We present SparseGen, a novel framework for efficient image-to-3D generation, which exhibits low input-view bias while being significantly faster. Unlike traditional approaches that rely on dense volumetric grids, triplanes, or pixel-aligned primitives, we model scenes with a compact sparse set of learned 3D anchor queries and a learned expansion operator that decodes each transformed query into a small local set of 3D Gaussian primitives. Trained under a rectified-flow reconstruction objective without 3D supervision, our model learns to allocate representation capacity where geometry and appearance matter, achieving significant reductions in memory and inference time while preserving multi-view fidelity. We introduce quantitative measures of input-view bias and utilization to show that sparse queries reduce overfitting to conditioning views while being representationally efficient. Our results argue that sparse set-latent expansion is a principled, practical alternative for efficient 3D generative modeling.
Figures & tables
Figure 2: Overview of SparseGen . Given V input views (clean and/or noisy) with known camera poses, an image encoder (with adaLN timesteps) and a 3D position encoder generate position-aware image features. A sparse set of learnable 3D anchor queries attends to these fused features in a transformer-based expansion network and is decoded into a compact set of 3D Gaussians. Finally, the generated Gaussians are rendered for target views via differentiable splatting, enabling fast, high-quality 3D generation and rendering.
Figure 3: 3D Position-Aware Encoder. Pixels are unprojected along the camera frustum to fixed depths and mapped by a small Conv–ReLU–Conv into per-pixel 3D features. These 3D features are merged with DINO-extracted image features and flattened into 3D position-aware tokens for the following transformer.
Method
PSNR ↑
LPIPS ↓
SSIM ↑
FID ↓
Reconstruction Time ↓
3D Representation Size ↓
OpenLRM [ 9 ]
18.286
0.134
0.815
51.421
0.301s
3,840KB (12,288 Triplane Cells)
Splatter Image [ 33 ]
23.933
0.077
0.922
44.908
0.042s
1,472KB (16,384 Gaussians)
Viewset Diffusion [ 32 ]
22.688
0.096
0.891
39.807
16.32s
8,192KB (32,768 Voxel Cells)
SparseGen
24.018
0.081
0.913
23.595
0.027s
280KB (5,120 Gaussians)
Table 1: Single-view reconstruction on ShapeNet-SRN Cars. One conditioning view is provided; metrics are averaged over the remaining ground-truth views. Higher is better for PSNR/SSIM; lower is better for LPIPS/FID. “Reconstruction Time” is the wall-clock time to produce the 3D representation on a single NVIDIA L40; “3D Representation Size” reports memory footprint and the number/type of primitives. Best results are in bold while runners-up are underlined . SparseGen uses 5,120 Gaussians and achieves the best PSNR and FID with the fastest runtime and smallest footprint. Note that Splatter Image uses degree 1 spherical harmonics for color representation, while SparseGen uses RGB colors, and therefore the number of parameters per Gaussian is different.
Subset
Method
PSNR ↑
LPIPS ↓
SSIM ↑
Hydrant
Viewset Diffusion
19.664
0.232
0.693
SparseGen
20.366
0.192
0.724
Teddybear
Viewset Diffusion
15.473
0.405
0.492
SparseGen
19.005
0.353
0.568
Table 2: Single-view reconstruction on CO3D subsets. One input view per object; metrics computed on a held-out target view. Results are reported per category. SparseGen improves PSNR/LPIPS/SSIM over Viewset Diffusion on both Hydrant and Teddybear.
Method
PSNR ↑
LPIPS ↓
SSIM ↑
FID ↓
w/o rectified flow
23.069
0.092
0.895
28.415
w/o 3d pos embed
20.757
0.108
0.861
27.946
w/o learnable queries
17.159
0.209
0.807
178.129
SparseGen
24.018
0.081
0.913
23.595
Table 3: Ablations on ShapeNet-SRN Cars. Each row removes one component from SparseGen . Rectified flow improves realism and fidelity; 3D positional embeddings inject essential geometry; learnable 3D anchor queries are critical—removing them causes a quality drop and a large FID increase.
