arXiv:2609.08345nvidia/nemotron-3.5-lightning-30b-a3bSeptember 8, 2026

CoVeR: Coverage-Based Token Pruning for Multi-View 3D Reasoning in VLMsExplained for Beginners

Nhat-Tan Bui, Varshini Elangovan, Arun Reddy Anugu +7 more

Computer Vision and Pattern RecognitionMachine Learning

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.

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The Problem Current 3D reasoning pipelines usually feed a 2D Vision-Language Model (VLM) with every single view of a scene. This works fine for simple questions, but it creates a flood of visual tokens—thousands per scene—most of which just repeat the same background or empty space. Existing pruning methods either rank tokens by “importance” (using attention scores or encoder features) or they slice the 3D space into voxels. The learned-importance approaches tend to keep tokens from a few prominent regions and miss the rest of the scene; voxelization methods enforce a token budget but saturate quickly as views overlap in 3D, so you hit a ceiling well before you hit your token budget. The paper argues that spatial coverage—how much of the scene’s actual surface area is represented—is what drives 3D reasoning performance, and introduces CoVeR, a deterministic, training-free selector that picks tokens based purely on their spatial coordinates, guaranteeing full coverage within a strict token budget.

How It Works (The Technical Mechanics) CoVeR works by treating each visual token as a point in 3D space (derived from its camera pose and depth). It then solves a classic “maximum coverage” problem: given a budget of K tokens, pick the K tokens that together span the greatest total surface area of the scene. The algorithm proceeds greedily—start with the token that covers the most area, then repeatedly add the next token that adds the most new coverage until you hit your budget. Because it only looks at coordinates (no learned attention weights or voxel grid densities), it naturally avoids picking near-duplicate tokens from the same viewpoint and instead spreads the budget across distinct regions. The paper reports that coverage correlates strongly with 3D reasoning accuracy, and CoVeR hits the coverage target much tighter than voxelization while keeping the exact token budget.

Key Results & Benchmarks The paper claims that with only about 8% of the original visual tokens, CoVeR preserves about 93.5% of full-token performance. Across three 3D reasoning benchmarks, it outperforms prior SOTAs by about 3.9 percentage points on average. The coverage metric seems to be the key driver—they show that CoVeR hits the target coverage much tighter than voxelization, which saturates early, and it keeps near-duplicate tokens far fewer than learned-importance methods. The 93.5% figure suggests you can prune away roughly 92% of tokens and still retain most of the reasoning ability, which is a strong efficiency gain.

Why It Matters (Key Takeaways)

  • CoVeR lets you keep a tight token budget (e.g., 8% of original tokens) while preserving >93% of full-model performance, meaning much cheaper inference.
  • Because it only uses token coordinates and no learned weights, it’s zero-shot, zero-training, and immediately plug-and-play across any VLM.
  • The tight coverage-budget trade-off means you can prune much more aggressively than voxelization without losing reasoning accuracy, opening the door to cheaper 3D reasoning in deployment.
  • Watch future work for how the coverage metric itself scales with more complex 3D reasoning tasks—if coverage really is the driver of performance, methods that maximize it will be the ones to watch for efficient 3D reasoning.The Problem Current 3D reasoning pipelines typically feed a 2D Vision-Language Model (VLM) with every view of a scene. This works for simple questions, but it creates a flood of visual tokens—thousands per scene—most of which just repeat the same background or empty space. Existing pruning methods fall into two families: learned-importance methods rank tokens by attention or encoder features, but 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. The paper argues that spatial coverage is what drives 3D reasoning performance, and introduces 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, guaranteeing an exact per-scene budget while naturally avoiding near-duplicate selections from the same viewpoint.

How It Works (The Technical Mechanics) CoVeR works by treating each visual token as a point in 3D space (derived from its camera pose and depth). It then solves a classic “maximum coverage” problem: given a budget of K tokens, pick the K tokens that together span the greatest total surface area of the scene. The algorithm proceeds greedily—start with the token that covers the most area, then repeatedly add the next token that adds the most new coverage until you hit your budget. Because it only looks at coordinates (no learned attention weights or voxel grid densities), it naturally avoids picking near-duplicate tokens from the same viewpoint and instead spreads the budget across distinct regions. The paper reports that coverage correlates strongly with 3D reasoning accuracy, and CoVeR hits the coverage target much tighter than voxelization, which saturates early, and it keeps near-duplicate selections far fewer than learned-importance methods.

Key Results & Benchmarks The paper claims that with only about 8% of the original visual tokens, CoVeR preserves about 93.5% of full-token performance. Across three 3D reasoning benchmarks, it outperforms prior SOTAs by about 3.9 percentage points on average. The coverage metric seems to be the key driver—they show that CoVeR hits the target coverage much tighter than voxelization, which saturates early, and it keeps near-duplicate selections far fewer than learned-importance methods. The 93.5% figure suggests you can prune away roughly 92% of tokens and still retain most of the reasoning ability, which is a strong efficiency gain.

Why It Matters (Key Takeaways)

  • CoVeR lets you keep a tight token budget (e.g., 8% of original tokens) while preserving >93% of full-model performance, meaning much cheaper inference.
  • Because it only uses token coordinates and no learned weights, it’s zero-shot, zero-training, and immediately plug-and-play across any VLM.
  • The tight coverage-budget trade-off means you can prune much more aggressively than voxelization without losing reasoning accuracy, opening the door to cheaper 3D reasoning in deployment.
  • Watch future work for how the coverage metric itself scales with more complex 3D reasoning tasks—if coverage really is the driver of performance, methods that maximize it will be the ones to watch for efficient 3D reasoning.

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