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Papers

Apr 16, 2026cs.CV

NG-GS: NeRF-Guided 3D Gaussian Splatting Segmentation

Recent advances in 3D Gaussian Splatting (3DGS) have enabled highly efficient and photorealistic novel view synthesis. However, segmenting objects accurately in 3DGS remains challenging due to the discrete nature of Gaussian representations, which often leads to aliasing and artifacts at object boundaries. In this paper, we introduce NG-GS, a novel framework for high-quality object segmentation in 3DGS that explicitly addresses boundary discretization. Our approach begins by automatically identifying ambiguous Gaussians at object boundaries using mask variance analysis. We then apply radial basis function (RBF) interpolation to construct a spatially continuous feature field, enhanced by multi-resolution hash encoding for efficient multi-scale representation. A joint optimization strategy aligns 3DGS with a lightweight NeRF module through alignment and spatial continuity losses, ensuring smooth and consistent segmentation boundaries. Extensive experiments on NVOS, LERF-OVS, and ScanNet benchmarks demonstrate that our method achieves state-of-the-art performance, with significant gains in boundary mIoU. Code is available at https://github.com/BJTU-KD3D/NG-GS.
Yi He, Tao Wang, Yi Jin +3
Jul 2, 2026cs.CV

InvSplat: Inverse Feed-Forward Scene Splatting

Inverse rendering aims to recover both 3D geometry and physically meaningful material properties from images, enabling applications such as relighting and novel view synthesis. Optimization-based methods achieve high fidelity but require costly per-scene fitting, while image-space learning-based approaches often suffer from multi-view inconsistencies and lack an explicit 3D representation for stable novel view rendering. We present a feed-forward multi-view reconstruction framework for inverse rendering that directly predicts a structured 3D Gaussian representation with intrinsic material attributes. Each Gaussian primitive is parameterized by mean, normal, opacity, rotation, scale, albedo, metallic, and roughness, enabling a disentangled and physically grounded scene representation. Our model integrates priors from a material estimation network with a multi-view 3D reconstruction backbone, allowing joint prediction of geometry and reflectance parameters in a single forward pass. Experiments on synthetic and real-world datasets demonstrate improved multi-view consistency compared to 2D baselines, accurate material recovery, and stable novel view rendering. Our representation further supports physically-based relighting and more faithful modeling of view-dependent effects compared to existing RGB-based feed-forward reconstruction methods. Our project webpage is: \href\href{https://poliik.github.io/invsplat/}{\text{https://poliik.github.io/invsplat/}}.
Polina Karpikova, Wenjing Bian, Haofei Xu +2
Jul 3, 2026cs.CV

iVISION-2DCD: A Long-Term Change Detection Dataset for Large-Scale Outdoor Construction Monitoring

Automation in construction is essential for reducing costs and human errors in large-scale projects. We approach the construction progress monitoring from the aspect of detecting changes in construction sites. As construction buildings continue to evolve in geometry and appearance over time, change detection need to be performed from arbitrary camera viewpoints. This necessitates developing 2D Change Detection (2DCD) algorithms that operate robustly across diverse camera perspectives at construction sites. While developing and evaluating such systems is data-intensive, no open-source benchmark dataset exists at the intersection of 2D change detection and construction automation research. Data collection using Unmanned Aerial Vehicles (UAVs) is gaining its popularity in outdoor large-scale surveying. However, in active construction sites conducting drone missions equipped with high-end sensors imposes safety concerns. Flight trajectory and collected camera viewpoints can be significantly limited. To address this critical gap, we introduce iVISION-2DCD, a large-scale synthetically generated dataset from dense LiDAR point clouds with photorealistic input images and accurate ground truth annotations. Our dataset formally defines the problem of viewpoint-robust 2DCD at construction sites and captures the inherent complexities of real-world deployment. In this paper, we present our systematic methodology for synthetic data generation, developing novel view synthesis techniques to overcome bi-temporal alignment and viewpoint diversity challenges, and implementing semi-automated semantic segmentation with change label generation while preserving challenging real-world cases. Benchmark evaluations using state-of-the-art 2DCD algorithms demonstrate that iVISION-2DCD poses novel research challenges for the computer vision and robotics communities.
Dayou Mao, Yuchen Lin, Ashkan Ebadi +3
Jun 29, 2026cs.CV

