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SAM 3D: 3Dfy Anything in Images

Best Paper Honorable Mention · CVPR 20263D & 4D reconstruction

Reconstructs object geometry, texture, and layout from a single image. Human- and model-assisted annotation combines synthetic pretraining with real-image alignment for cluttered and occluded scenes.

Explanation level

SAM 3D reconstructs objects in 3D from a single natural photo. This article walks through its problem setup, data engine, two-stage flow model and the reported results. The award is the conference's official recognition; the analysis is EyeCode's own reading.

Overview

SAM 3D (the released model is SAM 3D Objects) rebuilds one object in 3D from a single image and a mask marking it. It outputs shape, texture and layout: the object's rotation, translation and scale in the camera frame. It targets cluttered everyday photos, not clean product shots. A pointmap (per-pixel 3D from depth) is an optional input; the authors estimate one with an off-the-shelf depth model when no sensor data exists.

The authors list four contributions: the model; a human- and model-in-the-loop data pipeline; a training recipe borrowed from language models, from synthetic pretraining to alignment on real images; and SA-3DAO, a benchmark of 1,000 images with artist-made meshes.

Why it matters: accurate 3D labels for natural photos are scarce, so the recipe is a template for data-poor domains. CVPR 2026 lists the paper under Best Paper Honorable Mentions, the conference's recognition and not an EyeCode ranking.

Research Problem

Input: an image I and a mask M selecting one object. Output: shape S, texture T and pose (rotation R, translation t, scale s) in camera coordinates. Because projecting 3D to 2D loses information, the authors model a conditional distribution over answers and train a generative model instead of predicting one fixed answer.

Challenges: real photos have occlusion, clutter and small objects, while accurate 3D labels are scarce and artists need hours per mesh. Prior work, as the paper describes it, mostly trained on isolated synthetic objects and tested on simple benchmarks, and layout methods covered tabletop, street or indoor scenes, often estimating shape and pose in separate steps.

Key Idea

The central idea is a loop between model and annotators. The model and other tools propose candidate 3D shapes for a real image, an annotator picks the best and grades it, accepted results become training data, and rejected candidates become negatives for preference training.

Worked example (our illustration): for a half-hidden chair, about 8 candidates are compared in pairs; the winner is rated and, if good enough, aligned to a point cloud for training. If none is acceptable, a 3D artist may build it.

The second idea is a staged recipe inspired by language models: synthetic pretraining, mid-training on renders pasted into photos, then post-training on real data with SFT and DPO. Late in the project the model produced about 80 percent of the annotated data.

Methodology

EyeCode schematic: image and mask through DINOv2, geometry model, texture model, decoders to a 3D object and layout
EyeCode schematic (original illustration of the method as described in the paper; not a reproduction of the authors' figure). · EyeCode Tech (Original EyeCode illustration) · Source
EyeCode diagram: the data-engine loop of picking an object, choosing the best of 6 to 10 meshes, aligning to a point cloud, retraining, plus an artist branch for hard cases
Original EyeCode illustration of the data engine following Section 3.2 and appendix A.5 of the paper (average time per step and total yield as stated there); not a reproduction of the authors' figure. · EyeCode Tech (Original EyeCode illustration) · Source

Inputs: the full image and a masked crop, encoded by DINOv2, plus an optional pointmap. The design extends Trellis's two-stage latent flow matching to predict layout.

  • Geometry model: a 1.2 billion parameter flow transformer predicts a coarse 64-cubed grid plus rotation, translation and scale.
  • Texture and refinement model: a 600 million parameter sparse flow transformer adds detail and texture on occupied voxels.
  • Decoders: output a mesh or 3D Gaussian splats.

Training uses flow matching, then DPO. Distillation cuts geometry sampling from 25 to 4 steps for sub-second output. Pretraining used about 2.7 million meshes rendered from 24 views; mid-training used 61 million render-and-paste samples.

