法。项目页面:此https URL

英文摘要

Creating 3D visual illusions, a single 3D mesh that reveals entirely different semantics from various viewing angles, is a fascinating but tough challenge. Existing optimization-based methods are slow and can produce oversaturated colors. In contrast, naive stitching approaches fail to produce geometrically coherent objects. This results in visible unnatural seams and semantic leaks. In this paper, we present a fast and training-free framework for generating text-driven 3D visual illusions. Our approach decouples the generation into two stages. First, we propose a cross-space dual-branch denoising process. This process dynamically decodes 3D latents into voxel space for CLIP-guided orientation alignment and Signed Distance Field (SDF) blending, which ensures seamless geometric fusion. Second, we introduce a view-conditioned texture synthesis module that projects and aggregates view-specific 2D diffusion priors onto the fused geometry. Extensive experiments demonstrate that our method generates highly realistic, dual-semantic 3D illusions in just 3-5 minutes. It significantly outperforms existing methods in geometric integrity, semantic recognizability, and efficiency. Project page: https://siang1105.github.io/JanusMesh.github.io/

2606.19874 2026-06-19 cs.RO cs.CV 新提交 85%

MMD-SLAM: Structure-Enhanced Multi-Meta Gaussian Distribution-Guided Visual SLAM

MMD-SLAM:结构增强的多元高斯分布引导视觉SLAM

Fan Zhu, Ziyu Chen, Peichen Liu, Yifan Zhao, Zhisong Xu, Hui Zhu, Hongxing Zhou, Sixun Liu, Chunmao Jiang

发表机构 * HFIPS, Chinese Academy of Sciences(中国科学院合肥物质科学研究院) University of Science and Technology of China(中国科学技术大学) Aarhus University(奥胡斯大学) University of Tokyo(东京大学) Beijing University of Chemical Technology(北京化工大学) North China Electric Power University(华北电力大学)

专题命中 三维重建 :3DGS视觉SLAM,结构增强建图。

AI总结 提出MMD-SLAM,利用亚特兰大世界假设引导多元高斯表示,通过点线融合、主导方向编码和高斯进化策略,提升视觉SLAM的跟踪精度与建图质量。

Comments ICRA 2026

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AI中文摘要

3D高斯泼溅(3DGS)显著提升了新视角合成和高保真场景重建,扩展了基于3DGS的视觉同步定位与建图(SLAM)方法的潜力。然而,大多数现有系统未能充分利用底层结构信息,这限制了渲染质量并常常导致地图不一致。为了解决这些限制,我们提出了MMD-SLAM,一个结构增强的视觉SLAM框架,利用亚特兰大世界(AW)假设来引导多元高斯表示以实现逼真的建图。首先,我们引入了一种点线融合策略用于位姿优化,其中3D线段被纳入以提高跟踪鲁棒性并为建图提供额外约束。其次,我们设计了一种具有主导方向的多元高斯表示,显式编码来自AW假设的结构先验。最后,我们提出了一种高斯进化策略,该策略适应场景几何并将结构线索融入全局优化。大量实验表明,这些创新使MMD-SLAM在跟踪精度和建图质量方面均达到了最先进的性能。例如,与MonoGS相比,我们的方法在ScanNet上实现了48.56%的ATE RMSE降低,在Replica上实现了5.71%的PSNR提升。

英文摘要

3D Gaussian Splatting (3DGS) has significantly boosted novel view synthesis and high-fidelity scene reconstruction, expanding the potential of 3DGS-based Visual Simultaneous Localization and Mapping (SLAM) methods. However, most existing systems fail to fully exploit the underlying structural information, which limits rendering quality and often leads to inconsistent maps. To address these limitations, we propose MMD-SLAM, a structure-enhanced Visual SLAM framework that leverages the Atlanta World (AW) assumption to guide a Multi-Meta Gaussian representation for photorealistic mapping. First, we introduce a point-line fusion strategy for pose optimization, where 3D line segments are incorporated to improve tracking robustness and provide additional constraints for mapping. Second, we design a Multi-Meta Gaussian representation with dominant directions, explicitly encoding structural priors from the AW hypothesis. Finally, we propose a Gaussian evolution strategy that adapts to scene geometry and incorporates structural cues into global optimization. Extensive experiments demonstrate that these innovations enable MMD-SLAM to achieve state-of-the-art performance in both tracking accuracy and mapping quality. e.g., our method achieves a 48.56% reduction in ATE RMSE on ScanNet and a 5.71% improvement in PSNR on Replica, compared with MonoGS.