StereoGS: Sparse-View 3D Gaussian Splatting via Stereo Priors

3D Gaussian Splatting (3DGS) has achieved remarkable success in real-time novel view synthesis, yet it suffers from severe overfitting under sparse-view settings due to insufficient geometric constraints. While recent methods introduce monocular depth priors to mitigate this, they inherently struggle with scale ambiguity and cross-view inconsistency, leading to defective geometry. In this paper, we propose StereoGS, a novel sparse-view 3DGS framework that integrates stereo priors to establish reliable binocular consistency. Unlike scale-agnostic monocular constraints, StereoGS introduces a Stereo Depth Regularization by constructing virtual stereo pairs during optimization and leveraging a foundation stereo model to enforce absolute scale and binocular-consistent structures. To further suppress overfitting and eliminate redundant primitives, we design a Gradient-Aware Opacity Decay strategy that dynamically penalizes Gaussians based on their relative opacity gradient magnitudes. Combined with a Consistency-Aware Dense Initialization using zero-shot multi-view depth estimation, StereoGS effectively anchors primitives to accurate scene surfaces. Extensive experiments on LLFF, DTU, Mip-NeRF360, and Blender datasets demonstrate that StereoGS achieves state-of-the-art performance in sparse-view settings without incurring any additional inference overhead. Project Page: https://stringerywh00.github.io/StereoGS_project_page/
Wenhao Yuan, Yiyuan Ge, Deli Cai
May 25, 2026cs.GR

Depth Peeling for High-Fidelity Gaussian-Enhanced Surfel Rendering

Novel view synthesis has been significantly advanced by NeRFs and 3D Gaussian Splatting (3DGS), which require ordering volumetric samples or primitives for correct color blending. While the recent Gaussian-Enhanced Surfels (GES) enable high-performance, sort-free rendering, they suffer from aliasing artifacts and suboptimal reconstruction. To address these limitations, we propose DP-GES, a novel representation that augments opaque surfels with semi-transparent boundaries and leverages Depth Peeling to establish accurate per-pixel ordering. This design enables sort-free Gaussian splatting with correct transmittance modulation, effectively eliminating aliasing and popping artifacts while facilitating a fully differentiable joint optimization. Extensive experiments demonstrate that our method achieves superior reconstruction quality and compares favorably against state-of-the-art techniques across a wide range of scenes.
Keyang Ye, Hongzhi Wu, Kun Zhou
Mar 9, 2026cs.CV

SkipGS: Post-Densification Backward Skipping for Efficient 3DGS Training

3D Gaussian Splatting (3DGS) achieves real-time novel-view synthesis by optimizing millions of anisotropic Gaussians, yet its training remains expensive, with the backward pass dominating runtime in the post-densification refinement phase. We observe substantial update redundancy in this phase: many sampled views have near-plateaued losses and provide diminishing gradient benefits, but standard training still runs full backpropagation. We propose SkipGS with a novel view-adaptive backward gating mechanism for efficient post-densification training. SkipGS always performs the forward pass to update per-view loss statistics, and selectively skips backward passes when the sampled view's loss is consistent with its recent per-view baseline, while enforcing a minimum backward budget for stable optimization. On Mip-NeRF 360, compared to 3DGS, SkipGS reduces end-to-end training time by 23.1%, driven by a 42.0% reduction in post-densification time, with comparable reconstruction quality. Because it only changes when to backpropagate without modifying the renderer, representation, or loss, SkipGS is plug-and-play and compatible with other complementary efficiency strategies, enabling additive speedups. Code is available at https://github.com/ASU-ESIC-FAN-Lab/SkipGS.
Jingxing Li, Yongjae Lee, Deliang Fan
Sep 7, 2026cs.CV

