๐Ÿ—’๏ธ 3d-research index papers watchlist EN ยท IT

Papers ยท watchlist

Monitored papers

Recent papers that could improve our 3D reconstruction pipeline (3d-data-reconstruction โ†’ 3d-viewer). One entry per paper: what it does, why it matters to us, what its limits are, and โ€” most importantly โ€” what event would change our verdict.

How this list works โ€” entries are numbered P00x and never deleted: a discarded paper keeps its entry (with the reason), so we don't re-evaluate it from scratch six months later. Status vocabulary: watching (interesting, no action possible yet) ยท testable (code/weights available, experiment possible) ยท tested (we ran it on our data โ€” link the experiment entry) ยท adopted / discarded (with reason). A mirror index lives in Obsidian (EC Vault โ†’ Researches โ†’ Monitored Papers - 3D Reconstruction) โ€” when a status changes, update both.

Watchlist

idpaperdaterelevance for the pipelinestatus
P001 PixWorld โ€” unifying 3D scene generation and reconstruction in pixel space Jul 2026 feed-forward gaussians from sparse views + generative completion of uncaptured areas watching (no code/weights yet)

P001 โ€” PixWorld ยท added Jul 13, 2026

Paper
PixWorld: Unifying 3D Scene Generation and Reconstruction in Pixel Space โ€” Gao, Wang, Cao, Yu, Wang, Bian (NTU + AISphere) ยท arXiv 2607.05373
One line
A single ~1B diffusion transformer that both reconstructs and generates pixel-aligned 3D gaussians from a handful of views, feed-forward.
Status
Watching. No code or weights released as of Jul 13, 2026 โ€” no repository linked in the paper, none found by search.

What it does

Takes a set of views, splits them into "clean" (conditioning, reconstruction) and "noisy" (generative target), and outputs pixel-aligned 3D gaussians in a single forward pass. The real novelty is where the diffusion lives: not in a VAE latent (the Gen3R route) but directly in pixel space, supervised through the differentiable rendering of the predicted gaussians โ€” the diffusion objective optimizes the 3D representation itself. Two extra anchors: a geometry perception loss that aligns rendered views with ground truth in the feature space of frozen 3D foundation models (ฯ€ยณ, VGGT), and pseudo-depth supervision from DA3.

Numbers: beats MVSplat/DepthSplat on sparse-view reconstruction (RealEstate10K 4-view: PSNR 26.21) and LVSM on 1โ€“2-view generation; first overall on WorldScore (71.04), with the top score on camera control (91.08). Trained at 336ร—448 on 32 A800s.

Why it matters to us

1 โ€” The economics of reconstruction. Our current pipeline (LingBot-MAP poses/depth โ†’ per-scene 3DGS optimization) needs dense coverage and ~30 min of GPU per scene. A feed-forward model that emits gaussians from 2โ€“4 views changes what fraction of a gameplay capture is reconstructable at all.

2 โ€” The direct answer to E001's wall. E001 established that our 3DGS quality collapses ~20 cm outside the capture corridor, and that it is a limit of the capture, not of the optimization โ€” no regularizer moves it. The generative half of PixWorld is exactly the missing tool for that class of problem: plausibly completing what the player never looked at, instead of leaving holes.

3 โ€” Zero integration cost downstream. The output is standard 3D gaussians: whatever it produces is already renderable in 3d-viewer and the demos.

4 โ€” The strategic direction. Winning WorldScore's camera control means camera-consistent, navigable scene generation from very few images โ€” the bridge from "reconstruct what the player captured" to "generate the explorable game world". For a pipeline whose input is gameplay recordings, that is the trajectory that matters.

Caveats โ€” (a) no code or weights; training is 200K steps on 32 A800s, reproduction is not an option โ€” practical value depends on a release. (b) Domain gap: trained on RealEstate10K/DL3DV (real indoor/drone footage); game footage is rendered, stylized, dynamic, with HUD. (c) Resolution 336ร—448 โ€” fine for prototypes and generative completion, not for demo-grade splats. (d) Depth supervision uses DA3 pseudo-depth; we would substitute our LingBot-MAP depth in any fine-tune.
What would change the verdict โ€” weights released โ†’ status testable; first experiment: inference on test-gta-demo-1 frames, then fine-tune on our captures with LingBot-MAP poses/depth replacing DA3. Independently of the release, the pattern is worth tracking: pixel-space diffusion supervised through gaussian rendering + geometry loss on frozen 3D foundation models is where the feed-forward splatting thread is converging โ€” expect follow-ups with code.