论文检索

输入标题、作者或关键词,从 1,093 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,093篇论文匹配“3D Rendering & Reconstruction”
第 12 / 55 页

Computer Vision · 3D Rendering & Reconstruction

Seungeun Lee, SeungJun Moon, Hah Min Lew, Ji-Su Kang, Gyeong-Moon Park

Recent advances in neural rendering, particularly 3D Gaussian Splatting (3DGS), have enabled animatable 3D human avatars from single videos with efficient rendering and high fidelity. However, current methods struggle with dynamic appearances, especially in loose garments (e.g., skirts), causing unrealistic cloth motion and needle artifacts. This paper introduces a novel approach to dynamic appearance modeling for 3DGS-based avatars, focusing on loose clothing. We identify two key challenges: (1) limited Gaussian deformation under pre-defined template articulation, and (2) a mismatch between body-template assumptions and the geometry of loose apparel. To address these issues, we propose a motion-aware autoregressive structural deformation framework for Gaussians. We structure Gaussians into an approximate graph and recursively predict structure-preserving updates, yielding realistic, template-free cloth dynamics. Our framework enables robust dynamic appearance modeling under the single-view constraint, producing accurate foreground silhouettes and precise alignment of Gaussian points with clothed shapes. To demonstrate the effectiveness of our method, we introduce an evaluation dataset featuring subjects performing dynamic movements in loose clothing, and extensive experiments validate that our approach significantly outperforms existing 3DGS-based methods in modeling dynamic appearances from monocular videos.

Computer Vision · 3D Rendering & Reconstruction

Qiwei Wang, Xianghui Ze, Jingyi Yu, Yujiao Shi

Feed-forward 3D Gaussian Splatting (3DGS) has shown great promise for real-time novel view synthesis, but its application to panoramic imagery remains challenging. Existing methods often rely on multi-view cost volumes for geometric refinement, which struggle to resolve occlusions in sparse-view scenarios. Furthermore, standard volumetric representations like Cartesian Triplanes are poor in capturing the inherent geometry of $360^\circ$ scenes, leading to distortion and aliasing. In this work, we introduce CylinderSplat, a feed-forward framework for panoramic 3DGS that addresses these limitations. The core of our method is a new {cylindrical Triplane} representation, which is better aligned with panoramic data and real-world structures adhering to the Manhattan-world assumption. We use a dual-branch architecture: a pixel-based branch reconstructs well-observed regions, while a volume-based branch leverages the cylindrical Triplane to complete occluded or sparsely-viewed areas. Our framework is designed to flexibly handle a variable number of input views, from single to multiple panoramas. Extensive experiments demonstrate that CylinderSplat achieves state-of-the-art results in both single-view and multi-view panoramic novel view synthesis, outperforming previous methods in both reconstruction quality and geometric accuracy.

Computer Vision · 3D Rendering & Reconstruction

xilong zhou, Bao-Huy Nguyen, Loïc Magne, Vladislav Golyanik, Thomas Leimkuehler, Christian Theobalt

Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10x fewer primitives and 6x fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks.

Computer Vision · 3D Rendering & Reconstruction

Hyojun Go, Dominik Narnhofer, Goutam Bhat, Prune Truong, Federico Tombari, Konrad Schindler

The rapid progress of large, pretrained models for both visual content generation and 3D reconstruction opens up new possibilities for text-to-3D generation. Intuitively, one could obtain a formidable 3D scene generator if one were able to combine the power of a modern latent text-to-video model as "generator" with the geometric abilities of a recent (feedforward) 3D reconstruction system as "decoder". We introduce **VIST3A**, a general framework that does just that, addressing two main challenges. First, the two components must be joined in a way that preserves the rich knowledge encoded in their weights. We revisit *model stitching*, i.e., we identify the layer in the 3D decoder that best matches the latent representation produced by the text-to-video generator and stitch the two parts together. That operation requires only a small dataset and no labels. Second, the text-to-video generator must be aligned with the stitched 3D decoder, to ensure that the generated latents are decodable into consistent, perceptually convincing 3D scene geometry. To that end, we adapt *direct reward finetuning*, a popular technique for human preference alignment. We evaluate the proposed VIST3A approach with different video generators and 3D reconstruction models. All tested pairings markedly improve over prior text-to-3D models that output Gaussian splats. Moreover, by choosing a suitable 3D base model, VIST3A also enables high-quality text-to-pointmap generation.

