SG-Splat: Stable Geometry Learning under Pose Uncertainty for Pose-Free 3D Gaussian Splatting
Authors: Xiaohan Lu, Jiaqi Zhang, Weijia Jiang, Siwei Ma
Organizations: State Key Laboratory of Multimedia Information Processing, School of Computer Science, Peking University, Beijing 100871, China · Migu Interactive Entertainment Co., Ltd, Nanjing 210000, China
3D Gaussian Splatting (3DGS) has become a promising representation for real-time novel view synthesis and 3D scene reconstruction. For practical deployment, recent studies have explored pose-free feed-forward 3DGS, which reconstructs Gaussian representations directly from unposed input images. However, these methods remain sensitive to residual pose errors, which perturb canonical-space Gaussian transformation, introducing noisy supervision for geometry and attribute learning. To address this problem, we present SG-Splat, a pose-free feed-forward 3DGS framework that improves robustness to pose uncertainty and stabilizes the learning of Gaussian primitives. SG-Splat decouples geometry estimation and Gaussian attribute prediction into two dedicated branches, reducing error coupling between pose-sensitive geometry and Gaussian attributes. We further introduce a coarse-to-fine refinement pipeline, consisting of Flow-Guided Pose Refinement (FGPR) and Residual-Guided Geometry Correction (RGC), to improve geometric alignment before Gaussian attribute reconstruction. Specifically, FGPR refines camera poses with flow-based correlation features and differentiable bundle adjustment. RGC then corrects initial point maps using depth residuals derived from FGPR, producing more reliable Gaussian centers. To stabilize training, we introduce a dual-path strategy that mixes ground-truth and predicted poses for canonical transformation. It provides clean supervision for Gaussian attributes while improving geometry robustness to residual pose errors. Extensive experiments on DL3DV and RealEstate10K show that SG-Splat achieves state-of-the-art performance in both novel view synthesis and pose estimation.
Figures & tables
Fig. 1: Comparison of pose usage strategies in pose-free feed-forward 3DGS training. (a) AnySplat [ 1 ] uses predicted poses with pose supervision, maintaining consistency between training and inference but suffering from perturbations caused by pose errors. (b) WorldMirror [ 2 ] uses ground-truth poses with pose supervision, stabilizing training but introducing inconsistency between training and inference. (c) E-RayZer [ 3 ] relies on predicted poses without pose supervision, making optimization sensitive to pose errors. (d) Our method uses mixed poses with pose supervision, balancing stable learning and robustness to residual pose errors.
Fig. 2: Overview of the pipeline. The input images are processed by separate geometry and attribute branches. The geometry branch predicts initial local point maps and camera poses through the point head and camera head, while the attribute branch predicts the remaining Gaussian attributes. Flow-Guided Pose Refinement (FGPR) refines the initial poses and produces depth residuals, which are used by Residual-Guided Geometry Correction (RGC) to correct the local Gaussian centers μlocal . The corrected centers are transformed into the canonical space with the refined poses and combined with the predicted attributes to form the final Gaussian representation.
Fig. 3: Flow-Guided Pose Refinement (FGPR). At each iteration, FGPR uses the current pose and geometry estimates to build flow-based correlation features and optical flow of camera motion. Together with context features, these cues are fed into an update operator to predict correspondence corrections Δpij . The corrected correspondences pij∗ are optimized by differentiable bundle adjustment (DBA) to jointly update camera poses and depths. Over T iterations, FGPR progressively improves pose accuracy and produces depth residuals for subsequent geometry correction.
Fig. 4: Residual-Guided Geometry Correction (RGC). RGC uses the residual depth map ΔD^i from FGPR to correct the initial local point map M^i . The residual depth map and the initial point map are embedded and fused with geometry tokens to predict a bounded multiplicative correction, producing the corrected point map M~i .
Fig. 5: Dual-Path Training Strategy. The refined predicted pose and the ground-truth (GT) pose are sampled with equal probability. The selected pose is used to transform local Gaussian centers into the canonical space for rendering. When the ground-truth pose is selected, reliable rendering supervision updates both the geometry and attribute branches. When the predicted pose is selected, rendering gradients are detached from the attribute branch and only the optimize geometry branch. This asymmetric optimization stabilizes attribute learning while improving geometry robustness under residual pose errors.
