CVGRJun 11

World Tracing: Generative Pixel-Aligned Geometry Beyond the Visible

arXiv:2606.13652v114.4
Predicted impact top 28% in CV · last 90 daysOriginality Highly original
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This work addresses the trade-off between faithfulness and completeness in image-to-3D reconstruction, benefiting applications requiring both accurate visible surface alignment and plausible occluded geometry completion.

World Tracing introduces a generative pixel-aligned geometry representation that predicts 3D points for both visible and occluded surfaces, achieving strong performance on reconstruction and generation benchmarks, outperforming depth predictors and image-to-3D generators.

Image-to-3D methods often trade off faithfulness and completeness: depth estimators are anchored to input pixels but stop at the visible surface, while image-to-3D models generate complete shapes that are often misaligned with the input. We introduce World Tracing, a generative pixel-aligned geometry representation that predicts 3D points aligned with observed pixels while completing geometry beyond the visible surface. For each input pixel, World Tracing predicts an ordered stack of camera-space 3D points, where the first layer represents the visible surface and subsequent layers represent front-to-back intersections with occluded surfaces. We instantiate this representation with a world-tracing diffusion transformer, WT-DiT, which treats multiple geometry layers as separate denoising tokens coupled through factorized and global attention. WT-DiT is trained with pixel-space flow matching and a mixed noise schedule that balances visible-surface reconstruction with occluded-geometry generation. World Tracing achieves strong performance on visible-surface reconstruction and complete geometry generation across object, scene, and dynamic benchmarks, outperforming both depth predictors and image-to-3D generators. It also preserves 2D-to-3D correspondence, enabling text-driven 3D scene editing, geometry-conditioned novel-view video synthesis, and training-free integration with textured-mesh generators.

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