Radiance fields need hundreds of views, and their placement matters as much as their number. Next-best-view (NBV) selection for 3D Gaussian Splatting (3DGS) usually scores every candidate in the pool and keeps one. Searching for information and choosing a camera, however, are separable problems. We present AGILE-GS, an anchor-guided NBV method that separates the two. A virtual anchor pose is optimized on SE(3) by Riemannian gradient ascent on expected information gain. It need not be reachable or in the pool; it marks where the model is most uncertain. Candidates are scored against the anchor's viewing geometry, and a greedy ridge-leverage step distills the pool into a small, non-redundant shortlist without rendering any candidate. The shortlist can be used in two ways. AGILE-GS takes the first view on it as the next view, so no Fisher information is computed for any candidate. AGILE-GS+ computes the Fisher information gain of each shortlisted view and picks the best, so the expensive evaluation runs on a handful of views rather than the whole pool. On standard benchmarks and in closed-loop embodied acquisition, both match or exceed existing baselines while cutting selection latency by one to two orders of magnitude.
Figures & tables
Figure 1 : A simulated robot manipulator autonomously selects informative viewpoints for 3D Gaussian Splatting reconstruction.
Figure 2 : System overview. Given a candidate view pool Rt (red) around the active views At (blue), a virtual anchor is optimized to locate a maximally informative region of pose space (uncertainty heatmap). Candidates are scored against the anchor’s frustum sample geometry to form a score matrix, from which fast greedy ridge-leverage selection extracts a compact, non-redundant subset views.
Tt⋆←argmaxT∈SE(3)ψt(T)
Algorithm 1 AGILE-GS : Anchor-Guided Fast Next-Best-View Selection for Active 3D Gaussian Splatting
Figure 3 : Qualitative evaluation renders of the 3DGS comparison on representative views from different view selection methods.
Figure 4 : Accuracy–efficiency trade-off relative to COVER, normalized to 1× selection speed and 0 dB PSNR difference.
Embodied Method
Mip-NeRF 360
Custom
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Random
24.786
0.6712
0.2071
20.186
0.5441
0.2633
FisherRF
24.672
0.6712
0.2083
20.400
0.5550
0.2512
COVER
26.571
0.8158
0.1838
22.629
0.6912
0.2186
AGILE-GS
26.134
0.7960
0.1882
22.373
0.6514
0.2385
AGILE-GS+
26.431
0.8073
0.1895
23.835
0.7657
0.1962
Table 1 : Embodied view selection restricted to the K=5 nearest candidate frames.
Figure 5 : Selected views and reconstruction quality. The colored camera trajectories visualize the ordering of acquired views.
Method
Mip-NeRF 360
Tanks & Temples
Deep Blending
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Random
26.977
0.8306
0.1165
20.820
0.7693
0.1932
24.264
0.6245
0.2834
FisherRF
26.515
0.8225
0.1312
21.214
0.7816
0.1795
24.578
0.6856
0.2246
COVER
27.231
0.8283
0.1145
22.161
0.8028
0.1587
26.154
0.7196
0.1977
AGILE-GS
26.996
0.8310
0.1159
21.823
0.7872
0.1743
26.412
0.8344
0.1704
AGILE-GS+
27.523
0.8467
0.1112
22.003
0.7986
0.1683
27.328
0.8450
0.1632
Table 2 : Reconstruction quality and next-view selection efficiency on Mip-NeRF 360, Tanks & Temples, and Deep Blending. Reconstruction metrics are averaged over the evaluated scenes in each benchmark; selection time denotes the average latency per acquisition event. Best and second-best reconstruction results are shown in bold and underlined , respectively.
Dataset
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Speed up
Mip-NeRF 360 and Custom
K -nearest Views
26.545
0.8603
0.2081
1.52 ×
Online Row Sampling
27.202
0.8840
0.1600
1.48 ×
Top independent norm
26.883
0.8845
0.1639
1.12 ×
AGILE-GS (Ours)
27.692
0.9155
0.1413
1 ×
Table 3 : Batch view selection ablation averaged over Mip-NeRF 360 and the custom dataset.
AGILE-GS+ Budget N
Avg Mip-NeRF 360–Custom
Speed up selection ↑
PSNR ↑
SSIM ↑
LPIPS ↓
5
27.518
0.8339
0.1110
1.1 ×
10
27.523
0.8467
0.1112
1 ×
20
27.538
0.8471
0.1109
0.56 ×
50
27.520
0.8463
0.1110
0.34 ×
Table 4: Effect of the AGILE-GS+ shortlist candidate view set N .
Figure 6 : Embodied selection in Isaac Sim. Left: candidate views (green) and the NBV by Agile-GS (yellow). Right: the NBV Tt⋆ recovered by Riemannian ascent (yellow), concentrating on the least-constrained region of the scene.
Environment
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Views / Time (s)
Warehouse
Random
17.07
0.622
0.537
AGILE-GS
18.34
0.724
0.457
9 / 144.5 (s)
Kitchen
Random
19.70
0.782
0.481
AGILE-GS
20.44
0.823
0.472
11 / 621.8 (s)
Airlab
Random
21.94
0.811
0.324
AGILE-GS
26.36
0.900
0.245
100 / 998.6 (s)
Table 5 : Embodied reconstruction in Isaac Sim environments.
Advanced Micro Devices, Inc. · Dept. of Computer Science and Engineering University of Texas at Arlington · Dept. of Mathematics & Division of Data Science University of Texas at Arlington