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PAPERJul 22, 2026

Odin: Primitive-Level Synchronization for Distributed Point-Based Neural Rendering

Point-based neural rendering (PBNR) represents 3D scenes as explicit, trainable primitives and underpins high-quality reconstruction and emerging embodied AI and world-model pipelines. Unlike layer-structured neural networks, PBNR has primitive-indexed dependencies: each view reads and updates only a sparse, view-dependent subset of mutable scene state. As large scenes require distributed training and optimized renderers reduce per-view computation, global task- or iteration-level barriers increasingly place synchronization, rather than rendering, on the critical path. We present Odin, a distributed PBNR training system that replaces global barriers with primitive-level synchronization. Its ahead-of-time scheduler uses stable locality and phase order to identify low-conflict overlap windows, while the runtime validates primitive publication before later work observes mutable state. Odin provides a quality-first path that preserves synchronized-training visibility and a throughput-first path that uses overlap and gradient evidence to admit only small, low-impact delayed reads; structural changes and high-impact cases remain synchronized. Across four existing PBNR pipelines and 13 non-city scenes on 8 GPUs, Odin improves throughput by 1.22 times on average and hides 82% of critical-path wait while preserving reconstruction quality. In a MatrixCity mixed-parallel case study scaling to 64 GPUs, Odin improves throughput over Grendel by up to 1.89 times without changing renderer kernels, optimizers, training budgets, or model capacity.

Zhenxiang Ma, Zeyu He, Yuanzhen Zhou

3D Gaussian SplattingNeural renderingPoint cloudsDistributed
PAPERJul 22, 2026

Look Before You Edit: Attention-Guided Camera Placement and Multi-View Alignment for 3D Gaussian Splatting Editing

Text-driven 3D scene editing with 3D Gaussian Splatting (3DGS) typically applies a 2D diffusion editor to views rendered from fixed training cameras, limiting both the spatial coverage of edits and the user's freedom to target specific objects in complex scenes. We present LB-Edit, a framework that addresses two coupled problems: where to place editing cameras for localized edits, and how to make per-view edits agree with one another so that the 3D scene remains consistent after fine-tuning. First, Attention-Guided Editing Camera Placement (ACP) probes the diffusion model's self- and cross-attention at multiple candidate camera distances to find where attention is well-contained in the region of interest, then places a compact, geometrically diverse editing camera set at that attention-optimal distance. Second, Multi-view Attention Alignment (MAA) steers the editor toward the same edit across views along two axes: it aligns appearance by sharing self-attention features via token-level correspondence, and aligns spatial location by lifting cross-attention maps onto the 3D Gaussians as a shared 3D attention field, suppressing both appearance and spatial drift. Experiments on multi-object and single-object scenes show that our method achieves the highest user preference in instruction fidelity, multi-view consistency, and editing locality, using as few as 5 editing views and reducing latency by up to 7x over existing methods.

Jaeyeon Park, Taeho Kang, Youngki Lee

3D Gaussian SplattingScene EditingCamera PlacementMulti-View
PAPERJul 21, 2026

Agentic Real2Sim: Physics-based World Modeling with Vision-Language Agents

Real-to-sim conversion for robotic interaction with objects remains labor-intensive because it requires more than visual reconstruction: a streamlined real2sim process must recover scene geometries and object states, infer physical parameters, and assemble actors, objects, cameras, poses, and trajectories into a runnable physical simulation. Today this process still depends on manual tuning of visual foundation models, mesh cleanup, coordinate-frame alignment, and brittle workflow glue across visual perception tools and simulators. We introduce Agentic Real2Sim, a framework for generalized physical world modeling with vision-language agents, converting a real-world recording of object-robot interaction into a simulatable episodic twin which preserves observations, geometries, robot interactions, and object states. We evaluate Agentic Real2Sim on rigid-object manipulation, deformable-object interaction, and humanoid motion scenes, spanning domains that are usually handled by separate Real2Sim pipelines, marking a first step toward scalable conversion. The framework's agentic decisions can be driven by an open-weight VLM backend at a small fraction of the cost of frontier models, while attaining comparable conversion success rate. We aim to use the resulting real-world-aligned twins for downstream robotics tasks, specifically policy learning and evaluation. The project site is available at https://agentic-real2sim.github.io/.

Guanxiong Chen, Qianjun Xia, Jiawei Peng

Sim-to-RealWorld ModelsVision-language modelsPhysics simulation
PAPERJul 21, 2026

ZeroSplat: Generalized Referring Segmentation in 3D Gaussian Splatting

Recent advancements in 3D Gaussian Splatting (3DGS) have enabled language-guided scene understanding. However, existing Referring 3D Gaussian Splatting (R3DGS) methods are fundamentally restricted to single-target queries. To reflect the ambiguity of real-world instructions, we introduce the Generalized Referring 3D Gaussian Splatting Segmentation (GR3DGS) task, which requires dynamically segmenting an arbitrary number of targets (0, 1, or N). To facilitate comprehensive evaluation of this new task, we construct two new benchmarks: GR-LERF and GR-ScanNet. Crucially, existing R3DGS paradigms exhibit fundamental technical bottlenecks that severely limit their performance on the GR3DGS task: they lack intrinsic 3D point-level understanding by operating merely on 2D rendered pixels, and they incur prohibitive computational overhead by requiring per-scene optimization to embed heavy semantic features. To dismantle these bottlenecks, we propose ZeroSplat, a novel training-free and zero-feature framework. ZeroSplat lifts 2D Vision-Language Model (VLM) priors into 3D space through robust multi-view geometric constraints. This strategy enables intrinsic point-level understanding without incurring any additional feature storage. Extensive experiments demonstrate that ZeroSplat significantly outperforms state-of-the-art methods across generalized and single-target scenarios while maintaining exceptional efficiency. Project Page: https://inkmind-ai.github.io/ZeroSplat

Jiayu Ding, Meilu Song, Xiaoyi Zhang

3D Gaussian Splatting