CoVeR: Coverage-Based Token Pruning for Multi-View 3D Reasoning in VLMs
Nhat-Tan Bui, Varshini Elangovan, Arun Reddy Anugu, Sreyas Mohan, Wei Ye, Dilin Wang, JQ Huang, Rakesh Ranjan and 2 others
Carnegie Mellon University · Meta Reality Labs
Published September 8, 2026 · on the feed September 9, 2026 · ▲ 23 · arXiv 2609.08345
The abstract
Representing a 3D scene as multi-view images allows 2D VLMs to reason in 3D by reusing priors from pre-training, sidestepping the scarcity of annotated 3D data. However, it produces thousands of redundant visual tokens whose cost grows with every view. Existing visual token pruners fall into two families, each limited in the 3D multi-view setting. Learned importance methods rank tokens by attention or encoder features; because redundancy here is fundamentally spatial, they keep near-duplicate tokens from a few prominent regions and leave most of the scene unrepresented. Voxelization methods improve spatial coverage but cannot enforce an exact token budget and saturate as multi-view observations overlap in 3D, capping retention well below the target. We show that spatial coverage is associated with 3D reasoning performance and introduce CoVeR, a deterministic, training-free selector that uses only token coordinates, with no learned signals. CoVeR selects tokens that collectively cover every region of the scene, and solves the limitations of both families: it enforces an exact per-scene budget, breaks the voxelization saturation plateau, and avoids the near-duplicate selections of learned importance. Extensive experiments show CoVeR outperforms prior SOTAs on all three 3D reasoning benchmarks and generalizes as a plug-and-play module tested across four VLMs. Notably, with only approx8% of visual tokens, it preserves 93.5% of full-token performance, surpassing SOTA by 3.9 percentage points on average across benchmarks.
The Brief
2:37A short podcast summary of the paper. Written and voiced by AI.
Transcript
CoVeR. Coverage-Based Token Pruning for Multi-View 3D Reasoning in VLMs. By Nhat-Tan Bui and nine others, from Carnegie Mellon University and Meta Reality Labs. Published on the eighth of September. Its code repository is a placeholder: a readme, and nothing to run yet.
Representing a 3D scene as a set of images taken from multiple views lets a 2D vision-language model reason in 3D, reusing the priors it learned in pre- training, and sidestepping how scarce annotated 3D data is. The cost is thousands of redundant visual tokens, and the bill grows with every view added. Pruning those tokens is the obvious answer, but the existing pruners come in two families, and each is limited in this multi-view 3D setting.
Learned importance methods rank tokens by attention or by encoder features. Redundancy here is fundamentally spatial, so these methods keep near-duplicate tokens from a few prominent regions and leave most of the scene unrepresented. Voxelization methods improve spatial coverage, but they cannot enforce an exact token budget. And as observations from different views overlap in 3D, voxelization saturates, capping how many tokens it retains well below the target.
The authors show that spatial coverage is associated with 3D reasoning performance. If coverage is what matters, the selector should aim for coverage directly. CoVeR does that. It is a deterministic, training-free selector that uses only token coordinates, with no learned signals at all. It chooses tokens that, taken together, cover every region of the scene.
That single objective answers the limitations of both families. CoVeR enforces an exact budget for each scene, which voxelization could not. It breaks through the plateau where voxelization saturates. And it avoids the near- duplicate selections that learned importance makes, because a second token from an already covered region adds nothing to coverage. Being training-free and working from coordinates alone, it can be dropped into an existing model as a plug-and-play module.
Extensive experiments show CoVeR outperforming prior state-of-the-art methods on all three 3D reasoning benchmarks, and generalising as a plug-and-play module across four VLMs. With only about eight percent of the visual tokens, it preserves ninety-three point five percent of the performance obtained with every token. That surpasses the previous state of the art by three point nine percentage points on average across the benchmarks.
The choice of signal is the whole story. Learned rankings look at what seems important and end up clustering, and voxel grids look at space but cannot hit a target. Selecting by where tokens are, with coverage as the goal, keeps the scene represented at a fraction of the cost, with nothing to train.
Paper Quest · 7 chapters · about 41 min
Play this paper
Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.
Chapter 1 🧩 · The problem
Every view you add buys more of the room and costs more tokens. Here is the bill.
You want a 2D vision-language model to reason about a 3D room, so you show it the room as many images taken from different views. It works, but every view adds hundreds of visual tokens.
The road ahead
- 1 · The problem ~7 min Showing a 3D room as many camera views floods the model with repeated visual tokens, and today's pruners keep the wrong ones.
- 2 · What came before ~3 min
- 3 · The key idea ~9 min CoVeR keeps tokens so that together they cover every region of the 3D room, using only each token's position.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min From multi-view images to 3D token positions, then a coverage-seeking selection that stops at exactly the budgeted number of tokens.
- 6 · The experiment ~6 min You’ll guess: Keeping only about 8% of the visual tokens, how much of full-token performance does CoVeR preserve?
- 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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