Method
GT Pose
12v
18v
24v
32v
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
MVSplat
✓
21.149
0.696
0.236
19.452
0.632
0.281
19.761
0.641
0.272
17.912
0.492
0.403
DepthSplat
✓
22.027
0.763
0.206
19.712
0.673
0.294
20.110
0.695
0.275
18.240
0.601
0.365
YoNoSplat
✓
23.285
0.773
0.177
22.428
0.747
0.199
22.664
0.758
0.192
21.728
0.727
0.217
Ours
✓
23.487
0.781
0.168
22.615
0.764
0.179
23.163
0.775
0.174
22.255
0.745
0.187
NoPoSplat
19.182
0.543
0.338
17.325
0.501
0.401
17.641
0.498
0.399
17.024
0.481
0.410
TABLE I: Quantitative comparisons on DL3DV [ 57 ] under different input-view settings. GT Pose indicates whether camera poses are provided. Our method consistently achieves the best performance from 12 to 32 input views in both posed and pose-free settings.
Fig. 6: Qualitative comparisons on the DL3DV dataset with 24 input views. With more accurate camera pose estimation, our model produces geometrically consistent Gaussian primitives, yielding sharper boundaries, finer details, and fewer artifacts in novel views.
Method
GT Pose
PSNR ↑
SSIM ↑
LPIPS ↓
MVSplat
✓
22.456
0.761
0.223
DepthSplat
✓
24.172
0.848
0.141
Ours
✓
25.041
0.849
0.132
NoPoSplat
22.044
0.731
0.210
AnySplat
23.712
0.748
0.186
WorldMirror
23.795
0.844
0.152
TABLE II: Quantitative comparisons on RealEstate10K [ 59 ] under the 6-view setting. GT Pose indicates whether camera poses are provided.
Fig. 7: Qualitative comparisons on the RealEstate10K dataset with sparse-view inputs (6 views). Even with only a few input views, our model reconstructs more coherent scene geometry and more realistic novel views, with clearer details and reduced artifacts.
Method
DL3DV
RealEstate10K
12v
18v
24v
32v
6v
5∘
10∘
20∘
5∘
10∘
20∘
5∘
10∘
20∘
5∘
10∘
20∘
5∘
10∘
20∘
MASt3R
0.626
0.773
0.874
0.599
0.756
0.866
0.638
0.784
0.883
0.653
0.788
0.881
0.521
0.727
0.770
VGGT
0.680
0.838
0.919
0.654
0.821
0.908
0.653
0.824
0.911
0.629
0.809
0.903
0.590
0.763
0.870
π3
0.837
0.918
0.959
0.792
0.895
0.947
0.829
0.914
0.957
0.797
0.899
0.949
0.725
0.852
0.921
NoPoSplat
0.412
0.625
0.744
0.393
0.612
0.735
0.401
0.635
0.751
0.390
0.625
0.739
0.431
0.619
0.749
TABLE III: Pose estimation results on DL3DV and RealEstate10K. The upper block reports 3D foundation models, and the lower block reports pose-free feed-forward 3DGS methods. Our method achieves the best AUC across dense-view DL3DV settings and sparse-view RealEstate10K.
Variant
PSNR ↑
SSIM ↑
LPIPS ↓
Base
22.361
0.735
0.203
FGPR*
22.499
0.740
0.201
FGPR + Pred Pose
21.155
0.647
0.213
FGPR + GT Pose
22.912
0.751
0.192
FGPR + Mix Pose
23.078
0.763
0.181
FGPR + Mix Pose + RGC
23.190
0.772
0.171
TABLE IV: Ablation study on DL3DV with 24 input views. FGPR* indicates that FGPR is trained, with all others frozen. The base model adopts the same architecture but excludes both FGPR and RGC, and is trained with ground-truth (GT) poses.
T
PSNR ↑
SSIM ↑
LPIPS ↓
AUC@5 ∘↑
1
23.079
0.761
0.179
0.794
2
23.190
0.772
0.171
0.849
3
23.183
0.770
0.170
0.851
TABLE V: Effect of the number of FGPR iterations T on DL3DV with 24 input views.
