3D scene reconstruction and novel-view synthesis are fundamental for VR, robotics, and content creation. However, most NeRF and 3D Gaussian Splatting pipelines assume clean inputs and degrade under real noise and artifacts. We therefore propose DenoiseSplat, a feed-forward 3D Gaussian splatting method for noisy multi-view images. We build a large-scale, scene-consistent noisy--clean benchmark on RE10K by injecting Gaussian, Poisson, speckle, and salt-and-pepper noise with controlled intensities. With a lightweight MVSplat-style feed-forward backbone, we train end-to-end using only clean 2D renderings as supervision and no 3D ground truth. On noisy RE10K, DenoiseSplat outperforms vanilla MVSplat and a strong two-stage baseline (IDF + MVSplat) in PSNR/SSIM and LPIPS across noise types and levels.
Figures & tables
Figure 1Figure 2Figure 3Figure 4
Method
Enc. (ms)
Dec. (ms)
Peak Mem. (GiB)
MVSplat-Noisy
58.12
1.92
1.03
Denoise-Then-MVSplat
86.90
1.92
1.28
Ours
60.74
1.92
1.07
Table 1. Inference efficiency comparison under the RE10K evaluation setting (256 × 256, 2 context views). Encoder time is measured per scene, while decoder time is measured per rendered target view.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
MVSplat-GT(upper bound)
26.38
0.869
0.128
MVSplat-Noisy
24.46
0.702
0.349
Denoise-Then-MVSplat (IDF)
24.77
0.788
0.272
Ours
25.05
0.814
0.260
Table 2. Overall reconstruction performance on the noisy RE10K test set. We report average PSNR ↑ , SSIM ↑ , and LPIPS ↓ over all test views.
Methods
MVSplat-Noisy
Denoise-Then-MVSplat
DenoiseSplat(Ours)
PSNR
SSIM
LPIPS
PSNR
SSIM
LPIPS
PSNR ↑
SSIM ↑
LPIPS ↓
σ = 0.05
25.19
0.777
0.298
25.28
0.801
0.256
25.44
0.814
0.243
σ = 0.08
24.62
0.700
0.365
24.82
0.732
0.300
24.86
0.784
0.282
σ = 0.12
23.54
0.612
0.432
24.26
0.665
0.396
24.33
0.742
0.328
σ = 0.15
22.79
0.557
0.472
23.14
0.603
0.436
23.87
0.712
0.360
Table 3. Ablation on the standard deviation σ of Gaussian noise for our DenoiseSplat. We report average performance on the noisy RE10K test set.
Figure 8
Noise type
Parameter setting
PSNR
SSIM
LPIPS
Poisson
scale =0.03
24.10
0.740
0.331
scale =0.04
23.74
0.723
0.350
Speckle
σ=0.02
25.43
0.846
0.177
σ=0.05
25.36
0.832
0.211
Salt–Pepper
α=0.01
24.98
0.816
0.241
α=0.03
24.53
0.776
0.298
Table 4. Ablation on the hyper-parameters of other noise types for our DenoiseSplat. Each entry reports performances on the noisy RE10K test set.
We introduce ReconSplat, a feed-forward model for 3D scene reconstruction that aims to address the longstanding trade-off between plausible view generation for unobserved regions and geometric consistency, providing both geometrically aligned novel views and sharp depth estimates. Our approach builds on 3D Gaussian splatting (3DGS) as an intermediate differentiable scene representation and integrates it with a multi-view latent diffusion model (MV-LDM) trained to act simultaneously as a refiner and an inpainter for appearance and scene geometry. We enforce geometric consistency by guiding the diffusion process with variational 3D latent features for appearance and geometry, encoded by the feed-forward 3DGS representation and rasterized to 2D latent space. ReconSplat produces both photorealistic novel views and accurate depth maps on real-world benchmarks, RealEstate10K and DL3DV-10K, outperforming existing methods in challenging extrapolation setups. Notably, ReconSplat allows the extrapolation of unseen and challenging viewpoints jointly with coherent and precise scene geometry.
Giuseppe Stracquadanio, Kevin Raj, Julia Grabinski +1
We present ViewSplat, a view-adaptive 3D Gaussian splatting network for novel view synthesis from unposed images. While recent feed-forward 3D Gaussian splatting has significantly accelerated 3D scene reconstruction by bypassing per-scene optimization, a fundamental fidelity gap remains. We attribute this gap to the limited capacity of single-step feed-forward networks to regress static Gaussian primitives that satisfy all viewpoints. To address this limitation, we shift the paradigm from static primitive regression to view-adaptive splatting. Instead of a rigid Gaussian representation, our pipeline learns a view-adaptive latent representation. Specifically, ViewSplat initially predicts base Gaussian primitives alongside the weights of scene-conditioned View MLPs. During rendering, these MLPs take target-view coordinates as input and predict view-dependent residual updates for each Gaussian attribute (i.e., 3D position, scale, rotation, opacity, and color). This mechanism, which we term view-adaptive splatting, allows each primitive to rectify initial estimation errors, effectively capturing high-fidelity appearances. Extensive experiments demonstrate that ViewSplat achieves state-of-the-art fidelity while maintaining fast inference and real-time rendering; our large backbone variant runs at 15 FPS during inference and 90 FPS during rendering. Our project page is available at https://cvlab-uos.github.io/ViewSplat.
Moonyeon Jeong, Seunggi Min, Suhyeon Lee +1
University of Seoul · Korea Electronics Technology Institute
Feed-forward 3D Gaussian Splatting methods reconstruct a scene from posed or pose-free images in a single forward pass, yet current approaches predict one Gaussian per input pixel, tying the representation budget to camera resolution rather than scene complexity. A flat wall and a richly textured object thus produce equally many Gaussians despite very different geometric needs. We propose ZipSplat, a token-based feed-forward model that decouples Gaussian placement from the pixel grid. A multi-view backbone extracts dense visual tokens, and k-means clustering compresses them into a compact set of scene tokens. Cross- and self-attention refine these tokens, and a lightweight MLP decodes each into a group of Gaussians with unconstrained 3D positions. Because clustering is applied at inference, a single trained model spans the quality-efficiency curve without retraining. ZipSplat operates without ground-truth poses or intrinsics, yet sets a new state of the art on DL3DV and RealEstate10K with ∼6× fewer Gaussians than pixel-aligned methods, surpassing the best pose-free baseline by 2.1dB and 1.2dB PSNR, respectively. It further generalizes zero-shot to Mip-NeRF360 and ScanNet++, outperforming all comparable baselines. Our project page is at https://veichta.com/zipsplat.