LLaVA$^3$: Representing 3D Scenes like a Cubist Painter to Boost 3D Scene Understanding of VLMs
Doriand Petit, Steve Bourgeois, Vincent Gay-Bellile, Florian Chabot, Loïc Barthe
TL;DR
LLaVA$^3$ tackles the challenge of 3D scene understanding with vision-language models by eliminating the need for VLM fine-tuning and relying on multi-view 2D imagery. The approach recasts 3D scenes as a Cubist-inspired collection of per-object omni-directional visual tokens derived from a hierarchical NeRF-based feature field, separating view-invariant semantics from view-dependent spatial cues. By constructing a discrete object hierarchy and assigning object-centric token descriptions, LLaVA$^3$ enables accurate 3D VQA, grounding, and segmentation, outperforming several 2D VLM-based and NeRF-based baselines across ScanNet, ScanQA, and MSR3D datasets. The method demonstrates strong zero-shot generalization to diverse environments, offering a scalable, modular pipeline that leverages existing 2D encoders while avoiding costly fine-tuning or large-scale 3D data collection.
Abstract
Developing a multi-modal language model capable of understanding 3D scenes remains challenging due to the limited availability of 3D training data, in contrast to the abundance of 2D datasets used for vision-language models (VLM). As an alternative, we introduce LLaVA$^3$ (pronounced LLaVA-Cube), a novel method that improves the 3D scene understanding capabilities of VLM using only multi-view 2D images and without any fine-tuning. Inspired by Cubist painters, who represented multiple viewpoints of a 3D object within a single picture, we propose to describe the 3D scene for the VLM through omnidirectional visual representations of each object. These representations are derived from an intermediate multi-view 3D reconstruction of the scene. Extensive experiments on 3D VQA and 3D language grounding show that our approach outperforms previous 2D-based VLM solutions.