We introduce SPFSplatV2, an efficient feed-forward framework for 3D Gaussian splatting from sparse multi-view images, requiring no ground-truth poses during training or inference. The framework employs a shared feature extraction backbone to jointly predict 3D Gaussian primitives and camera poses in a canonical space from unposed inputs. To enable efficient and accurate pose estimation, we introduce a masked attention mechanism for target-view pose prediction and a reprojection loss that enforces pixel-aligned Gaussian primitives, providing stronger geometric constraints. We further demonstrate the compatibility of our training framework with different reconstruction architectures, resulting in two model variants. Remarkably, despite the absence of pose supervision, our method achieves state-of-the-art performance in both in-domain and out-of-domain novel view synthesis, even under extreme viewpoint changes and limited image overlap. It also surpasses many methods that rely on geometric supervision in relative pose estimation. By eliminating dependence on ground-truth poses, our method offers the scalability to leverage larger and more diverse datasets. Code and pretrained models will be available on our project page: https://ranrhuang.github.io/spfsplatv2/.
Ranran Huang, Krystian Mikolajczyk
Department of Electrical and Electronic Engineering, Imperial College London, London SW7 2AZ, United Kingdom
Pose-free feed-forward 3D Gaussian Splatting (3DGS) reconstructs a scene from sparse, unposed images in a single network pass, removing the need for camera calibration and per-scene optimization. However, camera estimation errors propagate into the predicted Gaussians and compound the geometric and photometric inaccuracies of single-pass prediction. To correct these errors, we introduce DeltaSplat, a lightweight Gaussian refinement module for pose-free feed-forward 3DGS. It iteratively renders the current Gaussians at the input context views and predicts per-Gaussian updates from the resulting residuals. A 2D residual alone, however, underdetermines the 3D correction. DeltaSplat therefore conditions each update on per-pixel Plücker rays and rendered depth as a soft geometric prior. A dual-branch convolutional mixer efficiently encodes these inputs, and per-attribute heads decode the fused features into position, opacity, and color updates. The module adds only ~2.2% parameters to the backbone and remains fully feed-forward at inference. On DL3DV, DeltaSplat reaches 26.64 dB PSNR in the pose-free setting, improving its state-of-the-art backbone by 1.75 dB and surpassing even baselines supplied with ground-truth cameras; consistent gains hold across 6-24 views and all camera regimes.
Chanung Park, Seunghyeon Song, Joo Chan Lee +2
Department of Electrical and Computer Engineering, Sungkyunkwan University · Department of Artificial Intelligence, Sungkyunkwan University · Department of Artificial Intelligence, Yonsei University
3D Gaussians have become a powerful scene representation for real-time splatting and high-quality novel-view synthesis. This has motivated generalizable splatting -- methods that adapt feed-forward geometry prediction networks to produce per-pixel Gaussians from a set of images. However, most generalizable splatting pipelines are supervised primarily through a view-synthesis loss to predict Gaussian orientation, anisotropic scale, opacity, and appearance in addition to their locations. We show that this learning objective is under-constrained. Models trained with view synthesis alone produce splats whose orientations and scales have no geometric connotation. The result is that, while producing decent view-synthesis performance, nearly all generalizable splatting methods produce geometrically inaccurate and misaligned Gaussians. We introduce G3Splat, a geometry-consistent generalizable splatting framework that addresses these degeneracies through differentiable geometric priors on the predicted 3D Gaussians, making the learning problem well-posed. These priors encourage the per-pixel splats to remain on their viewing rays and to orient themselves in accordance with local surfaces. Our priors are architecture-agnostic and can be incorporated into any previously studied geometric backbone for generalizable splatting, as well as different scene representations. We test G3Splat with both DUSt3R-style and VGGT-style backbones to predict pixel-aligned full-rank 3DGS as well as surfel-like 2DGS. Trained on RE10K, G3Splat produces Gaussian splats with significantly higher geometric fidelity than baselines, providing state-of-the-art novel-view depth, mesh reconstruction, and relative pose estimation performance while preserving novel-view synthesis quality, as evaluated on datasets such as ACID and ScanNet. Code and pretrained models are released on our project page.
Mehdi Hosseinzadeh, Shin-Fang Chng, Yi Xu +3
Australian Institute for Machine Learning · Goertek Alpha Labs · MBZUAI