mlsanityData to 14 Oct 2026

Sharper Frames, Worse Rooms: Viewpoint Coverage Dominates Image Quality in Feed-Forward 3D Reconstruction

arXiv 2610.15854 ↗First posted 11 Oct 2026cs.CVcited by 0

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Abstract (arXiv)

Grounded spatial reasoning about indoor scenes rests on a geometric reconstruction that the multimodal system does not itself produce. Feed-forward multi-view reconstruction models operate under a fixed view budget, making frame selection a critical upstream decision. We show that under this setting the conventional preference for sharp frames can be actively harmful. Across nine handheld room scans, selecting the sharpest 16 of 200 candidate frames is the worst strategy we test, reaching 48% room dimension error where uniform temporal sampling reaches 3%. We trace this failure to a coupling between image quality and camera motion: sharp frames tend to occur during slow motion and therefore concentrate the selection in a narrow angular region, leaving 192^circ of the room unobserved in the case we illustrate and over 300^circ in the worst cells. A 2×2 factorial experiment that independently manipulates viewpoint spread and per-frame sharpness shows that spread has roughly three times the main effect of quality, and that blurry but well spread selections outperform sharp but clustered selections in 8 of 9 captures. The advantage also diminishes as the frame budget increases and angular coverage saturates, consistent with this mechanism. Finally, we ask whether the failure is detectable at inference: the reconstruction model's multi-view consistency score increases with reconstruction error, while a vision-language model given the same frames reports confidence unrelated to its own spatial estimation error. Under small view budgets, viewpoint coverage is a more important constraint than per-frame image quality, and neither uncertainty signal available at inference reveals this upstream failure.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 12 of its 24 references that are in the map. First posted on arXiv 11 Oct 2026.

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12 of 24 references.

References · 12

  1. 2023DUSt3R: Geometric 3D Vision Made Easycited by 1,567
  2. 2025VGGT: Visual Geometry Grounded Transformercited by 1,539
  3. 2025Continuous 3D Perception Model with Persistent Statecited by 548
  4. 2025π3: Permutation-Equivariant Visual Geometry Learningcited by 319
  5. 2025MapAnything: Universal Feed-Forward Metric 3D Reconstructioncited by 314
  6. 2025MDP3: A Training-free Approach for List-wise Frame Selection in Video-LLMscited by 43
  7. 2025MP-SfM: Monocular Surface Priors for Robust Structure-from-Motioncited by 26
  8. 2025Review of Feed-forward 3D Reconstruction: From DUSt3R to VGGTcited by 10
  9. 2025Revisiting Gradient-based Uncertainty for Monocular Depth Estimationcited by 6
  10. 2025Adaptive Keyframe Selection for Scalable 3D Scene Reconstruction in Dynamic Environmentscited by 4
  11. 2025EvidMTL: Evidential Multi-Task Learning for Uncertainty-Aware Semantic Surface Mapping from Monocular RGB Imagescited by 3
  12. 2026UfM*: Uncertainty from Motion* for DNN Depth Estimation Using Gaussianscited by 1

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  1. 2026ReScene: Structured Indoor Scene Reconstruction from Multi-View Captures
  2. 2026Stabilizing Camera-Controlled Novel View Synthesis at Inference Time
  3. 2026Variance Reduction on the Camera Axis: Multi-View Score Distillation for 3D
  4. 2023ShowRoom3D: Text to High-Quality 3D Room Generation Using 3D Priors
  5. 2026Rein3D: Reinforced 3D Indoor Scene Generation with Panoramic Video Diffusion Models
  6. 2026Geometrically Consistent Multi-View Scene Generation from Freehand Sketches
  7. 2026DensiTok: Making Feed-Forward 3D Gaussian Splatting See More Views Than It Is Given
  8. 2025IntelliCap: Intelligent Guidance for Consistent View Sampling