Feed-forward Gaussian reconstruction builds 3D scenes directly from input images for novel view rendering, but learning Gaussian attributes from predicted geometry for high-quality rendering under large viewpoint changes remains challenging. We analyze limitations in Gaussian attribute learning and introduce InfiniSplat v2, which improves rendering quality through architectural and training changes. Our method decouples geometry and attribute prediction with a frozen geometry branch, aligns predicted Gaussians using ground-truth camera poses during training, and adopts large-angle target view supervision. Across six datasets, the feed-forward outputs of the same trained model achieve state-of-the-art mean LPIPS and DISTS among the evaluated methods in both pose-conditioned and pose-free settings. In the pose-conditioned setting, mean LPIPS and DISTS decrease by 25.8% and 32.9%, respectively, compared with the strongest evaluated baselines. We further find that opacity learned with only image reconstruction supervision suppresses geometrically inconsistent points. Project page: https://zju3dv.github.io/InfiniSplat2/
Figures & tables
Figure 1: From point clouds to Gaussian scenes. InfiniSplat v2 retains point positions from a geometry foundation model and learns Gaussian attributes for high-quality novel view rendering. Left: input views, point clouds, and corresponding Gaussian renderings, with enlarged regions outlined in orange. Right: additional examples comparing point clouds with the resulting Gaussian scenes.
Figure 2: Training pipeline of InfiniSplat v2’s feed-forward reconstructor. A frozen geometry branch predicts depth and cameras, while a trainable branch predicts Gaussian attributes. Scale-aligned GT cameras construct the point cloud; after opacity pruning, input and large-angle target views supervise Gaussian learning.
Input
Method
DL3DV
ETH3D
NRGBD
Mip-NeRF 360
RE10K
DTU
Mean
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
Pose-free
AnySplat
0.5985
0.2490
0.5473
0.2297
0.1895
0.1131
0.5512
0.2259
0.2454
0.1113
0.4800
0.2345
0.4353
0.1939
C3G
0.7503
0.3694
0.6722
0.3471
0.5393
0.2708
0.7390
0.3878
0.4600
0.2145
0.7115
0.3704
0.6454
0.3267
QuerySplat
0.5601
0.2260
0.5805
0.2750
0.2586
0.1405
0.6076
0.2678
0.2158
0.1113
0.5199
0.2722
0.4571
0.2155
DA3-GS
0.5146
0.2179
0.4950
0.2435
0.3456
0.1777
0.4738
0.2303
0.2526
0.1434
0.4108
0.2336
0.4154
0.2077
WorldMirror 2.0
0.4800
0.2148
0.4917
0.2310
0.2099
0.1556
0.4701
0.2169
0.2210
0.1323
0.3812
0.2106
0.3757
0.1935
Table 1: Novel view synthesis on six datasets. Scores average N=4,8,16 equally; Mean weights datasets equally. Ours/Ours ∗ : feed-forward/refined. First , second , and third are highlighted per input setting; best in bold.
Figure 3: Object-level qualitative comparisons under multi-view input settings.
Figure 4: Scene-level qualitative comparisons under multi-view input settings.
Figure 6
Figure 6: Effect of reconstruction components on surface artifacts and structural detail.
Figure 7: Opacity distributions and the effect of pruning on geometrically inconsistent points. GT depth independently defines the inconsistent subset; distributions are normalized separately.
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
Figure 8: Target-view angle distributions. Dashed lines mark the mean minimum angle to input views: 12.34∘ for local sampling and 17.97∘ for ours.
Method
PSNR ↑ (dB)
SSIM ↑
LPIPS ↓
DISTS ↓
AnySplat
15.6668
0.5531
0.4353
0.1939
C3G
13.2165
0.5653
0.6454
0.3267
QuerySplat
17.0532
0.6404
0.4571
0.2155
DA3-GS
17.7144
0.6463
0.4154
0.2077
WorldMirror 2.0
17.0031
0.6089
0.3757
0.1935
Ours
18.4002
0.6423
0.3026
0.1341
Appendix
Table 3: Pose-free results averaged over six datasets.
Method
PSNR ↑ (dB)
SSIM ↑
LPIPS ↓
DISTS ↓
tttLRM
17.8632
0.6518
0.3793
0.2159
DA3-GS
16.8535
0.6100
0.4237
0.1965
DepthSplat
18.9085
0.6602
0.3718
0.1993
ReSplat
20.9139
0.7117
0.3333
0.1794
TokenGS
15.9149
0.5990
0.5779
0.2931
VolSplat
14.2476
0.5060
0.5192
0.2756
Appendix
Table 4: Pose-conditioned results averaged over six datasets.
Input
Method
DL3DV
ETH3D
NRGBD
Mip-NeRF 360
RE10K
DTU
Mean
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
LPIPS ↓
DISTS ↓
Pose-free
AnySplat
0.6004
0.2527
0.5244
0.2245
0.1917
0.1153
0.5259
0.2187
0.2386
0.1084
0.4995
0.2452
0.4301
0.1941
C3G
0.7565
0.3785
0.6090
0.2877
0.6137
0.3191
0.6849
0.3448
0.5080
0.2671
0.7031
0.3680
0.6459
0.3275
QuerySplat
0.5453
0.2191
0.5315
0.2425
0.2580
0.1410
0.5621
0.2429
0.2172
0.1117
0.5243
0.2759
0.4397
0.2055
DA3-GS
0.5347
0.2145
0.4937
0.2291
0.3352
0.1703
0.4933
0.2199
0.2412
0.1393
0.4287
0.2411
0.4211
0.2024
WorldMirror 2.0
0.4647
0.2021
0.4484
0.2107
0.1793
0.1386
0.4432
0.1957
0.1903
0.1166
0.3924
0.2076
0.3530
0.1786
Appendix
Table 5: Per-dataset results with N=4 input views. Mean weights datasets equally.
Figure 9: Positional offsets on NRGBD with eight input views. Top: RGB; bottom: depth. Rendered depth is alpha-normalized expected camera- z depth, without fitting to target GT. Colors indicate near (purple), far (yellow), and invalid (gray) pixels.
Variant
PSNR ↑ (dB)
SSIM ↑
LPIPS ↓
DISTS ↓
Ours
16.9643
0.5836
0.4339
0.1661
Ours + Adam
16.9890
0.5864
0.4312
0.1656
Ours ∗
17.6074
0.6067
0.4176
0.1631
Appendix
Table 8: Three-step refinement on ETH3D, averaged over N=4,8,16 input views.
Figure 10: Three-step refinement on ETH3D with eight input views. Red boxes highlight the compared floor region.
Input resolution ( W×H )
Mean (s)
Min–max (s)
1022 × 756
5.619
5.617–5.621
756 × 560
2.533
2.532–2.535
504 × 378
1.032
1.031–1.034
378 × 280
0.564
0.563–0.564
Appendix
Table 9: Feed-forward network latency: mean and min–max over five runs.
Figure 11: Pose-free rendering on ETH3D: grass textures and relief details.
Figure 12: Feed-forward reconstructions and renderings with 12–64 input views.
Figure 13: Large-scale reconstruction on KITTI. Insets show elevated-view renderings at locations A–F.