Organizations: School of Electronics and Information, Northwestern Polytechnical University, Xi’an, China · College of Engineering, Xi’an International University, Xi’an, China
Abstract
Data acquisition through mobile phones remains a challenge for 3D Gaussian Splatting (3DGS). In this work we target the object-centered scenario and enable reliable mobile acquisition by providing on-device capture guidance and recording onboard sensor signals for offline reconstruction. After the calibration step, the device orientations are aligned to a baseline frame to obtain relative poses, and the optical axis of the camera is mapped to an object-centered spherical grid for uniform viewpoint indexing. To curb polar sampling bias, we compute area-weighted spherical coverage in real-time and guide the user's motion accordingly. We compare the proposed method with RealityScan and the free-capture strategy. Our method achieves superior reconstruction quality using fewer input images compared to free capture and RealityScan. Further analysis shows that the proposed method is able to obtain more comprehensive and uniform viewpoint coverage during object-centered acquisition.
Reconstructing 3D scenes from unordered images remains bottlenecked by expensive Structure-from-Motion (SfM) preprocessing and frozen pose interfaces. We present SalientGS, a unified SfM-to-3D Gaussian Splatting (3DGS) pipeline. Its central contribution is importance-guided Markov Chain Monte Carlo (MCMC) Gaussian allocation, which aggregates multi-view residuals into per-Gaussian underfit and redundancy signals. These signals define a smooth importance-weighted sampling distribution that biases both birth and relocation toward underfit regions. This reallocates capacity from well-fit areas without altering the underlying stochastic gradient Langevin dynamics (SGLD). SalientGS achieves end-to-end reconstruction in 15 minutes with state-of-the-art perceptual quality. The supplementary material provides dedicated sections for Per-Scene Qualitative Comparisons and Per-Image Learned Perceptual Image Patch Similarity (LPIPS) Analysis, including failure cases. Code and evaluation scripts are available at https://github.com/Six-Bit-TX/SalientGS.
We present StructSplat, a feed-forward and generalizable 3D Gaussian reconstruction framework that operates directly on uncalibrated images without requiring camera parameters. Existing methods either rely on per-scene optimization or assume known camera poses, and often entangle geometry and appearance within a unified backbone, limiting reconstruction fidelity and generalization. Our key idea is to adopt a structured representation that organizes geometry, semantic, and texture cues with explicit roles in the reconstruction process. Specifically, we introduce a pixel-aligned feature injection mechanism to enable accurate texture modeling from 2D observations, incorporate semantic-aware priors to improve global consistency, and design a camera alignment strategy to prevent information leakage and improve generalization. Experiments show that our method significantly outperforms prior approaches on challenging benchmarks. On DL3DV, our method achieves 28.045 PSNR, surpassing AnySplat (22.377) by +5.67 dB. In cross-dataset evaluation, our method achieves +1.94 dB over AnySplat on ACID and +1.72 dB on RealEstate10K. Project page: https://structsplat.github.io Code: https://github.com/J-C-Zhao/StructSplat
3D Gaussian Splatting (3DGS) has become the method of choice for reconstructing and real-time rendering of captured scenes. To capture a scene with good visual quality, continuous image sequences are usually combined with out-of-order shots for better scene coverage. Structure from motion can reconstruct such captures, but only after they are all available and often with high computational cost. Incremental reconstruction methods -- often derived from SLAM solutions -- provide immediate feedback, but cannot handle the out-of-order capture we require. We provide the first immediate feedback solution for such radiance field capture that provides global consistency. We first introduce a method for fast matching in out-of-order sequences, by repurposing visual place recognition models and a covisibility graph, and provide an efficient way to find highly connected keyframes, improving quality even for ordered sequences. We show how these steps -- together with GPU optimization and careful Gaussian primitive placement -- provide fast local reconstruction, in our challenging radiance field reconstruction case. We then introduce a novel cluster-based method, again using the covisibility graph, to provide efficient loop closure that does not require sequential input. Finally, to handle large scenes in our context, we introduce a progressive hierarchy that allows our method to scale to large environments, without compromising efficiency. Our results show we provide immediate feedback 3DGS reconstruction with good visual quality in several datasets, with up to thousands of input images.
Andreas Meuleman, Linus Franke, Boris Zhestiankin +2