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WorldRecon: Generative Multi-View Mesh Reconstruction for Large-Scale 3D World
Mengchen Zhang, Yang Li, Chunshi Wang, Tong Wu, Chunchao Guo
TL;DR
Recovering complete large-scale meshes from unposed images is difficult because observations can miss or sparsely capture surfaces, while scene-scale representations are challenging to scale. WorldRecon uses a coarse reconstruction scaffold and neighbour-aware block generation to produce unified meshes, reporting state-of-the-art indoor reconstruction and sim-to-real generalization.
Problem
Large-scale reconstruction from unposed RGB images must recover complete meshes despite occluded or sparsely observed surfaces, while a single high-resolution generative representation can exceed its capacity at scene scale.
Source: §1 · p. 2Method
WorldRecon uses coarse camera and point-cloud estimates to scaffold overlapping blocks, generates each from local geometry and relevant images, and propagates neighbour context through latent inpainting.
Source: §1 · p. 2, §3 · p. 3, §3.2 · p. 5Results
WorldRecon reports state-of-the-art large-scale indoor scene reconstruction with strong sim-to-real generalization despite training exclusively on synthetic data.
Source: §5 · p. 9Takeaways & Limitations
Experiments on 3D-FRONT and ScanNet++ show globally accurate and complete indoor scenes with fine geometric and material details in synthetic and real-world settings.
Source: §1 · p. 2Training only on indoor scenes limits current applicability to indoor environments, and a single layer of 4 m-high blocks restricts reconstruction to single-story settings.
Source: §5 · pp. 9–10
Abstract
from arXiv · showhide
Reconstructing complete, high-quality meshes of large-scale scenes from unposed multi-view images requires faithful geometric grounding while plausibly completing surfaces that are unobserved or only sparsely captured. We present WorldRecon, a generative multi-view reconstruction framework for recovering complete, large-scale 3D scene meshes from unposed RGB images. WorldRecon uses a coarse, noisy global point cloud and camera poses estimated from the input images by a reconstruction model as a global scaffold for whole-scene generation and partitions it into overlapping spatial blocks. To robustly leverage these imperfect geometric priors, we equip the native 3D generative model TRELLIS.2 with a dedicated reconstruction-based conditioning architecture that generates each block from its local point-cloud crop and block-relevant image observations, producing sparse structure, detailed geometry, and PBR materials. To maintain scene-level coherence, we introduce neighbour-aware latent inpainting and a causal world-generation procedure that propagates structural, geometric, and material context across overlapping blocks. Together, these designs scale multi-view generative reconstruction to large-scale scenes, yielding coherent, unified meshes. Extensive experiments demonstrate that WorldRecon achieves state-of-the-art reconstruction performance, reducing Chamfer distance by 14.9% and 43.1% while improving F-score by 17.3% and 12.0% over the strongest baselines on synthetic and real-world indoor scenes, respectively, thereby demonstrating faithful and complete generative reconstruction as well as strong sim-to-real generalization. Project page: https://kszpxxzmc.github.io/WorldRecon-website/.
1 INTRODUCTION
Recovering large-scale scenes from unposed RGB images matters across several applications, but existing reconstruction can leave occluded regions incomplete and geometry noisy. WorldRecon combines a global reconstruction scaffold with blockwise generative completion and reports strong results on synthetic and real indoor scenes.
- Existing reconstruction methods can leave occluded regions incomplete and produce noisy geometry that is difficult to convert into clean meshes with detailed surfaces and materials.Source: §1 · p. 2
- A single high-resolution generative representation struggles to scale when an environment’s spatial extent and geometric complexity exceed its capacity.Source: §1 · p. 2
- WorldRecon uses coarse camera and point-cloud estimates to partition scenes into overlapping blocks, condition block generation on local geometry and relevant images, and propagate context between neighbouring blocks.Its causal generation order carries sparse structure, geometry, and material context across overlaps.Source: §1 · p. 2
- Experiments on 3D-FRONT and ScanNet++ report globally accurate and complete indoor scenes with fine geometric and material detail in synthetic and real-world settings.Source: §1 · p. 2
2 RELATED WORK
Prior work spans classical and learned reconstruction, generative multi-view methods, and large-scene generation. WorldRecon is positioned as blockwise mesh reconstruction grounded in coarse geometry and multi-view images.