Method
PSNR ↑
LPIPS ↓
SSIM ↑
FID ↓
Reconstruction Time ↓
Representation Size ↓
Viewset Diffusion [ 32 ]
25.053
0.079
0.919
35.934
21.26s
1 ×
Splatter Image [ 33 ]
23.257
0.075
0.916
40.957
0.052s
2 ×
SparseGen
25.982
0.065
0.935
19.536
0.029s
1 ×
Table 4: Two-view reconstruction on ShapeNet-SRN Cars. Higher is better for PSNR/SSIM; lower is better for LPIPS/FID. “Representation Size” indicates the relative size of the 3D representation compared to, when using one view as input. We evaluated baselines with their released checkpoints. Best results are in bold .
Method
Δ PSNR
Δ LPIPS
Δ SSIM
OpenLRM
8.819
-0.103
0.138
Splatter Image
14.821
-0.072
0.073
Viewset Diffusion
8.445
-0.061
0.084
SparseGen
3.502
-0.025
0.041
Table 5: Input-view bias analysis. Gap between conditioning and novel views on ShapeNet-SRN Cars. Larger absolute values indicate stronger bias.
Figure 4: Back-view conditioning qualitative example. The input view observes the object from the back, providing limited information about the front. SparseGen produces plausible novel views, while deterministic feed-forward baselines fail.
Figure 5: Qualitative results on ShapeNet-SRN Cars. We show examples under one-view conditioning. SparseGen yields sharper details, cleaner boundaries, with fastest generation speed.
Figure 6: Scalability with respect to the number of queries. Increasing the number of learned 3D anchor queries ( M ) consistently improves reconstruction quality, supporting the view that queries provide a principled, low-waste representation bottleneck.
Figure 7: Opacity/density utilization. Histogram comparison across methods. Splatter Image produces many near-transparent Gaussians, whereas SparseGen yields predominantly non-trivial opacities. Viewset Diffusion has many zero-density voxels. For Viewset Diffusion, densities are passed through a sigmoid and rescaled to [0,1] for visualization.
Figure 8: Qualitative visualization of query utilization and locality. (a) Projection of per-query mean decoded Gaussian centers onto the image plane. (b) Corresponding RGB image. (c) A subset of decoded Gaussian centers, colored by the anchor query that generated them, illustrating query-induced locality.
Method
GPU Device
Training Time
Viewset Diffusion
L40
3 Days
Splatter Image
A6000
7 Days
LRM
A100
300 Days
LVSM
A100
200 Days
SparseGen
L40
3 Days
Table 6: Training efficiency. Approximate training cost in GPU-days on the indicated hardware. SparseGen is comparable to Viewset Diffusion and Splatter Image, yet far less expensive than large models (e.g., LRM, LVSM).
Appendix figures & tables4 assets
Supplementary material from the paper’s appendix.
Appendix
Parameter
Value
Description
M
512
Number of anchor queries
K
10
Gaussians per query (expansion factor)
d
512
Transformer hidden dimension
H,W
128
Input image resolution (pixels)
dth
64
Depth samples per ray
smax
0.1
Maximum Gaussian scale
Appendix
Table 7: Default hyperparameters used in our experiments.
Figure 9: Qualitative results on CO3D subsets. We show examples under one-view conditioning settings. Compared to other methods, SparseGen yields better visual quality, with significantly faster speed and smaller representation size.
Figure 10: Additional qualitative results on the ShapeNet-SRN dataset. Each group features one input image (left) and two novel view renderings (right) from all tested methods. Generally, deterministic feed-forward methods (i.e., Splatter Image [ 33 ] ) tend to produce unsatisfactory details on regions not well observed in the input view, while generative methods with iterative diffusion (i.e., Viewset Diffusion [ 32 ] ) can synthesize plausible details but sometimes introduce artifacts. Our SparseGen effectively generates high-quality novel views with ultra-fast speed.
Method
PSNR ↑
LPIPS ↓
SSIM ↑
OpenLRM
14.526
0.199
0.741
Splatter Image
21.065
0.111
0.878
SparseGen
21.427
0.160
0.850
Appendix
Table 8: Quantitative evaluation on the GSO dataset. Best results in bold , second best underlined . Our method achieves the highest PSNR while maintaining competitive perceptual quality.