2606.19733 2026-06-19 cs.CV cs.AI 新提交 85%

QueryGaussian: Scalable and Training-Free Open-Vocabulary 3D Instance Retrieval

QueryGaussian: 可扩展且无需训练的开词汇3D实例检索

Xiuyuan Zhu, Ke Lu, Zijie Yang, Chao Yue, Jian Xue, Dongming Zhang

发表机构 * University of Chinese Academy of Sciences(中国科学院大学) State Key Laboratory of Communication Content Cognition(通信内容认知国家重点实验室) Peng Cheng Laboratory(鹏城实验室)

专题命中 三维重建 :提出无需训练的3D实例检索框架,结合2D视觉模型。

AI总结 提出QueryGaussian,一种无需训练的开词汇3D实例检索框架,通过实例级查询机制解耦语义与几何,结合2D视觉模型和时序融合模块,在保持精度的同时降低70%以上GPU内存并加速180倍,支持城市级场景。

Comments 8 pages, 4 figures, 6 tables. Accepted to the 2026 IEEE International Conference on Systems, Man, and Cybernetics (SMC 2026)

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AI中文摘要

通过自然语言提示从大规模场景中高效检索特定3D实例仍然是多媒体分析中的一个严峻挑战。现有方法主要遵循“场景级嵌入”范式,需要将高维语义特征蒸馏到每个3D基元中。这种策略存在一个根本性的架构瓶颈:内存和计算成本随场景复杂度线性增长,不可避免地导致城市级环境中的内存溢出(OOM)故障。为了解决这一障碍,我们提出了QueryGaussian,一个无需训练的框架,用于快速且可扩展的开词汇3D实例检索。与整体语义蒸馏不同,QueryGaussian采用实例级查询机制,将语义理解与几何表示解耦。具体来说,我们利用预训练的2D视觉模型解释用户提示,并通过并发最大权重关联策略将分割掩码提升到3D,确保语义-视觉一致性。为了缓解投影歧义,我们引入了一个具有多阶段自适应密度聚类的时间融合模块。实验结果表明,QueryGaussian不仅匹配了最先进方法的准确性,还实现了决定性的效率飞跃,将GPU内存使用减少超过70%,并将推理速度提升180倍。关键的是,QueryGaussian能够在包含数千万个高斯的城市级场景中,使用消费级硬件实现快速的实例检索。

英文摘要

Efficiently retrieving specific 3D instances from large-scale scenes via natural language prompts remains a formidable challenge in multimedia analysis. Existing approaches predominantly follow a "scene-level embedding" paradigm, which requires distilling high-dimensional semantic features into every 3D primitive. This strategy suffers from a fundamental architectural bottleneck: memory and computational costs scale linearly with scene complexity, inevitably triggering out-of-memory (OOM) failures in city-scale environments. To address this barrier, we propose QueryGaussian, a training-free framework for expeditious and scalable open-vocabulary 3D instance retrieval. Unlike holistic semantic distillation, QueryGaussian employs an instance-level query mechanism that decouples semantic understanding from geometric representation. Specifically, we leverage pre-trained 2D vision models to interpret user prompts and lift segmentation masks into 3D via a concurrent maximum-weight association strategy, ensuring semantic-visual consistency. To mitigate projection ambiguity, we introduce a temporal fusion module with multi-stage adaptive density clustering. Experimental results demonstrate that QueryGaussian not only matches the accuracy of state-of-the-art methods but also delivers a decisive efficiency leap, reducing GPU memory usage by over 70% and accelerating inference by 180x. Crucially, QueryGaussian enables expeditious instance retrieval on city-scale scenes containing tens of millions of Gaussians using consumer-grade hardware.