- Traditional Structure-from-Motion and Multi-View Stereo recover poses and geometry through triangulation, while learned MVS uses differentiable cost volumes and pose-free models regress pointmaps [Schonberger & Frahm (2016); Pan et al. (2024); Furukawa & Hernández (2015); Schӧnberger et al. (2016); Yao et al. (2018; 2019); Wang et al. (2021a); Wang et al. (2024); Leroy et al. (2024); Wang et al. (2025; 2026)].NeRF, implicit surfaces, and Gaussian Splatting offer alternative scene representations, but these approaches can leave occluded regions incomplete or over-smooth.Source: §2 · pp. 2–3
- Generative multi-view reconstruction ranges from diffusion-based view or depth synthesis to feed-forward primitives and direct mesh generation, but scene-level methods SCube and GenRecon rely on accurate camera poses [Liu et al. (2024); Gao et al. (2024); Wu et al. (2024a); Guo et al. (2025); Xu et al. (2025); Jin et al. (2024); Tang et al. (2024b); Ziwen et al. (2025); Xiang et al. (2025; 2026); Zhang et al. (2024); Chang et al. (2025); Huang et al. (2026); Ren et al. (2024); Schmid et al. (2026)].Source: §2 · p. 3
- Scene-generation methods scale through blocks, but are typically conditioned on text or layouts rather than visual guidance and 3D spatial grounding [Chen et al. (2025); Wu et al. (2024b); Meng et al. (2025); Li et al. (2026); Engstler et al. (2025)].WorldRecon instead grounds blocks in a coarse predicted point cloud and a few multi-view images.Source: §2 · p. 3
3 WORLDRECON METHOD
WorldRecon builds a global scaffold from unposed images, then generates a scene as overlapping mesh blocks conditioned on local observations. Neighbour-aware inpainting and shared world latents carry structure, geometry, and material context across blocks.
3 WORLDRECON METHOD
- A reconstruction model supplies coarse camera estimates and a global point cloud that are partitioned into overlapping blocks, grounding blockwise generation while the generative prior completes detailed surfaces.Source: §3 · p. 3, Figure 2 · p. 4
3.1 DATA CURATION
- Training uses about 117k canonicalized blocks sliced from 3D-FRONT and SAGE-10k scenes, with randomized RGBD views rendered under varied lighting.Each block retains up to 16 views by in-block pixel coverage and is paired with noisy point clouds from augmented depth or VGGT reconstructions, preparing for test-time point-cloud conditions.Source: §3.1 · p. 4
3.2 RECONSTRUCTION-BASED BLOCK GENERATION
- Block generation fuses multi-view image and camera conditions, while the Sparse Structure stage also receives point-cloud tokens as a coarse geometric prior.Cascaded stages generate sparse voxel positions, geometry latents, and aligned material latents; all three are finetuned from TRELLIS.2 for block-level generation.Source: §3.2 · pp. 4–5
- Dedicated inpainting variants take a binary mask and known latent values so each new block can complete its unknown region from previously generated neighbours.Training masks cover one- or two-neighbour overlap layouts; inference leaves an editable transition band near block boundaries.Source: §3.2 · p. 5
3.3 WORLD GENERATION PIPELINE
- At inference, VGGT estimates coarse cameras and a point cloud; blocks are selected by visible-point coverage and generated in a voxel-priority order with at most two previously generated neighbours.Source: §3.3 · p. 6
- Sparse-structure overlap is clamped to its forward-flow trajectory during denoising, and geometry and material latents are integrated into shared world representations with boundary-weighted blending.Decoded block meshes are transformed into the shared frame and merged sequentially.Source: §3.3 · p. 6
4 EXPERIMENTS
Experiments evaluate WorldRecon on synthetic 3D-FRONT and real-world ScanNet++ scenes, reporting strong quantitative and qualitative reconstruction results. Ablations examine how reconstruction-based generation and cross-block consistency components affect performance and visible seams.