Computer Vision · 3D Rendering & Reconstruction

Chen Shi, Shaoshuai Shi, Xiaoyang Lyu, Chunyang Liu, Kehua Sheng, Bo Zhang, Li Jiang

Feed-forward 3D reconstruction for autonomous driving has advanced rapidly, yet existing methods struggle with the joint challenges of sparse, non-overlapping camera views and complex scene dynamics. We present UniSplat, a general feed-forward framework that learns robust dynamic scene reconstruction through unified latent spatio-temporal fusion. UniSplat constructs a 3D latent scaffold, a structured representation that captures geometric and semantic scene context by leveraging pretrained foundation models. To effectively integrate information across spatial views and temporal frames, we introduce an efficient fusion mechanism that operates directly within the 3D scaffold, enabling consistent spatio-temporal alignment. To ensure complete and detailed reconstructions, we design a dual-branch decoder that generates dynamic-aware Gaussians from the fused scaffold by combining point-anchored refinement with voxel-based generation, and maintain a persistent memory of static Gaussians to enable streaming scene completion beyond current camera coverage. Extensive experiments on real-world datasets demonstrate that UniSplat achieves state-of-the-art performance in novel view synthesis, while providing robust and high-quality renderings even for viewpoints outside the original camera coverage.

Computer Vision · 3D Rendering & Reconstruction

Jen-Hao Chang, Xiaoming Zhao, Dorian Chan, Oncel Tuzel

We propose a 3D latent representation that jointly models object geometry and view-dependent appearance. Most prior works focus on either reconstructing 3D geometry or predicting view-independent diffuse appearance, and thus struggle to capture realistic view-dependent effects. Our approach leverages that RGB-depth images provide samples of a surface light field. By encoding random subsamples of this surface light field into a compact set of latent vectors, our model learns to represent both geometry and appearance within a unified 3D latent space. This representation reproduces view-dependent effects such as specular highlights and Fresnel reflections under complex lighting. We further train a latent flow matching model on this representation to learn its distribution conditioned on a single input image, enabling the generation of 3D objects with appearances consistent with the lighting and materials in the input. Experiments show that our approach achieves higher visual quality and better input fidelity than existing methods.

Computer Vision · Classification and Understanding

Almog Friedlander, Ariel Shamir, Ohad Fried

We propose GOLDILOCS: a novel zero-shot, pose-agnostic method for object-level semantic change detection in the wild. While supervised Scene Change Detection (SCD) methods achieve impressive results on curated datasets, these models do not generalize and performance drops on out-of-domain data. Recent Zero-Shot SCD methods introduced a more robust approach with foundational models as backbone, yet they neglect the 3D aspect of the task and remain constrained to the image-pair setting. Conversely, 3D-centric SCD methods based on 3D Gaussian Splatting (3DGS) or NeRFs require multi-view inputs, but cannot operate on an image pair. Our key insight is that SCD can be reformulated as a 3D reconstruction problem over time, where geometric inconsistencies naturally indicate change. Although previous work considered viewpoint difference a challenge, we recognize the additional geometric information as an advantage. GOLDILOCS uses dense stereo reconstruction to estimate camera parameters and generate a pointmap of the commonalities between input images by filtering geometric inconsistencies. Rendering the canonical scene representation from multiple viewpoints yields reference images that exclude changed or occluded content. Rigid object changes are then detected through mask tracking, while nonrigid transformations are identified using SSIM heatmaps. We evaluate our method on a variety of datasets, covering both pairwise and multi-view cases in binary and multi-class settings, and demonstrate superior performance over prior work, including supervised methods.

