Search arXiv⌕ Search

arXiv · 2609.36374

OTT3R: Multi-View 3D Reconstruction and Fast Dataset Generation at 1% Compute

Abstract

Feed-forward 3D reconstruction models have achieved impressive performance by scaling model and dataset size, but their cost excludes most research groups and precludes edge deployment. Additionally, generating 3D supervision without sensors still relies on slow, unreliable Structure-from-Motion, as the community lacks a COLMAP-like system for neural 3D pseudo-label generation. We present OTT3R (RGB-Only Tiny Transformer for 3D Reconstruction), a knowledge distillation framework that addresses both problems on a single workstation equipped with 2 GPUs. Distilling $π^3$ (959M parameters) into a 102M-parameter student yields 9.4$\times$ compression and up to 7$\times$ faster inference, trained at 1.6% of VGGT's training compute. An integrated pseudo-label pipeline offers a reliable, high-throughput alternative to COLMAP, generating dense per-pixel point maps and SE(3) camera poses for a 667K-image corpus in 3.5 hours on two commodity GPUs and succeeding on every sequence we tested, including those where COLMAP fails. The general student tracks the teacher on in-distribution monocular depth and, zero-shot, outperforms COLMAP on 7-Scenes and on DTU completion, but it does not replace the teacher on out-of-distribution multi-view geometry. The deployable artifact is the domain-specialized student: after specialization at 0.2% compute, it is 4$\times$ more accurate than COLMAP on 7-Scenes at 980$\times$ throughput, with near-teacher completion. Code is available at https://github.com/TheFourthKaramazov/OTT3R

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Brandon Leblanc, Charalambos Poullis. 2026-09-28. OTT3R: Multi-View 3D Reconstruction and Fast Dataset Generation at 1% Compute. https://arxiv.org/abs/2609.36374

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MoCA-Video: Motion-Aware Concept Alignment for Consistent Video Editing

Unlike traditional video editing or inpainting, video semantic mixing fuses a reference concept with a moving target entity to produce a hybrid while preserving the source video's motion and layout. We propose MoCA-Video, a training-free framework that steers a frozen video-diffusion denoising trajectory through concept-localized reference injection. At selected low-noise steps, MoCA-Video uses concept attention to localize the target object and injects the reference latent into the localized region, where object structure has formed but appearance remains editable. A momentum-based correction carries the injected prediction across frames to encourage coherent concept integration through the sequence. We further introduce CASS, a CLIP-based metric that measures the output's directional alignment shift toward the reference and away from the source prompt. Using the denoiser's internal attention avoids an external localization model; in our A100 FP16 setup, MoCA-Video takes 3.2 seconds per output frame, excluding preprocessing. Across the evaluated baselines, MoCA-Video achieves the highest CASS, rel-CASS, and ImageReward, while LPIPS-T and FVD expose separate temporal-coherence and video-quality trade-offs.

cs.CV↗

Matrix-game 2.0: An open-source, real-time, and streaming interactive world model

Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.

cs.CV↗

Mitigating Cross-Image Information Leakage in Multi-Image Understanding with Large Vision-Language Models

Large Vision-Language Models (LVLMs) exhibit strong performance on single-image tasks. However, their performance degrades significantly when handling multi-image inputs. While this degradation has been observed in prior work, its nature remains poorly understood. We empirically observe visual elements from different images become entangled in the model's representations and responses. We refer to this phenomenon as cross-image information leakage. To address this issue, we propose FOCUS, a training-free and architecture-agnostic method. FOCUS masks all but one image with random noise, guiding the model to focus on the single clean image. This process is applied across the target images to obtain logits under partially masked contexts. These logits are aggregated and then refined using a noise-only reference input, which suppresses the leakage and yields more accurate outputs. FOCUS consistently improves performance on diverse multi-image benchmarks. We further show that FOCUS generalizes to video understanding, extending its applicability beyond static multi-image inputs. This demonstrates that FOCUS offers a general solution for enhancing multi-image reasoning without additional training or architectural modifications.

cs.CV↗