4.1 EXPERIMENTAL SETUP
- Evaluation uses 30 held-out scenes per dataset, 32 unposed RGB inputs, and 50 held-out RGB, depth, and normal views; blocks are 4 m cubes with up to 4 views and 8192 points.Source: §4.1 · pp. 6–7
4.2 QUANTITATIVE RESULTS
- On 3D-FRONT, WorldRecon achieves the best overall performance, substantially outperforming all baselines across 3D geometry metrics and leading on evaluated 2D depth and normal metrics.It completes regions missing from the initial VGGT-Ω reconstruction.Source: Table 1 · p. 7, §4.2 · p. 7
- On ScanNet++, WorldRecon reduces CD by 43.1% and improves F-score by 12.0% over the strongest baselines.The comparison evaluates 30 real-world scenes; the reported results hold despite training solely on synthetic scenes.Source: Table 2 · p. 7, §4.2 · pp. 7–8
4.1 EXPERIMENTAL SETUP
- Metrics cover 3D geometry and rendered 2D depth and normal maps; five baselines span TSDF fusion, depth guidance, per-scene optimization, and chunked feature projection.Source: §4.1 · p. 7
4.3 QUALITATIVE RESULTS
- Across synthetic and real-world examples, WorldRecon produces more complete, geometrically coherent reconstructions with sharper boundaries, thin structures, and local details despite noisy initial estimates.The comparison reports fewer artifacts than baselines.Source: §4.3 · p. 8, Figure 3 · p. 8
4.4 ABLATION STUDY
- Reconstruction-based sparse-structure generation uses the point cloud as a spatial prior, while geometry-and-material generation uses multi-view observations for finer geometry and more faithful materials.These components are added progressively to pretrained TRELLIS.2.Source: §4.4 · p. 9
- Neighbour-aware inpainting propagates context between adjacent blocks and improves depth and normal metrics, but small boundary seams may remain and slightly degrade 3D metrics.Source: §4.4 · p. 9
- Stage-wise world latent clamping and blending maintains cross-block continuity, eliminates visible boundary discontinuities, and yields the best performance across reported metrics.Source: §4.4 · p. 9
5 CONCLUSION
WorldRecon uses imperfect reconstruction estimates to ground complete large-scale indoor PBR meshes, with neighbour-aware inpainting and causal generation maintaining coherence across blocks. The conclusion also states indoor-only training and single-story representation boundaries, then outlines appendix materials.
5 CONCLUSION
- WorldRecon combines coarse geometry and camera estimates with block generation, neighbour-aware latent inpainting, and causal propagation to produce coherent, detailed large-scale scene meshes.The conclusion reports state-of-the-art indoor reconstruction and strong sim-to-real generalization despite synthetic-only training.Source: §5 · p. 9
- Training uses only indoor scenes, leaving outdoor generalization unestablished; single-layer 4 m-high blocks also restrict reconstruction to single-story environments.The authors identify more diverse training environments and vertical block generation as future work.Source: §5 · pp. 9–10
APPENDIX
- The appendix covers data curation, method and implementation details, evaluation protocols, additional qualitative results, and failure-case analysis.Its sections address block-level training data, reconstruction-based conditioning, inpainting, training, and world generation.Source: APPENDIX · p. 15
A DATA CURATION DETAILS
The appendix constructs block-level training data from synthetic indoor scenes using rendered views, overlapping scene crops, block-local image conditions, and two noisy point-cloud sources.