Heat Kernel Textures: the Geodesic Gaussians That Do Not Splat

3D Gaussian Splatting has recently revolutionised novel view synthesis as well as many other 3D vision methods and applications. Drawing inspiration from this representation, we now rethink textures to overcome the main issues of UV mapping while considerably lowering their memory footprint. Heat Kernel Textures (HKTex) eliminate UV unwrapping as well as their persistent issues of wasted UV space, seams, distortions, vertex-duplication, and varying resolution. Grounded in discrete Riemannian geometry and intrinsically defined on any manifold surface discretised as a triangular mesh, HKTex uses anisotropic heat kernels as geodesic equivalents to Gaussians. Like our kernels, also the optimisation of their position and the adaptive densification strategies were redefined to operate on the surface of the object to be textureised. Our novel representation is also fully integrated with a physically based renderer and can be optimised either from existing textures or multi-view images. Our project page and code are available at circle-group.github.io/research/HeatKernelTextures.
Simone Foti, Caner Korkmaz, Stefanos Zafeiriou +1
May 11, 2026cs.CV

DySurface: Consistent 4D Surface Reconstruction via Bridging Explicit Gaussians and Implicit Functions

While novel view synthesis (NVS) for dynamic scenes has seen significant progress, reconstructing temporally consistent geometric surfaces remains a challenge. Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) offer powerful dynamic scene rendering capabilities; however, relying solely on photometric optimization often leads to geometric ambiguities. This results in discontinuous surfaces, severe artifacts, and broken surfaces over time. To address these limitations, we present DySurface, a novel framework that bridges the effectiveness of explicit Gaussians with the geometric fidelity of implicit Signed Distance Functions (SDFs) in dynamic scenes. Our approach tackles the structural discrepancy between the forward deformation of 3DGS (canonical→dynamiccanonical \rightarrow dynamic) and the backward deformation required for volumetric SDF rendering (dynamic→canonicaldynamic \rightarrow canonical). Specifically, we propose the VoxGS-DSDF branch that leverages deformed Gaussians to construct a dynamic sparse voxel grid, providing explicit geometric guidance to the implicit SDF field. This explicit anchoring effectively regularizes the volumetric rendering process, significantly improving surface reconstruction quality, with watertight boundaries and detailed representations. Quantitative and qualitative experiments demonstrate that DySurface significantly outperforms state-of-the-art baselines in geometric accuracy metrics while maintaining competitive rendering performance.
Minje Kim, Younghyun Noh, Jaesoon Kim +1
Sep 8, 2026cs.CV

CVT-GS: Learning to Simplify 3D Gaussian Splatting with Centroidal Voronoi Tessellation

While 3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time novel view synthesis, rendering high-fidelity scenes often relies on a massive number of Gaussian primitives, incurring substantial storage and computational overhead. Existing simplification techniques are largely intrusive, requiring training-time pruning, architectural modifications, or computationally expensive per-scene fine-tuning. These drawbacks limit their deployment on off-the-shelf pretrained models. In this paper, we propose CVT-GS, a novel optimization-free post-hoc simplification framework that directly compresses trained 3DGS scenes without sacrificing visual fidelity. Our approach first constructs spatially coherent cells over Gaussian centers via a geometry-aware Centroidal Voronoi Tessellation (CVT). Subsequently, a lightweight neural cell merger predicts the geometry and appearance of a single, highly representative Gaussian primitive for each cell under differentiable rendering supervision. By formulating simplification as a rendering-aware many-to-one merging process rather than naive primitive pruning, CVT-GS outputs a standard 3DGS scene that is seamlessly compatible with existing renderers. Experiments on various datasets demonstrate the superiority of our method. Notably, when achieving a 100-fold reduction in Gaussian points, our method operates 12 times faster than state-of-the-art methods while improving the PSNR by 1.3 dB.
Bingxian Li, Yilong Li, Jingliang Peng +6
May 25, 2026cs.CV