Experiments & Results

Table 2 of the paper, single-object shape. The first four metric columns are measured on SA-3DAO against artist-made meshes; ULIP and Uni3D are perceptual image-to-shape similarity scores on ISO3D, which has no ground-truth geometry. Arrows show the better direction. HY3D = Hunyuan3D. The paper notes that TripoSG uses a much higher mesh resolution, which perceptual metrics reward. Values copied as printed.
ModelF1@0.01 (SA-3DAO) ↑vIoU (SA-3DAO) ↑Chamfer (SA-3DAO) ↓EMD (SA-3DAO) ↓ULIP (ISO3D) ↑Uni3D (ISO3D) ↑
Trellis0.14750.13920.09020.21310.14730.3698
HY3D-2.10.13990.12660.11260.24320.12930.3546
HY3D-2.00.15740.15040.08660.20490.14840.3662
Direct3D-S20.15130.14650.09620.21600.14050.3653
TripoSG0.15330.14450.08440.20570.15290.3687
Hi3DGen0.16290.15310.09370.21340.14190.3594
SAM 3D0.23440.23110.04000.12110.14880.3707
Table 3 of the paper, object layout. Pipelines pair a shape model with a pose estimator (Megapose or FoundationPose); MIDI and SAM 3D predict shape and layout jointly. ADT = Aria Digital Twin. The paper's SA-3DAO ADD-S column is omitted here for width, and MIDI has no SA-3DAO result because most SA-3DAO scenes hold a single object. 3D IoU and ADD-S@0.1: higher is better; ICP-Rot (degrees) and ADD-S: lower is better.
MethodSA-3DAO 3D IoU ↑SA-3DAO ICP-Rot ↓SA-3DAO ADD-S@0.1 ↑ADT 3D IoU ↑ADT ICP-Rot ↓ADT ADD-S ↓ADT ADD-S@0.1 ↑
Trellis + Megapose0.244939.38660.28310.253133.61140.43580.1971
HY3D-2.0 + Megapose0.251833.83070.36470.379429.00660.14570.4211
HY3D-2.0 + FoundationPose0.293732.94440.53960.386425.14350.10260.5992
HY3D-2.1 + FoundationPose0.239539.83570.41770.279533.11970.21350.4129
SAM 3D shape + FoundationPose0.283732.91680.50790.366118.91020.09300.6495
MIDI (joint)---0.033644.23532.52780.0175
SAM 3D (joint)0.425420.76670.72320.497015.25150.07650.7673
Table 4 of the paper, cumulative effect of each training stage on SA-3DAO shape. The last column is the human texture win rate (percent) of each row against the row above it on the preference set; '-' means the paper reports none. The last row is the final model and matches the SAM 3D row of the shape table.
Training stageF1@0.01 ↑vIoU ↑Chamfer ↓EMD ↓Texture win rate % ↑
Pretraining (Iso-3DO)0.13490.12020.10360.2396-
+ Mid-training (RP-3DO)0.17050.16830.07600.182160.7
+ SFT (MITL-3DO)0.20270.20250.05780.151066.9
+ DPO (MITL-3DO)0.21560.21560.04980.136766.4
+ SFT (Art-3DO)0.23310.23370.04450.1257-
+ DPO (Art-3DO)0.23440.23110.04000.1211-
EyeCode bar chart: F1@0.01 on SA-3DAO rising from 0.1349 after pretraining to 0.2344 after DPO on Art-3DO
Original EyeCode bar chart of the F1@0.01 column of Table 4 in the paper; values copied as printed. · EyeCode Tech (Original EyeCode illustration) · Source

Protocols: shape on SA-3DAO (F-score, voxel IoU, Chamfer, EMD) and ISO3D (ULIP and Uni3D similarity, no ground-truth geometry); layout on SA-3DAO and Aria Digital Twin (3D IoU, rotation error, ADD-S). Baselines include Trellis, Hunyuan3D, Direct3D-S2, TripoSG, Hi3DGen, pose pipelines and MIDI; see the tables below.

Headlines: on SA-3DAO, F1 0.2344 and Chamfer 0.0400 versus 0.1629 and 0.0844 for the best baseline on each; on Aria Digital Twin, joint ADD-S@0.1 is 0.7673 versus 0.0175 for MIDI. Not uniform: on ISO3D the paper says SAM 3D matches or exceeds prior results, and TripoSG has a higher ULIP score.

Human preference: the authors report a 5:1 win rate on real images and 6:1 for scenes over prior methods; per-baseline rates are in a chart we do not quote. Ablation (Table 4): shape F1 climbs from 0.1349 after pretraining to 0.2344, each stage adding something. The appendix shows fair robustness to imperfect masks.

Limitations

Reported by the authors

Appendix F: geometry is a coarse 64-cubed grid, so thin parts, hands and faces may distort; objects are reconstructed one at a time without contact or stability reasoning; texture ignores pose, so symmetric objects can come out rotated wrongly. Elsewhere they note compounding errors from automatic masks and reward models agreeing with humans only about 65 to 69 percent.

EyeCode analysis (editorial interpretation)

The benchmark, preference studies and baselines are the authors' own, and Table 8 has repeated cells. Training needed heavy annotation and GPU resources (512 A100s for geometry pretraining), so full reproduction is hard even with released checkpoints.

Key Takeaways

  • Verification is cheaper than generation: picking among meshes scales labels to millions of samples.
  • Each training stage adds measurable shape quality on SA-3DAO.
  • On clean ISO3D images the model is on par, so the strongest evidence is for cluttered real photos.
  • Limits: coarse geometry, one object at a time, no pose-aware texture.

Suggested directions (EyeCode suggestions, not claims from the paper)

  • Run the released model on your own cluttered photos.
  • Compare against the public SA-3DAO leaderboard.

References

  1. SAM 3D: 3Dfy Anything in Images (arXiv 2511.16624)
  2. SAM 3D paper PDF (arXiv, v2)
  3. CVPR 2026 open-access page for SAM 3D (CVF)
  4. CVF supplemental PDF
  5. SAM 3D project page (Meta AI)
  6. SAM 3D Objects code (GitHub, README)
  7. SA-3DAO artist object set (Meta AI datasets)
  8. SA-3DAO leaderboard (Hugging Face Space)
  9. SAM 3D online demo (Meta)
  10. CVPR 2026 Best Papers

KEEP EXPLORING

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