A DATA CURATION DETAILS
- Scenes from 3D-FRONT and SAGE-10k are rendered as multi-view RGB and depth observations for block-level training data.Camera views are sampled near eye level with varied lighting and material augmentation.Source: A DATA CURATION DETAILS · p. 15, §A.1 · p. 15
A.1 SCENE RENDERING
- Images are rendered at 1024×1024 resolution with a 90° field of view, while camera intrinsics and camera-to-world transforms are stored.Material augmentation varies architectural surfaces; furniture retains its original materials.Source: §A.1 · p. 15
A.2 SCENE SLICING
- Scenes are covered by overlapping axis-aligned 4 m cubic blocks with uniformly distributed overlap and the minimum number needed to cover each horizontal extent.Training scenes are under 4 m tall; meshes are clipped at block boundaries, with original materials preserved and new cut surfaces uncapped.Source: §A.2 · pp. 15–16
A.3 MULTI-VIEW CONDITION EXTRACTION
- Block-local RGBA conditions use views ranked by in-block pixel coverage, retain up to 16 valid views, and transform camera translations into the canonical block frame.A view is valid when at least 25% of its pixels fall inside the block; the in-block visibility mask is its alpha channel.Source: §A.3 · p. 16
A.4 POINT-CLOUD PREPARATION
- Training uses perturbed depth-derived clouds and filtered, aligned VGGT-Ω reconstructions, each cropped and sparsified to 8192 points.When both sources are available, they are registered as separate training instances; Table S1 summarizes reported training configurations.Source: §A.4 · p. 16, Table S1 · p. 17
B WORLDRECON METHOD DETAILS
WorldRecon encodes block-relevant images and camera poses for multi-view conditioning, adds point-cloud tokens to the Sparse Structure stage, and supplies known neighbour latents and masks to dedicated inpainters.
B.1 RECONSTRUCTION-BASED CONDITIONING
- Image patches and camera-ray Plücker coordinates are fused into a fixed-length multi-view condition shared across generation stages.The camera token is prepended to each image’s patch tokens before cross-attention fuses the views.Source: §B.1 · p. 17
- The Sparse Structure stage additionally conditions on an 8192-point block cloud encoded with Fourier features, a learned projection, and modality tokens.The point-cloud stream is dropped with probability 0.1 during training.Source: §B.1 · p. 17
B.2 NEIGHBOUR-AWARE LATENT INPAINTING
- Dedicated inpainters receive masked known latents from previously generated neighbours, with mask value 0 for known locations and 1 for locations to generate.The formulation applies across Sparse Structure, Geometry, and Material stages; the Material stage can also receive a Geometry latent.Source: §B.2 · p. 17
B.3 TRAINING DETAILS
The appendix details training configurations, global scene alignment and block/view selection, and the shared geometric prior and inputs used to configure reconstruction baselines.
B.3 TRAINING DETAILS
- Sparse Structure and Geometry are fully fine-tuned, while Material denoisers use rank-8, scale-16 LoRA modules alongside trainable multi-view fusion and camera-tokenization modules.Training uses AdamW, BF16, adaptive gradient clipping, and 0.1 unconditional condition dropout.Source: §B.3 · pp. 17–18
B.4 WORLD GENERATION PIPELINE
- The global pipeline filters and merges VGGT-Ω depth-derived points, then retains the largest connected component as the scene scaffold.It aligns gravity to positive Z and dominant wall directions to X and Y using point-cloud orientation estimates.Source: §B.4 · p. 18
- The aligned scaffold is covered by centred 4 m blocks at a 3 m stride, and up to four conditioning views are selected to maximize joint voxel coverage.Blocks with fewer than 100 reconstructed points are discarded; each retained crop yields an 8192-point condition.Source: §B.4 · p. 18
C.1 BASELINES
- All baselines use VGGT-Ω geometric predictions where required, including camera parameters, per-view depth and confidence, and an unprojected point cloud.Baseline pipelines include TSDF fusion, depth refinement, per-scene SDF optimization, and chunk-based feature projection.Source: §C.1 · p. 19
C.2 EVALUATION PROTOCOL
Because VGGT-Ω estimates poses from uncalibrated images, its coordinate frame lacks absolute scale and canonical horizontal orientation. Evaluation aligns predictions to references with a shared Sim(3) transform and converts dataset-specific axis conventions.
