# Building Rome from a Single Image

arXiv: https://arxiv.org/abs/2610.08790 · HTML: https://mlsanity.com/paper/2610.08790/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 23 of its 51 references that are in the map.
- First posted on arXiv 6 Oct 2026.

## Builds on (most cited first, 23 of 23)

- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [GLIDE: Towards Photorealistic Image Generation and Editing with Text-Guided Diffusion Models](https://mlsanity.com/paper/2112.10741/) (2021)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [Decoupled Weight Decay Regularization](https://mlsanity.com/paper/1711.05101/) (2017)
- [DINOv3](https://mlsanity.com/paper/2508.10104/) (2025)
- [CAT3D: Create Anything in 3D with Multi-View Diffusion Models](https://mlsanity.com/paper/2405.10314/) (2024)
- [ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis](https://mlsanity.com/paper/2409.02048/) (2024)
- [Hunyuan3D 2.0: Scaling Diffusion Models for High Resolution Textured 3D Assets Generation](https://mlsanity.com/paper/2501.12202/) (2025)
- [DreamSim: Learning New Dimensions of Human Visual Similarity using Synthetic Data](https://mlsanity.com/paper/2306.09344/) (2023)
- [Step1X-3D: Towards High-Fidelity and Controllable Generation of Textured 3D Assets](https://mlsanity.com/paper/2505.07747/) (2025)
- [SAGE: Scalable Agentic 3D Scene Generation for Embodied AI](https://mlsanity.com/paper/2602.10116/) (2026)
- [TexVerse: A Universe of 3D Objects with High-Resolution Textures](https://mlsanity.com/paper/2508.10868/) (2025)
- [Lyra 2.0: Explorable Generative 3D Worlds](https://mlsanity.com/paper/2604.13036/) (2026)
- [HY-World 2.0: A Multi-Modal World Model for Reconstructing, Generating, and Simulating 3D Worlds](https://mlsanity.com/paper/2604.14268/) (2026)
- [Lotus-2: Advancing Geometric Dense Prediction with Powerful Image Generative Model](https://mlsanity.com/paper/2512.01030/) (2025)
- [LaRI: Layered Ray Intersections for Single-view 3D Geometric Reasoning](https://mlsanity.com/paper/2504.18424/) (2025)
- [MoGe-3: Fine-Detail Monocular Geometry Estimation with Self-Guided Sparse Volumetric Refinement](https://mlsanity.com/paper/2607.17967/) (2026)
- [WorldClaw: Agentic 3D Open-World Generation at Scale](https://mlsanity.com/paper/2608.05248/) (2026)
- [NOVA3R: Non-pixel-aligned Visual Transformer for Amodal 3D Reconstruction](https://mlsanity.com/paper/2603.04179/) (2026)
- [Reconstruction by Generation: 3D Multi-Object Scene Reconstruction from Sparse Observations](https://mlsanity.com/paper/2604.27106/) (2026)
- [Extend3D: Town-Scale 3D Generation](https://mlsanity.com/paper/2603.29387/) (2026)
- [GenRecon: Bridging Generative Priors for Multi-View 3D Scene Reconstruction](https://mlsanity.com/paper/2605.23888/) (2026)
- [World Tracing: Generative Pixel-Aligned Geometry Beyond the Visible](https://mlsanity.com/paper/2606.13652/) (2026)

## Abstract (arXiv)

Single-image scene generation aims to produce a complete 3D scene mesh from a single image, including surfaces the camera did not observe. While pretrained 3D object generators encode a strong shape prior, they are mainly designed for isolated objects in a fixed canonical volume and focus mostly on indoor scenes, since diverse 3D data for outdoor scenes are quite limited. In this work, we present a method that redesigns such an object-centric generator, e.g., Trellis 2, to work on both indoor and outdoor scenes while retaining its prior. We accomplish this by (a) partitioning the scene into adaptive chunks that scale relative to the distance to the camera; nearby chunks have a smaller size to keep the finer detail, while distant structures, e.g., buildings, are covered by large chunks; (b) making the generator capture explicit 2D-3D correspondence by lifting image features and making the model aware of the free space, observed surface, and unobserved region; (c) synthesizing around 4,000 outdoor scenes to broaden the training data, as existing scene datasets are largely indoor. Experiments on Tanks and Temples, ScanNet++, and in-the-wild images show that our method outperforms all baselines in geometric accuracy and perceptual quality across both indoor and outdoor scenes.