Computer Vision · 3D Rendering & Reconstruction

YIMING REN, YUJING SUN, Aoru Xue, Kwok Yan Lam, Yuexin Ma

Point cloud-based motion capture leverages rich spatial geometry and privacy-preserving sensing, but learning robust representations from noisy, unstructured point clouds remains challenging. Existing approaches face a struggle trade-off between point-based methods (geometrically detailed but noisy) and skeleton-based ones (robust but oversimplified). We address the fundamental challenge: how to construct an effective representation for human motion capture that can balance expressiveness and robustness. In this paper, we propose Sparkle, a structured representation unifying skeletal joints and surface anchors with explicit kinematic-geometric factorization. Our framework, SparkleMotion, learns this representation through hierarchical modules embedding geometric continuity and kinematic constraints. By explicitly disentangling internal kinematic structure from external surface geometry, SparkleMotion achieves state-of-the-art performance not only in accuracy but crucially in robustness and generalization under severe domain shifts, noise, and occlusion. Extensive experiments demonstrate our superiority across diverse sensor types and challenging real-world scenarios.

Computer Vision · 3D Rendering & Reconstruction

Xijun Liu, Zhaoliang Zhang, Yuxiang Guo, Yifan Zhou, Rama Chellappa, Cheng Peng

Significant progress has been made in photo-realistic scene reconstruction over recent years. Various disparate efforts have enabled capabilities such as multi-appearance or large-scale reconstruction from images acquired by consumer-grade cameras. How far away are we from digitally replicating the real world in 4D? So far, there appears to be a lack of well-designed dataset that can evaluate the holistic progress on large-scale scene reconstruction. We introduce a collection of imagery on a campus, acquired at different seasons, times of day, from multiple elevations, views, and at scale. To estimate many camera poses over such a large area and across elevations, we apply a semi-automated calibration pipeline to eliminate visual ambiguities and avoid excessive matching, then visually verify all calibration results to ensure accuracy. Finally, we benchmark various algorithms for automatic calibration and dense reconstruction on our dataset, named ULTRA-360, and demonstrate numerous potential areas to improve upon, e.g., balancing sensitivity and specificity in feature matching, densification and floaters in dense reconstruction, multi-appearance overfitting, etc. We believe ULTRA-360 can serve as the benchmark that reflect realistic challenges in an end-to-end scene-reconstruction pipeline.

Computer Vision · 3D Rendering & Reconstruction

Xingyu Chen, YUE CHEN, Yuliang Xiu, Andreas Geiger, Anpei Chen

Modern Recurrent Neural Networks have become a competitive architecture for 3D reconstruction due to their linear-time complexity. However, their performance degrades significantly when applied beyond the training context length, revealing limited length generalization. In this work, we revisit the 3D reconstruction foundation models from a Test-Time Training perspective, framing their designs as an online learning problem. Building on this perspective, we leverage the alignment confidence between the memory state and incoming observations to derive a closed-form learning rate for memory updates, to balance between retaining historical information and adapting to new observations. This training-free intervention, termed TTT3R, substantially improves length generalization, achieving a 2 $\times$ improvement in global pose estimation over baselines, while operating at 20 FPS with just 6 GB of GPU memory to process thousands of images. Code is available in https://rover-xingyu.github.io/TTT3R.

Computer Vision · 3D Rendering & Reconstruction

Haodong Li, Wangguandong Zheng, Jing He, Yuhao LIU, Xin Lin, Xin Yang, YINGCONG CHEN, Chunchao Guo