- VGGT-Ω’s uncalibrated reconstruction has no absolute scale or canonical horizontal orientation, so evaluation estimates a Sim(3) transform from corresponding camera centres.The transform is applied to the complete predicted mesh and used for all 2D and 3D metrics.Source: §C.2 · p. 19
- Dataset-specific axis conventions are converted before metrics are computed.The shared alignment transform is used for both 2D and 3D metrics.Source: §C.2 · p. 19
- For synthetic scenes, evaluation clips prediction triangles to the ground-truth axis-aligned bounding box enlarged by 20%.For ScanNet++, evaluation uses the observed scanner surface represented by a 1.1 cm voxel grid and dilated by 15 cm.Source: §C.2 · p. 19
C.3 METRICS
The evaluation reports sampled-surface 3D metrics and held-out-view 2D metrics; a nine-room reconstruction demonstrates performance at large indoor-scene scale.
C.3 METRICS
- 3D evaluation samples 200k points per mesh surface and reports Chamfer distance, F-score@10cm, and normal consistency.F-score matches points within 0.1 m; normal-consistency correspondences farther than 0.2 m contribute zero.Source: §C.3 · p. 19
- 2D evaluation renders aligned predictions and references from 50 held-out views, excluding frames used as VGGT-Ω input.Synthetic views are 512×512 and ScanNet++ views are 640×480; depth and normal errors are pooled over valid view–pixel pairs.Source: §C.3 · pp. 19–20
- The 2D metrics include depth and normal errors, perceptual and semantic similarity for depth and normal renderings, and completeness.Completeness measures valid reference foreground pixels with valid predicted geometry; LPIPS, CLIP similarity, and completeness are averaged across views.Source: §C.3 · pp. 19–20
D.1 LARGE SCENE GENERATION
- WorldRecon reconstructs an expansive nine-room scene with high fidelity, demonstrating scalability to large indoor environments.Figure S1 presents top-down and detailed interior views.Source: §D.1 · p. 20, Figure S1 · p. 20
D.2 COMPARISON WITH AGENTIC BASELINE.
The comparison gives a GPT-6 Astra agent and WorldRecon the same 32 RGB views. WorldRecon more faithfully reconstructs object arrangement, architecture, and appearance, while the agent simplifies geometry and misplaces furniture.
D.2 COMPARISON WITH AGENTIC BASELINE.
- The agent iteratively scripts Blender scenes from geometric primitives and numerical material parameters, without image textures or imported assets.The setup uses fixed RGB views and does not enforce the original cost ceiling.Source: §D.2 · p. 20
- The two recorded agent reconstructions consumed approximately 2.12M and 1.71M tokens, with estimated Standard API-equivalent costs of $2.93 and $2.26.WorldRecon runs on a single GPU without external LLM calls.Source: §D.2 · p. 20
- With the same 32 views, WorldRecon more faithfully recovers furniture arrangement, architectural structure, and surface appearance than the GPT-6 Astra agent.The agent produces simplified object geometry and misplaced furniture, and reconstructs an incorrect global layout in the multi-room scene.Source: §D.2 · pp. 20–21, Figure S2 · p. 21
D.3 FAILURE CASES AND LIMITATIONS
A representative multi-room failure case traces missing or misplaced geometry to errors in the VGGT-Ω point-cloud scaffold. WorldRecon remains robust on well-covered regions but still misses geometry in unobserved areas.
D.3 FAILURE CASES AND LIMITATIONS
- Sparse or occluded viewpoints lead the VGGT-Ω scaffold to misestimate several camera poses, leaving regions unreconstructed or projecting views to wrong locations.Some regions are filtered out because of low confidence.Source: §D.3 · p. 22
- WorldRecon still has missing geometry in unobserved regions when input coverage is incomplete, although it faithfully reconstructs well-covered areas despite substantial pose errors.It can plausibly complete missing point-cloud regions from sparse image cues.Source: §D.3 · p. 22
Related papers
This paper cites
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis2020
- VGGT: Visual Geometry Grounded Transformer2025
- 2D Gaussian Splatting for Geometrically Accurate Radiance Fields2024
- MVSNet: Depth Inference for Unstructured Multi-view Stereo2018
- IBRNet: Learning Multi-View Image-Based Rendering2021
- 3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics2020