RadarSim: Simulating Single-Chip Radar via Multimodal Neural Fields

Radars are an ideal complement to cameras: both are inexpensive, solid-state sensors, with cameras offering fine angular resolution, while radars provide metric depth and robustness under adverse weather. However, radar data is more difficult to interpret than camera images and varies significantly between sensors, necessitating increased reliance on simulation for prototyping sensors and processing pipelines. Recent work treating radar reconstruction as a novel view synthesis problem has shown great promise in reconstructing radar-relevant geometry and simulating low-level radar data. However, such methods are constrained by the low spatial resolution of the underlying radar. To address this, we propose a unified differentiable renderer, RadarSim, which leverages the high angular resolution of RGB cameras to generate Doppler radar range images from a camera-initialized neural field. Using a novel data set of calibrated radar camera recordings from a custom hand-held rig, we demonstrate that RadarSim produces sharper geometry and Doppler range frames than radar-only reconstructions.
Chuhan Chen, Tianshu Huang, Akarsh Prabhakara +5
Jun 30, 2026cs.CV

DPPE: Rethinking Camera-Based Positional Encoding for Scaling Multi-View Transformers

The remarkable scalability of Transformers has expanded their application to 3D computer vision, where camera-aware positional encoding is crucial for providing spatial cues in multi-view geometry. Recent advancements have established the practice of using camera parameters -- such as extrinsics or projection matrices -- as relative positional encoding into the query, key, and value vectors of the attention mechanism. However, when scaling up the training recipe of novel view synthesis (NVS) models with the camera-based positional encoding, we observe a significant issue: model performance stagnates in the late stages of training. In this paper, we investigate the cause of the performance bottleneck when scaling up and demonstrate that storing rotation and translation given by the positional encoding in the same dimensions of the value vector causes indeterminacy in their independent identification, hindering training scalability. To address this, we propose Decoupled Pose Positional Encoding (DPPE), a novel camera-based positional encoding that explicitly decouples rotation and translation. Extensive evaluations on NVS tasks demonstrate that DPPE enables stable long-term training even in scaled-up training setup. Furthermore, it exhibits superior generalization performance in extrapolation settings, such as handling an increased number of viewpoints and zoom-in scenarios.
Shun Kenney, Teppei Suzuki
May 29, 2026cs.CV

DSD-GS: Dynamic-Static Decomposition of Gaussian Splatting for Efficient and High-Fidelity Dynamic Scene Reconstruction

Dynamic scene reconstruction and novel view synthesis are fundamental to next-generation visual intelligence applications such as virtual reality, robotics, and digital twins. However, high-fidelity reconstruction of complex, time-varying scenes from arbitrary viewpoints remains a significant challenge. Existing dynamic 3DGS methods suffer from computational inefficiency, since they model all Gaussians as dynamic components. While recent decomposition-based approaches address this issue, they still struggle with degraded reconstruction quality and prolonged training time. To mitigate these limitations, we propose a novel dynamic reconstruction framework built upon an efficient static-dynamic decomposition strategy using a Feed-Forward Gaussian Splatting encoder and an optical flow model. By eliminating redundant computations on static regions, our method achieves state-of-the-art performance, outperforming existing baselines across rendering quality, training and rendering speed, and storage efficiency. Notably, on the Neural 3D dataset, our framework requires only 10 minutes for training and achieves a rendering speed of over 700 FPS on a single NVIDIA RTX 5090 GPU at resolution of 1352x1014. Furthermore, our decomposition strategy eliminates the need for COLMAP preprocessing and enables deterministic initialization, thereby enhancing both efficiency and reproducibility.
Youngtae Han, Sung-hwan Han, Youngmin Yi
Jul 1, 2026cs.LG

Efficient Compression of Structured and Unstructured Volumes via Learned 3D Gaussian Representation