2606.19451 2026-06-19 cs.LG cs.CV cs.RO 新提交 85%

3D-DLP: Self-Supervised 3D Object-Centric Scene Representation Learning

3D-DLP:自监督3D物体中心场景表示学习

Ellina Zhang, Madhaven Iyengar, Amir Zadeh, Chuan Li, Deepak Pathak, David Held, Tal Daniel

发表机构 * Carnegie Mellon University(卡内基梅隆大学)

专题命中 三维重建 :自监督3D物体中心场景表示学习,分解为3D粒子。

AI总结 提出3D-DLP模型,通过自监督学习将场景级RGB-D或体素观测分解为3D潜在粒子,每个粒子编码解耦属性,实现可解释的逐粒子分割图,并支持场景操控和下游机器人操作。

Comments ICML 2026. Project webpage: https://eubooks3003.github.io/3d-dlp

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AI中文摘要

我们引入了3D-DLP,一种自监督的物体中心表示学习模型,它将场景级RGB-D或体素观测分解为一组3D潜在粒子。基于深度潜在粒子(DLP)框架,每个粒子编码解耦的属性,包括3D关键点位置、边界框尺寸和外观特征,并代表场景中的一个独特实体。该模型通过端到端的自监督重建目标学习可解释的逐粒子分割图。我们在模拟和真实数据集上证明,学习到的潜在空间是可解释和可控的:通过操纵粒子位置并解码,我们可以生成新颖的场景配置。此外,我们展示了将这些紧凑的3D潜在粒子用于下游机器人操作,相比缺乏显式3D信息或依赖无物体中心结构的密集3D输入的基线方法,性能有所提升。代码和视频可在以下网址获取:此 https URL。

英文摘要

We introduce 3D-DLP, a self-supervised object-centric representation learning model that decomposes scene-level RGB-D or voxel observations into a set of 3D latent particles. Building on the Deep Latent Particles (DLP) framework, each particle encodes disentangled attributes, including 3D keypoint position, bounding box dimensions, and appearance features, and represents a distinct entity in the scene. The model learns interpretable per-particle segmentation maps through an end-to-end self-supervised reconstruction objective. We demonstrate on both simulated and real-world datasets that the learned latent space is interpretable and controllable: by manipulating particle positions and decoding, we can generate novel scene configurations. Furthermore, we show that leveraging these compact 3D latent particles for downstream robotic manipulation improves performance over baselines that either lack explicit 3D information or rely on memory-intensive dense 3D inputs without object-centric structure. Code and videos are available at https://eubooks3003.github.io/3d-dlp.

2606.20556 2026-06-19 cs.CV 新提交 80%

Thinking in Boxes: 3D Editing in Real Images Made Easy

Thinking in Boxes: 真实图像中的3D编辑变得简单

Pradhaan S Bhat, Naveen Chandra R, Rishubh Parihar, Vaibhav Vavilala, R. Venkatesh Babu, D. A. Forsyth, Anand Bhattad

发表机构 * Indian Institute of Science(印度科学研究所) Apple(苹果公司) UIUC(伊利诺伊大学厄巴纳-香槟分校) Johns Hopkins University(约翰霍普金斯大学)

专题命中 三维重建 :使用3D盒子进行真实图像中的3D编辑。

AI总结 提出使用3D盒子作为结构化规范,通过用户提供输入和输出盒子来精确控制真实图像中的平移、旋转、缩放和视角变化,同时保持场景和物体身份,恢复未见的物体区域。