Panorama has a full FoV (360$^\circ\times$180$^\circ$), offering a more complete visual description than perspective images. Thanks to this characteristic, panoramic depth estimation is gaining increasing traction in 3D vision. However, due to the scarcity of panoramic data, previous methods are often restricted to in-domain settings, leading to poor zero-shot generalization. Furthermore, due to the spherical distortions inherent in panoramas, many approaches rely on perspective splitting (\textit{e.g.}, cubemaps), which leads to suboptimal efficiency. To address these challenges, we propose $\textbf{DA}$$^{\textbf{2}}$: $\textbf{D}$epth $\textbf{A}$nything in $\textbf{A}$ny $\textbf{D}$irection, an accurate, zero-shot generalizable, and fully end-to-end panoramic depth estimator. Specifically, for scaling up panoramic data, we introduce a data curation engine for generating high-quality panoramic depth data from perspective, and create $\sim$543K panoramic RGB-depth pairs, bringing the total to $\sim$607K. To further mitigate the spherical distortions, we present SphereViT, which explicitly leverages spherical coordinates to enforce the spherical geometric consistency in panoramic image features, yielding improved performance. A comprehensive benchmark on multiple datasets clearly demonstrates DA$^{2}$'s SoTA performance, with an average 38\% improvement on AbsRel over the strongest zero-shot baseline. Surprisingly, DA$^{2}$ even outperforms prior in-domain methods, highlighting its superior zero-shot generalization. Moreover, as an end-to-end solution, DA$^{2}$ exhibits much higher efficiency over fusion-based approaches. Both the code and the curated panoramic data have be released. Project page: https://depth-any-in-any-dir.github.io/.

Computer Vision · 3D Rendering & Reconstruction

Lingting Zhu, Shengju Qian, Haidi Fan, Jiayu Dong, Zhenchao Jin, SiweiZhou, Dong Gen, Xin Wang, Lequan Yu

The digital industry demands high-quality, diverse modular 3D assets, especially for user-generated content (UGC). In this work, we introduce AssetFormer, an autoregressive Transformer-based model designed to generate modular 3D assets from textual descriptions. Our pilot study leverages real-world modular assets collected from online platforms. AssetFormer tackles the challenge of creating assets composed of primitives that adhere to constrained design parameters for various applications. By innovatively adapting module sequencing and decoding techniques inspired by language models, our approach enhances asset generation quality through autoregressive modeling. Initial results indicate the effectiveness of AssetFormer in streamlining asset creation for professional development and UGC scenarios. This work presents a flexible framework extendable to various types of modular 3D assets, contributing to the broader field of 3D content generation. The code is available at https://github.com/Advocate99/AssetFormer.

Computer Vision · 3D Rendering & Reconstruction

Jiraphon Yenphraphai, Ashkan Mirzaei, Jianqi Chen, Jiaxu Zou, Sergey Tulyakov, Raymond A. Yeh, Peter Wonka, Chaoyang Wang

Video-conditioned 4D shape generation aims to recover time-varying 3D geometry and view-consistent appearance directly from an input video. In this work, we introduce a native video-to-4D shape generation framework that synthesizes a single dynamic 3D representation end-to-end from the video. Our framework introduces three key components based on large-scale pre-trained 3D models: (i) a temporal attention that conditions generation on all frames while producing a time-indexed dynamic representation; (ii) a time-aware point sampling and 4D latent anchoring that promote temporally consistent geometry and texture; and (iii) noise sharing across frames to enhance temporal stability. Our method accurately captures non-rigid motion, volume changes, and even topological transitions without per-frame optimization. Across diverse in-the-wild videos, our method improves robustness and perceptual fidelity and reduces failure modes compared with the baselines.

Computer Vision · Image and Video Generation

Xinyang Li, Tengfei Wang, Zixiao Gu, Shengchuan Zhang, Chunchao Guo, Liujuan Cao

We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, $10 \sim 100\times$ faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation mode. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method. Our code is released at https://github.com/imlixinyang/FlashWorld.