Recent work has shown that implicit neural representations (INRs) can be trained to effectively compress structured and unstructured volume data, allowing for direct data querying with a reduced memory footprint. However, as existing INRs for unstructured volumes do not encode geometry, they require partial mesh storage for later sampling, limiting achievable compression. At the same time, novel view synthesis methods have shown that explicit collections of 3D Gaussians can be used to accurately visualize volume data. In this work, we introduce an explicit model for volume data compression based on 3D Gaussian primitives. We reinterpret collections of 3D Gaussians as an explicit representation of a scalar field and use a sampling strategy that reconstructs scalar values at spatial locations through weighted aggregation of intersecting Gaussians. We develop optimized CUDA-accelerated pipelines for structured and unstructured model sampling, loss functions that encourage accurate domain encoding by our models, and a novel sampling-error based densification strategy. Our explicit formulation naturally encodes domain geometry, eliminating the need for mesh storage in unstructured volumes and introducing significantly higher compression opportunities. Compared to existing INRs, we demonstrate that our explicit model achieves competitive reconstruction quality with significant training speedups on structured volumes, while markedly outperforming in all metrics on unstructured volumes.
Landon Dyken, Sharmistha Chakrabarti, Nathan Debardeleben +4
Mar 10, 2026cs.CV

X-GS: An Extensible Framework for Perceiving and Thinking with 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, subsequently extending into numerous spatial AI applications. However, most existing 3DGS methods operate in isolation, focusing on specific domains. In this paper, we introduce X-GS, an extensible framework that integrates previously isolated 3DGS methods into the perception module of a VLM for spatial tasks, with two major components: the Perceiver\textit{Perceiver} and the Thinker\textit{Thinker}. The Perceiver\textit{Perceiver} performs online 3DGS-based SLAM with semantic distillation and outputs semantic Gaussians from unposed video streams. It leverages recent vision foundation models for stronger geometric priors, and we introduce three novel optimizations to improve semantic distillation efficiency. The Thinker\textit{Thinker} interfaces diverse VLMs with these semantic Gaussians, unlocking spatial multimodal capabilities such as 3D visual grounding and scene captioning. Experimental results on diverse benchmarks demonstrate the efficiency and newly unlocked multimodal capabilities of the X-GS framework.
Yueen Ma, Zenglin Xu, Irwin King
Jul 3, 2026cs.CV

TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors

3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis with its fast and high-fidelity rendering. However, rendering at high FPS and low latency across various scenes remains a challenge, especially when large amounts of 3D Gaussian ellipsoids appear in the scene. To address this issue, we introduce TemporalGS, to the best of our knowledge, the first training-free plug-and-play algorithmic approach to accelerate 3DGS rendering without any post-training or post-processing, implemented on top of tile-based software rasterization. The key idea is that, instead of rendering frames independently as 3DGS, we leverage the temporal priors, represented by novel geometry and appearance buffers, etc., to reduce redundancy of Gaussian preprocessing, sorting, and rasterization operations of consecutive frames. Specifically, we propose two acceleration strategies: (1) temporal dynamic culling, which filters out Gaussians that contribute less to current frame rendering; (2) selective rendering, which renders only a small portion of tiles that cannot be approximated by the temporal priors. By adapting and interleaving these two strategies, TemporalGS yields a simple but effective plug-and-play solution for 3DGS rendering speed-up without any training. Extensive experiments show that TemporalGS achieves comparable or even better performance compared to existing state-of-the-art post-training or post-processing-based 3DGS rendering acceleration approaches. TemporalGS can significantly enhance the rendering speed of various 3DGS methods, achieving up to 1.48×1.48\times acceleration, while maintaining competitive rendering quality. We further extend our TemporalGS to hardware rasterization-based 3DGS to show the portability of our algorithm.
Yuhongze Zhou, Zihao Yang, Xinxin Zuo +1
Jul 6, 2026cs.GR

SSA-3DGS: Unsupervised Removal of Screen-Space Artifacts for 3D Gaussian Splatting

