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3D Foundation Models2025

Multi-View Foundation Models

Turning DINO, CLIP and SAM into Inference-Time Multi-View Consistent Variants

Leo Segre, Or Hirschorn, Shai Avidan

Read the Paper on arXiv

Paper Overview

Multi-View Foundation Models (Segre, Hirschorn & Avidan — Tel Aviv University, December 2025) starts from a mismatch that is easy to state and awkward to fix. A foundation model takes one RGB image and returns a feature map. Give it several views of the same scene and it processes each independently — so a single 3D point can receive materially different features depending on the angle it was photographed from. The features are excellent and the geometry is incoherent.

The established fix is to build a 3D representation — NeRF or Gaussian Splatting — and lift the features into it. That works and it is expensive: per-scene optimization, poor scalability, no good story for interactive use. FiT3D improved on this by predicting 3D-aware features in a single feed-forward pass, but it still processes one image at a time, so it has no mechanism for consistency across a set.

This paper takes a different route: keep everything in image space. Insert small multi-view adapters after each transformer block that let views attend to one another, condition them on camera geometry via Plücker ray embeddings, and train them with a correspondence loss. No 3D model is ever built. The result is a drop-in variant — MV-DINOv2, MV-CLIP, MV-SAM — that runs at inference time.

The numbers are unusually clean. On ScanNet++, DINOv2's location error falls from 0.1029 to 0.0247 while cosine similarity to the base model stays at 0.9376 — geometry fixed, semantics intact. The same recipe, unmodified, works on CLIP, DINOv3 and SAM.

Chapter Roadmap

Click any topic to jump in

1
Viewpoint Inconsistency

Foundation models see one image at a time — so the same 3D point gets different features from different angles.

fixed by
2
Multi-View Adapter

A 3D-attention + FFN + zero-conv block inserted after every transformer block, letting views talk to each other.

conditioned on
3
Plücker Ray Embeddings

Camera poses enter as a raymap — per-pixel ray origin and direction, relative to the first view.

supervised by
4
Correspondence Training

A naive L2 consistency loss collapses to a constant. SoftArgMax over a similarity map fixes it.

trained via
5
Training Recipe

LoRA r=32 on the backbone, full training on the adapters, COLMAP correspondences, 230 ScanNet++ scenes.

evaluated by

Evidence and caveats

6
Results

Location error drops 4-8x across DINOv2, CLIP, DINOv3 and SAM — with no architectural change between them.

7
The Regularization Trade-off

Dropping regularization gives the *best* geometry and destroys the semantics — the paper's sharpest result.

2D foundation models generalize remarkably well and lack 3D awareness entirely. Both facts follow from the same training setup: they were shown enormous numbers of single images and never asked whether two of them depicted the same point.

The failure is best understood as a broken invariant. Given views ii and jj of a scene and a 3D point XX projecting to xix^i and xjx^j, an ideal extractor would satisfy Fi(xi)Fj(xj)F^i(x^i) \approx F^j(x^j). A single-image model has no term anywhere in its objective enforcing this — and no way to even express it, since it never sees both views at once. The invariant is not violated so much as absent. The paper's Figure 1 makes it concrete: a keypoint matched from one view to another lands correctly with MV-DINOv2 and visibly off with base DINOv2, and the error grows steadily with viewpoint angle.

The natural instinct is to fix this by scaling 3D pre-training, and that road is blocked. 3D data is scarce — large-scale datasets are limited in quantity and diversity, constrained by expensive acquisition, narrow category and environment coverage, and the difficulty of aligning geometry with texture and semantic labels. You cannot repeat the 2D recipe at 3D scale because the data does not exist. So the field lifts instead, optimizing a scene-level NeRF or Gaussian Splatting representation that aligns feature maps across views. Accurate, and per-scene — expensive and poorly scalable for anything large or interactive.

This paper's move is to notice that a consistent 3D model is a means, not the end. If what you want is consistent features, build those directly: let the views communicate inside the backbone and supervise them with correspondences from known camera poses. Doing so bypasses the need to build a consistent 3D model of the features and allows direct manipulation in the image space — which is where the downstream tasks already live.

The Viewpoint Inconsistency Problem diagram

Key Points

1

A foundation model maps one RGB image to a feature map. Given multiple views of one scene it runs independently per image — nothing ties the outputs together

2

Consequence: the same 3D point does not reliably get the same feature across views. Matching by feature similarity drifts

3

Error grows with viewpoint angle: DINOv2 climbs from ~0.017 to ~0.035 as angular separation goes 0° → ~105°, while MV-DINOv2 stays nearly flat near ~0.005

4

This matters exactly where 3D work happens — orbit captures, aerial imagery, and sparse-view datasets all involve wide baselines where local feature similarity breaks down

5

Scaling 3D pre-training is not an option: 3D data is limited in quantity and diversity, with expensive acquisition and hard geometry-semantics alignment

6

NeRF/Gaussian-Splatting lifting works but requires per-scene optimization — expensive and poorly scalable

7

The paper separates semantic correspondence (all pixels of an object match) from geometric correspondence (a specific point matches that specific point) — a tension noted by Probe3D — and targets the geometric kind