Computer Vision · 3D Rendering & Reconstruction

Bingchen Miao, Rong Wei, Zhiqi Ge, Xiaoquan sun, Shiqi Gao, Jingzhe Zhu, Renhan Wang, Siliang Tang, Jun Xiao, Rui Tang 等

3D Gaussian Splatting (3DGS), a 3D representation method with photorealistic real-time rendering capabilities, is regarded as an effective tool for narrowing the sim-to-real gap. However, it lacks fine-grained semantics and physical executability for Visual-Language Navigation (VLN). To address this, we propose **SAGE-3D** (**S**emantically and Physically **A**ligned **G**aussian **E**nvironments for **3D** Navigation), a new paradigm that upgrades 3DGS into an executable, semantically and physically aligned environment. It comprises two components: **(1) Object-Centric Semantic Grounding**, which adds object-level fine-grained annotations to 3DGS; and **(2) Physics-Aware Execution Jointing**, which embeds collision objects into 3DGS and constructs rich physical interfaces. We release **InteriorGS**, containing 1K object-annotated 3DGS indoor scene data, and introduce **SAGE-Bench**, the first 3DGS-based VLN benchmark with 2M VLN data. Experiments show that 3DGS scene data is more difficult to converge, while exhibiting strong generalizability, improving baseline performance by 31% on the VLN-CE Unseen task.

Computer Vision · 3D Rendering & Reconstruction

Caiyi Sun, YUJING SUN, Xiao Han, Zemin Yang, Jiawei Liu, xinge zhu, Siu Ming Yiu, Yuexin Ma

Complex dynamic scenes present significant challenges for predicting human behavior due to the abundance of interaction information, such as human-human and human-environment interactions. These factors complicate the analysis and understanding of human behavior, thereby increasing the uncertainty in forecasting human motions. Existing motion prediction methods thus struggle in these complex scenarios. In this paper, we propose an effective method for human motion forecasting in dynamic scenes. To achieve a comprehensive representation of interactions, we design a hierarchical interaction feature representation so that high-level features capture the overall context of the interactions, while low-level features focus on fine-grained details. Besides, we propose a coarse-to-fine interaction reasoning module that leverages both spatial and frequency perspectives to efficiently utilize hierarchical features, thereby enhancing the accuracy of motion predictions. Our method achieves state-of-the-art performance across four public datasets. The source code will be available at https://github.com/scy639/HUMOF.

Computer Vision · 3D Rendering & Reconstruction

Zhigang Cheng, Mingchao Sun, Liu Yu, zengye ge, Luyang Tang, Mu Xu, Yangyan Li, Peng Pan

Level of Detail (LoD) is a fundamental technique in real-time computer graphics for managing the rendering costs of complex scenes while preserving visual fidelity. Traditionally, LoD is implemented using discrete levels (DLoD), where multiple, distinct versions of a model are swapped out at different distances. However, this long-standing paradigm suffers from two major drawbacks: it requires significant storage for multiple model copies and causes jarring visual "popping" artifacts during transitions, degrading the user experience. We argue that the explicit, primitive-based nature of the emerging 3D Gaussian Splatting (3DGS) technique enables a more ideal paradigm: Continuous LoD (CLoD). A CLoD approach facilitates smooth and seamless quality scaling within a single unified model, thereby circumventing the core problems of DLOD. To this end, we introduce CLoD-GS, a framework that integrates a continuous LoD mechanism directly into a 3DGS representation. Our method introduces a learnable distance-dependent decay parameter for each Gaussian primitive that dynamically adjusts its opacity based on viewpoint proximity. This allows for the progressive and smooth filtering of less significant primitives, effectively creating a continuous spectrum of detail within one model. To train this model to be robust across all distances, we introduce a virtual distance scaling mechanism with point count regularization. Our approach not only eliminates the storage overhead and visual artifacts of discrete methods but also reduces the primitive count and memory footprint of the final model. Extensive experiments demonstrate that CLoD-GS achieves smooth, quality-scalable rendering from a single model, delivering high-fidelity results across a wide range of performance targets.