Comments Project Page: https://thinking-in-boxes.github.io/

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AI中文摘要

文本和2D条件接口在图像编辑中提供对空间变换的弱、模糊控制——特别是在大物体运动和相机变化下。先前的工作使用了如盒子这样的3D基元,但仅作为松散的调节信号指示近似物体位置,而非指定变换。我们则使用3D盒子作为结构化规范:用户提供编辑的输入和输出盒子,将编辑视为一个适定的几何问题。这种“在盒子中思考”的界面,其中每个盒子面都带有颜色编码以传达3D方向,提供了对真实图像中平移、旋转、缩放和视角变化的精确控制,同时保留场景和物体身份,并恢复之前未见的物体区域。为了将变换与场景外观联系起来,我们引入了一个深度对齐的平面地板作为全局参考框架,并用深度感知线索进行着色。基于这种结构,图像生成器在大变换下产生一致的结果。该系统在两个阶段训练——在合成多物体场景和来自Objectron的小型真实世界视频集上——能够泛化到复杂的、野外真实图像。我们的方法直接作用于真实照片,并在大型3D编辑上显著优于最近的最先进方法。

英文摘要

Text and 2D-conditioning interfaces provide weak, ambiguous control over spatial transformations in image editing -- particularly under large object motions and camera changes. Prior work has used 3D primitives such as boxes, but only as loose conditioning signals indicating approximate object location rather than specifying the transformation. We instead use 3D boxes as structured specifications: the user provides the input and output boxes of the edit, casting editing as a well-posed geometry problem. This ``thinking in boxes'' interface, where each box face is color-coded to convey 3D orientation, gives precise control over translation, rotation, scaling, and viewpoint changes in real images while preserving scene and object identity, and recovering previously unseen object regions. To ground transformations in scene appearance, we introduce a depth-aligned planar floor as a global reference frame, shaded with depth-aware cues. Conditioned on this structure, an image generator produces consistent results under large transformations. Trained in two stages -- on synthetic multi-object scenes and a small set of real-world videos from Objectron -- the system generalizes to complex, in-the-wild real images. Our method operates directly on real photographs and substantially outperforms recent state-of-the-art methods on large 3D edits.

2606.19718 2026-06-19 cs.CV 新提交 80%

One-Shot Novel View and Pose Human Image Synthesis via 3D Prior Guided Diffusion Model

基于3D先验引导扩散模型的单样本新视角与姿态人体图像合成

Shenjian Gong, Kangkan Wang, Shanshan Zhang, Jian Yang

发表机构 * PCA Lab, Key Lab of Intelligent Perception and Systems for High-Dimensional Information of Ministry of Education, and Jiangsu Key Lab of Image and Video Understanding for Social Security, School of Computer Science and Engineering, Nanjing University of Science and Technology(南京理工大学计算机科学与工程学院教育部高维信息智能感知与系统重点实验室、江苏省社会安全图像与视频理解重点实验室及PCA实验室) Advanced Laser Technology Laboratory of Anhui Province, Electronic Engineering Institute, National University of Defense Technology, and Jianghuai Advance Technology Center(国防科技大学电子工程学院安徽省先进激光技术实验室及江淮前沿技术中心)

专题命中 三维重建 :利用3D人体先验引导图像生成。

AI总结 提出一种基于条件去噪扩散模型的方法,利用3D人体先验(法线图和颜色提示)作为几何和颜色条件,从单张参考图像合成任意姿态和视角的高质量人体图像,包括被遮挡部分。

Comments 30 pages, 10 figures

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AI中文摘要

本文解决了单样本新视角和姿态人体图像合成的挑战。现有方法通过一组2D姿态关键点将参考人体图像转移到目标姿态,或基于可泛化人体NeRF(使用人体模型先验提取逐点特征)合成人体图像。然而,基于姿态转移的方法无法处理使用模糊2D姿态作为条件的复杂人体姿态,而可泛化人体NeRF在缺乏可靠特征时可能无法准确恢复被遮挡/不可见的人体部分。为解决这些问题,我们提出了一种基于条件去噪扩散模型的新方法,用于从单张人体图像进行新视角和姿态合成。我们的扩散模型将新视角和姿态合成问题分解为一系列条件去噪步骤。具体而言,为了生成具有复杂和任意姿态的人体,我们将3D人体先验(即3D法线图和颜色提示)作为几何和颜色条件引入生成过程。通过一系列扩散步骤将参考人体转移到目标人体,我们的扩散模型能够实现高质量合成,包括被遮挡/不可见部分。此外,我们提出了一种基于自重建的自定义细化方法,以在测试新视角时增强细节。在多个公共数据集上的实验结果表明,我们的方法显著优于先前方法,并显示出更好的跨数据集泛化能力。代码将在https://this https URL上公开。