Novel View Synthesis (NVS) methods, such as 3D Gaussian Splatting (3DGS), rely heavily on the assumption of clean, multi-view consistent, posed input images. Real-world captures can violate this assumption due to screen-space artifacts-static occlusions fixed to the 2D image plane rather than to the 3D world. Common examples include physical sensor defects, environmental obstructions (such as rain or mud on the lens enclosure), capture obstructions (such as a thumb over the camera sensor or a dashboard visible in dashcam footage), and digital overlays (such as watermarks or UI elements). When present, they are erroneously baked into the 3D geometry as "floaters" or near-camera artifacts, degrading the quality of novel-view rendering. In this work, we propose SSA-3DGS, an unsupervised framework that jointly optimizes a 3D scene and a learnable 2D overlay to recover a clean 3D scene and the corrupting artifacts. By exploiting geometric consensus across views, our method effectively disentangles static artifacts from the 3D scene geometry without supervision or manual input. Across diverse synthetic corruptions and a self-captured real-world dataset, SSA-3DGS improves reconstruction fidelity by up to 9 dB PSNR over 3DGS trained on the same corrupted inputs, while faithfully preserving the corrupting artifact.
Kristof Overdulve, Lode Jorissen, Nick Michiels
Jul 2, 2026cs.CV

Signal Structure-Aware Gaussian Splatting for Large-Scale Scene Reconstruction

3D Gaussian Splatting has demonstrated remarkable potential in novel view synthesis. In contrast to small-scale scenes, large-scale scenes inevitably contain sparsely observed regions with excessively sparse initial points. In this case, supervising Gaussians initialized from low-frequency sparse points with high-frequency images often induces uncontrolled densification and redundant primitives, degrading both efficiency and quality. Intuitively, this issue can be mitigated with scheduling strategies, which can be categorized into two paradigms: modulating target signal frequency via densification and modulating sampling frequency via image resolution. However, previous scheduling strategies are primarily hardcoded, failing to perceive the convergence behavior of scene frequency. To address this, we reframe the scene reconstruction problem from the perspective of signal structure recovery and propose SIG, a novel scheduler that synchronizes image supervision with Gaussian frequencies. Specifically, we derive the average sampling frequency and bandwidth of 3D representations, and then regulate the training image resolution and the Gaussian densification process based on scene frequency convergence. Furthermore, we introduce Sphere-Constrained Gaussians, which leverage the spatial prior of initialized point clouds to control Gaussian optimization. Our framework enables frequency-consistent, geometry-aware, and floater-free training, achieving state-of-the-art performance by a substantial margin in both efficiency and rendering quality in large-scale scenes. The code is available at: https://github.com/weiyixue999/Signal_Structure_Aware_Gaussian
Weiyi Xue, Fan Lu, Chi Zhang +6
Jun 8, 2025cs.GR

Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, combining high-quality reconstruction with efficient rendering. It has been widely adopted in domains such as AR/VR, robotics, and autonomous driving. However, achieving real-time performance on resource-constrained platforms remains challenging due to strict power and area budgets. Prior accelerators improve hardware performance but still overlook key inefficiencies, including insufficient rasterization efficiency, poor sorting scalability, and pipeline imbalance. This paper presents an architecture-algorithm co-design to address these challenges. First, we propose axis-shared rasterization, which precomputes and reuses common terms along the X- and Y-axes, reducing multiply-and-accumulate (MAC) operations by up to 38% while preserving high parallelism. Second, we develop a novel order-independent transmittance method that removes the need for explicit sorting by leveraging a lightweight multilayer perceptron (MLP) to directly approximate the transmittance of each Gaussian, enabling efficient alpha blending with negligible quality loss. Third, we design a unified reconfigurable PE array that supports both rasterization and MLP inference, sustaining high utilization without costly sorting hardware. Our experiments demonstrate that our design preserves rendering quality while achieving a 1.33 to 1.88x speedup over state-of-the-art 3DGS accelerators. Our code is open source at https://github.com/WangZhican/ISCA26_3DGS_Acc.
Zhican Wang, Guanghui He, Lingjun Gao +6
Sep 3, 2026cs.CV