Computer Vision · 3D Rendering & Reconstruction

Hyojun Go, Dominik Narnhofer, Goutam Bhat, Prune Truong, Federico Tombari, Konrad Schindler

The rapid progress of large, pretrained models for both visual content generation and 3D reconstruction opens up new possibilities for text-to-3D generation. Intuitively, one could obtain a formidable 3D scene generator if one were able to combine the power of a modern latent text-to-video model as "generator" with the geometric abilities of a recent (feedforward) 3D reconstruction system as "decoder". We introduce **VIST3A**, a general framework that does just that, addressing two main challenges. First, the two components must be joined in a way that preserves the rich knowledge encoded in their weights. We revisit *model stitching*, i.e., we identify the layer in the 3D decoder that best matches the latent representation produced by the text-to-video generator and stitch the two parts together. That operation requires only a small dataset and no labels. Second, the text-to-video generator must be aligned with the stitched 3D decoder, to ensure that the generated latents are decodable into consistent, perceptually convincing 3D scene geometry. To that end, we adapt *direct reward finetuning*, a popular technique for human preference alignment. We evaluate the proposed VIST3A approach with different video generators and 3D reconstruction models. All tested pairings markedly improve over prior text-to-3D models that output Gaussian splats. Moreover, by choosing a suitable 3D base model, VIST3A also enables high-quality text-to-pointmap generation.

Computer Vision · 3D Rendering & Reconstruction

Binzhu Xie, Shi Qiu, Sicheng Zhang, Yinqiao Wang, Hao Xu, Muzammal Naseer, Chi-Wing Fu, Pheng-Ann Heng

Robust 3D hand reconstruction is challenging in egocentric vision due to depth ambiguity, self-occlusion, and complex hand-object interactions. Prior works attempt to mitigate the challenges by scaling up training data or incorporating auxiliary cues, often falling short of effectively handling unseen contexts. In this paper, we introduce EgoHandICL, the first in-context learning (ICL) framework for 3D hand reconstruction that achieves strong semantic alignment, visual consistency, and robustness under challenging egocentric conditions. Specifically, we develop (i) complementary exemplar retrieval strategies guided by vision–language models (VLMs), (ii) an ICL-tailored tokenizer that integrates multimodal context, and (iii) a Masked Autoencoders (MAE)-based architecture trained with 3D hand–guided geometric and perceptual objectives. By conducting comprehensive experiments on the ARCTIC and EgoExo4D benchmarks, our EgoHandICL consistently demonstrates significant improvements over state-of-the-art 3D hand reconstruction methods. We further show EgoHandICL’s applicability by testing it on real-world egocentric cases and integrating it with EgoVLMs to enhance their hand–object interaction reasoning. Our code and data will be publicly available.

Computer Vision · 3D Rendering & Reconstruction

Ming Qian, Zimin Xia, Changkun Liu, Shuailei Ma, Wen Wang, Zeran Ke, Bin Tan, Hang Zhang, Gui-Song Xia

Generating a street-level 3D scene from a single satellite image is a crucial yet challenging task. Current methods present a stark trade-off: geometry-colorization models achieve high geometric fidelity but are typically building-focused and lack semantic diversity. In contrast, proxy-based models use feed-forward image-to-3D frameworks to generate holistic scenes by jointly learning geometry and texture, a process that yields rich content but coarse and unstable geometry. We attribute these geometric failures to the extreme viewpoint gap and sparse, inconsistent supervision inherent in satellite-to-street data. We introduce Sat3DGen to address these fundamental challenges, which embodies a geometry-first methodology. This methodology enhances the feed-forward paradigm by integrating novel geometric constraints with a perspective-view training strategy, explicitly countering the primary sources of geometric error. This geometry-centric strategy yields a dramatic leap in both 3D accuracy and photorealism. {\revisioncolor For validation, we first constructed a new benchmark by pairing the VIGOR-OOD test set with high-resolution DSM data. On this benchmark, our method improves geometric RMSE from 6.76m to 5.20m.} Crucially, this geometric leap also boosts photorealism, reducing the Fr\'echet Inception Distance (FID) from $\sim$40 to 19 against the leading method, Sat2Density++, despite using no extra tailored image-quality modules. We demonstrate the versatility of our high-quality 3D assets through diverse downstream applications, including semantic-map-to-3D synthesis, multi-camera video generation, large-scale meshing, and unsupervised single-image Digital Surface Model (DSM) estimation. The code will be released on https://github.com/qianmingduowan/Sat3DGen.