英文摘要

This paper addresses the challenge of one-shot novel view and pose human image synthesis. The existing methods transfer the reference human image to a target pose using a set of 2D pose keypoints or synthesize human images based on generalizable human NeRF which uses human model priors to extract point-wise features. However, pose transfer based methods can not handle complex human pose using ambiguous 2D pose as the condition, while generalizable human NeRFs may be inaccurate to recover occluded/invisiable human parts without extracted reliable features. To solve these problems, we propose a novel approach for novel view and pose synthesis from a singe human image via conditional denoising diffusion model. Our diffusion model divides the novel view and pose synthesis problem into a sequence of conditional denoising steps. Specifically, to generate humans with complex and arbitrary poses, we introduce 3D human priors, i.e., 3D normal map and color prompt, as geometry and color conditions into the generation process. By transferring the reference human into the target human with a series of diffusion steps, our diffusion model enables high-quality synthesis including the occluded/invisible parts. Further, we propose a self-reconstruction based customized refinement to enhance fine details when tested on novel persons.Experimental results on different public datasets demonstrate that our approach significantly outperforms previous methods and also shows better generalization ability across datasets. The code will be made publicly available at https://github.com/Yankeegsj/3DPGDM.

2606.18951 2026-06-19 cs.RO 新提交 80%

A High-accuracy Event-based Underwater SLAM System

高精度事件相机水下SLAM系统

Yifan Peng, Qihang Liu, Haoying Li, Yuzhe Li, Junfeng Wu, Ziyang Hong

专题命中 三维重建 :事件相机水下SLAM,属于三维重建

AI总结 针对事件相机水下SLAM中时间曲面成像质量差和匹配失败问题,提出基于结构感知度量和贝叶斯优化的高精度立体SLAM系统,并贡献首个高质量水下事件数据集UWE。

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AI中文摘要

虽然事件相机为水下SLAM提供了巨大潜力,但现有的基于时间曲面(TS)的方法在水下部署时被证明非常不可靠。波动的相机速度严重降低了TS成像质量,而宽立体基线和重复的水下纹理导致关键匹配失败,频繁引发系统崩溃。为克服这些挑战,我们开发了首个高精度事件相机水下立体SLAM系统。基于结构张量相干性和梯度,设计了一种结构感知度量来定量评估TS结构信息密度。通过将最优TS生成解耦为基于系统初始化的两个不同阶段,贝叶斯优化(BO)在初始化前首先预测最优先验TS,同时我们设置异步在线局部搜索方法,在跟踪阶段实时获取合适的TS。我们使用先验视差保证精确的数据关联,并采用“最新观测优先”三角测量机制实现稳定三角测量。作为这些解决方案的基准和社区资源,我们还贡献了UWE,这是首个高质量真实世界水下事件数据集,包含变化的相机运动、复杂纹理和不同轨迹特征。在公共数据集和UWE上的广泛评估表明,所提出的SLAM系统与最先进的事件相机方法相比具有竞争力的精度性能。代码和数据将开源。

英文摘要

While event cameras offer immense potential for underwater SLAM, existing Time Surface (TS)-based methods prove highly unreliable when deployed underwater. Fluctuating camera velocities severely degrade TS imaging quality, while wide stereo baselines and repetitive underwater textures induce critical matching failures, frequently triggering system failure. To overcome these challenges, we develop the first high-accuracy event-based underwater stereo SLAM system. A structure-aware metric for TS is designed based on structure tensor coherence and gradients to quantitatively evaluate TS structural information density. By decoupling the optimal TS generation into two distinct stages based on system initialization, Bayesian Optimization(BO) first predicts an optimal prior TS sequentially before initialization while we set an asynchronous online local searching method periodically to obtain appropriate TS in real-time during the tracking stage. We use the prior disparity to guarantee precise data association and "latest-observation-first'' triangulation mechanism to realize stable triangulation. As a benchmark for these solutions and a resource for the community, we also contribute UWE, the first high-quality real-world underwater event dataset containing variable camera motions, complex textures and different trajectory features. Extensive evaluations on public datasets and UWE show the competitive accuracy performance of the proposed SLAM system compared to the state-of-the-art event-based method. The code and data will be open-sourced.

2606.20404 2026-06-19 cs.CV 新提交 70%

FlowBender: Feedback-Aware Training for Self-Correcting Conditional Flows

FlowBender: 面向自校正条件流的反馈感知训练

Daniel Gilo, Sven Elflein, Ido Sobol, Or Litany

发表机构 * Technion(以色列理工学院) NVIDIA(英伟达) University of Toronto(多伦多大学) Vector Institute(向量研究所)

专题命中 三维重建 :方法应用于3D纹理贴图,涉及三维重建

AI总结 针对条件扩散/流模型常违反任务约束的问题,提出FlowBender闭环框架,将对齐误差作为输入训练网络学习校正策略,在图像翻译、复原和3D纹理贴图中同时提升保真度与合理性。

Comments Project page: https://flow-bender.github.io/

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AI中文摘要

条件扩散和流模型通常无法满足定义其任务的约束条件。例如,深度条件模型经常产生重新提取的深度与输入不一致的图像,尽管定义约束的前向算子(深度预测器)在训练和推理期间都可用。现有方法通常分为两类:将条件信号视为静态线索并在推理时忽略对齐信息的监督模型,以及通过手动调整的线性更新咨询约束的基于引导的方法,通常以生成样本的合理性为代价来换取对条件的保真度。我们认为这两种范式的根本差距在于模型从未被训练利用自身的对齐误差。我们引入FlowBender,一个闭环框架,将此误差视为一等输入,训练网络学习基于推理时反馈的校正策略。在每一步,无引导的前瞻传递估计干净信号,通过前向算子计算特定任务的偏差,然后细化传递消耗此信号以产生校正速度。我们提出了FlowBender的几种变体,包括用于可微算子的基于梯度的公式和用于不可微设置(如JPEG压缩)的零阶变体。为了实现高效采样,我们引入了一个前一步捷径,使得以最小的额外计算成本实现闭环校正。在图像到图像翻译、复原和3D网格纹理贴图中,FlowBender始终优于标准监督基线、对齐损失增强训练和最先进的推理时引导,同时提高保真度和合理性,而不是在它们之间进行权衡。项目页面:此 https URL

英文摘要

Conditional diffusion and flow models routinely fail to satisfy the very constraints that define their task. For instance, a depth-conditioned model often produces images whose re-extracted depth disagrees with the input, even though the forward operator--the depth predictor defining the constraint--is available during both training and inference. Existing approaches generally fall into two categories: supervised models that treat the conditioning signal as a static cue and ignore alignment information at inference, and guidance-based methods that consult it through hand-tuned linear updates, typically trading fidelity to the condition against the plausibility of the generated sample. We argue that the fundamental gap in both paradigms is that the model is never trained to utilize its own alignment error. We introduce FlowBender, a closed-loop framework that treats this error as a first-class input, training the network to learn a correction policy conditioned on inference-time feedback. At each step, an unguided look-ahead pass estimates the clean signal, a task-specific deviation is computed via the forward operator, and a refinement pass consumes this signal to produce a corrected velocity. We propose several variants of FlowBender, including a gradient-based formulation for differentiable operators and a zero-order variant for non-differentiable settings such as JPEG compression. For efficient sampling, we introduce a prior-step shortcut that enables closed-loop correction at a minimal additional computational cost. Across image-to-image translation, restoration, and 3D mesh texturing, FlowBender consistently outperforms standard supervised baselines, alignment-loss-augmented training, and state-of-the-art inference-time guidance, improving fidelity and plausibility simultaneously rather than trading them against each other. Project page: https://flow-bender.github.io/

2606.19828 2026-06-19 cs.CV 新提交 70%

3D-PLOT-LLM: Part-Level Object Tokens for 3D Large Language Models

3D-PLOT-LLM: 用于三维大语言模型的部件级对象标记

Jintang Xue, Xinyu Wang, Yixing Wu, Jingwen Chen, C. -C. Jay Kuo

发表机构 * University of Southern California(南加州大学) Ohio State University(俄亥俄州立大学)

专题命中 三维重建 :处理3D点云并实现部件级理解。

AI总结 提出3D-PLOT-LLM,通过重组输入标记流使部件可直接通过LLM词汇寻址,无需分割解码器或边界框,在部件级基准上超越现有方法。

详情
AI中文摘要

三维多模态大语言模型(3D MLLMs)将3D对象作为一个整体进行描述,但无法处理、命名或推理其部件。先前的部件感知尝试增加了分割解码器、更重的3D编码器或边界框语法,导致参数成本大幅增加。我们采取了一条根本不同的路径:重新组织输入标记流,使得部件通过LLM自身的词汇变得可直接寻址。我们的模型3D-PLOT-LLM将冻结的点编码器的块分割成K个局部一致的区域,并在每个区域的块标记之前插入一个可学习的每区域标记和一个保留词汇标记<part_k>;然后,一个标记空间精化(MSR)模块根据每个区域的空间统计信息和邻接邻居对该标记进行条件化。因此,模型在其输出中引用部件,并遵循通过标记引用部件的提示,这是先前对象级3D MLLMs所不具备的能力。为了探究这一接口,我们构建了PartVerse-QA,一个基于PartVerse网格注释改编的词汇级部件问答基准(77K训练对和588个保留查询,基于不相交的对象划分),在该基准上,3D-PLOT-LLM达到了描述到槽的Jaccard指数0.459和精确匹配率13.78%,槽到描述的GPT-4o评判得分为44.68。在3DCoMPaT-GrIn部件感知接地描述基准上,3D-PLOT-LLM在所有文本输出指标上优于PointLLM、Kestrel、PARIS3D和SegPoint,并在4项指标中的3项上优于ShapeLLM,相比PointLLM的GPT-4o评判得分最高提升+3.03。在Objaverse整体对象描述中,在第二阶段添加PartVerse-QA使得相比PointLLM的SBERT得分提升+0.65,GPT-4o得分提升+1.85,并且在5项传统指标中的4项(SBERT、SimCSE、BLEU-1、METEOR)上超过PointLLM-PiSA,尽管其目标是不同的(部件接地)目标。所有这些仅需在冻结的点编码器上增加不到100万个可训练参数,比先前的部件感知3D MLLMs低一个数量级,且无需分割解码器或边界框头。

英文摘要

3D multimodal large language models (3D MLLMs) describe a 3D object as a whole but cannot address, name, or reason about its parts. Prior part-aware attempts add segmentation decoders, heavier 3D encoders, or bounding-box grammars at substantial parameter cost. We take a fundamentally different path: we reorganize the input token stream so that parts become directly addressable through the LLM's own vocabulary. Our model, 3D-PLOT-LLM, partitions the frozen point encoder's patches into K locally coherent regions and inserts, before each region's patch tokens, a learnable per-region marker and a reserved vocabulary token <part_k>; a Marker-Space Refinement (MSR) module then conditions each marker on its region's spatial statistics and adjacency neighbors. The model thus cites parts in its output and follows prompts that refer to parts by token, a capability absent from prior object-level 3D MLLMs. To probe this interface, we construct PartVerse-QA, a vocabulary-level part-QA benchmark adapted from PartVerse mesh annotations (77K training pairs and 588 held-out queries on disjoint object splits), on which 3D-PLOT-LLM reaches caption-to-slots Jaccard 0.459 and Exact-match 13.78%, with a slot-to-caption GPT-4o judge of 44.68. On the 3DCoMPaT-GrIn part-aware grounded description benchmark, 3D-PLOT-LLM outperforms PointLLM, Kestrel, PARIS3D, and SegPoint on every text-output metric, and ShapeLLM on 3 of 4, with up to +3.03 GPT-4o judge over PointLLM. On Objaverse whole-object captioning, adding PartVerse-QA at Stage 2 yields +0.65 SBERT and +1.85 GPT-4o over PointLLM, and tops PointLLM-PiSA on 4 of 5 traditional metrics (SBERT, SimCSE, BLEU-1, METEOR) despite targeting a different (part-grounded) objective. All with under 1M new trainable parameters on a frozen point encoder, an order of magnitude below prior part-aware 3D MLLMs, and no segmentation decoder or bounding-box head.

2606.19609 2026-06-19 cs.HC cs.GR 新提交 65%

Building Drift: Documenting On-Site Construction Adaptations Across Material Lifecycles

建筑漂移:记录跨材料生命周期的现场施工适应

Ritik Batra, Martin Tamke, Tom Svilans, Jan Hüls, Amritansh Kwatra, Steven J. Jackson, Thijs Roumen, Mette Ramsgaard Thomsen

专题命中 三维重建 :利用视频和3D高斯泼溅记录建筑现场适应。

AI总结 提出“建筑漂移”概念,通过案例研究建立分类法,并开发Pentimento工具,利用视频和3D高斯泼溅记录现场适应,促进再生材料循环利用。

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详情
AI中文摘要

在建筑循环经济中,再生材料承载着先前使用生命,并将在未来建筑中拥有后生命。然而,使用此类材料会引入不可预测性,需要现场即兴发挥,这使得其再利用难以记录和跨建筑生命周期规模化。没有记录,使用再生材料进行施工所需的现场适应使得合作者、评估者和继承者缺乏继续、评估和再利用材料所需的信息。我们将通过这些适应导致物理状态与数字模型的集体偏差称为“建筑漂移”。通过一个案例研究——在森林中建造的再生木材亭子ReShelter,我们开发了一个建筑漂移分类法,以表征跨建筑生命周期的集体偏差:照料场地、寻找契合、解读材料、标记测量和跨社区协调。为了将我们的建筑漂移分类法付诸实践,我们提出了Pentimento,一个利用视频记录和3D高斯泼溅在空间、时间和语义上表示与设计模型相关的现场适应的文档工具。Pentimento使每个利益相关者能够以降低材料再利用障碍的方式浏览材料历史。这些贡献共同为支持再生材料施工所必需的现场即兴发挥的计算工具开辟了路径,从而实现更可持续的回收、修复和再利用循环。

英文摘要

In a circular economy for construction, reclaimed materials carry prior lives of use and go on to have post-lives in future buildings. Yet working with such materials introduces unpredictability that requires on-site improvisation, making their reuse challenging to document and scale across building lifetimes. Without documentation, the on-site adaptations that make construction with reclaimed materials possible leave collaborators, evaluators, and inheritors without the information they need to continue, assess, and reuse materials. We call the collective deviation of the physical state from the digital model through these adaptations "building drift." Through a case study, ReShelter, a reclaimed timber pavilion constructed in the forest, we develop a taxonomy for building drift that characterizes the collective deviation across building lifetimes: Tending the Site, Foraging for Fit, Interpreting the Material, Marking Measurements, and Coordinating Across Communities. To put our taxonomy for building drift into practice, we present Pentimento, a documentation tool that leverages video documentation and 3D Gaussian Splatting to spatially, temporally, and semantically represent on-site adaptations in relation to the designed model. Pentimento enables each stakeholder to navigate material histories in ways that reduce barriers to material reuse. Together, these contributions open pathways towards computational tools that support the on-site improvisation essential to construction with reclaimed materials, enabling more sustainable cycles of recovery, repair, and reuse.