TruncGradGS: Improved 3D Gaussian Splatting via Truncated Gradient Updates

3D Gaussian Splatting has become a de facto scene representation for novel view synthesis, yet robustly learning 3D Gaussian primitives from visual input remains challenging. Standard optimization relies on gradient-based updates, but a common issue is the gradient vanishing phenomenon: a pixel far from a Gaussian primitive often has diminishing gradient magnitudes to influence primitive attributes, resulting in suboptimal scene reconstruction. In this paper, we propose a method to address gradient vanishing with a piecewise truncated gradient formulation that improves the optimization stability and robustness to initializations. We show that our method consistently improves 3D Gaussian Splatting with random and COLMAP initializations while being generalizable across static and dynamic Gaussian Splatting. As a by-product, we also examine the limitations of current benchmarks for dynamic scenes, and introduce a novel dataset for benchmarking dynamic Gaussian Splatting using synthetic 3D scenes. We demonstrate the effectiveness of our method in both static and dynamic settings for the public benchmarks and our proposed dataset.
Theo Morales, Nhat-Quynh Le-Pham, Robin Atkins +1
Aug 4, 2026cs.CV

3DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment

3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.
Yuke Xing, Jiarui Wang, William Gordon +3
Jun 8, 2026cs.CV

Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstruction

View-dependent appearance modeling remains a challenging problem in novel-view synthesis and reconstruction. Accurately representing complex angular effects often requires substantial memory and computational resources. For new learning-based methods, a common approach is to rely on SH. However, capturing high-frequency phenomena such as specular reflections demands high-order expansions, which increase memory usage and computational cost. Consequently, most methods employ low-order SH, which limits the ability to model complex view-dependent effects, resulting in overly smooth or diffuse representations. To address these limitations, we systematically evaluate a wide range of spherical functions in the context of scene reconstruction. Some of them are introduced to graphics and computer vision for the first time in this paper. Based on the insights from the experiment, we develop a novel spherical formulation, the Normalized Anisotropic Spherical Gabor function that enables efficient modeling and learning of high-frequency appearance effects while maintaining compact representation. Compared to existing approaches, our function achieves higher-quality reconstruction of view-dependent phenomena such as glints, while being up to five times more memory-efficient and more efficient to evaluate. We validate its performance in radiance-field reconstruction tasks.
Ewa Miazga, Jorge Condor, Piotr Didyk
May 11, 2026cs.CV

Thinking with Novel Views: A Systematic Analysis of Generative-Augmented Spatial Intelligence

Current Large Multimodal Models (LMMs) struggle with spatial reasoning tasks requiring viewpoint-dependent understanding, largely because they are confined to a single, static observation. We propose Thinking with Novel Views (TwNV), a paradigm that integrates generative novel-view synthesis into the reasoning loop: a Reasoner LMM identifies spatial ambiguity, instructs a Painter to synthesize an alternative viewpoint, and re-examines the scene with the additional evidence. Through systematic experiments we address three research questions. (1) Instruction format: numerical camera-pose specifications yield more reliable view control than free-form language. (2) Generation fidelity: synthesized view quality is tightly coupled with downstream spatial accuracy. (3) Inference-time visual scaling: iterative multi-turn view refinement further improves performance, echoing recent scaling trends in language reasoning. Across four spatial subtask categories and four LMM architectures (both closed- and open-source), TwNV consistently improves accuracy by +1.3 to +3.9 pp, with the largest gains on viewpoint-sensitive subtasks. These results establish novel-view generation as a practical lever for advancing spatial intelligence of LMMs.
Yanbing Zhang, Bo Wang, Jianhui Liu +9
Jun 25, 2026cs.CV

Capacity-Controlled Multi-View Stylization of 3D Gaussian Splatting

While 3D Gaussian Splatting (3DGS) provides an efficient and explicit representation for novel view synthesis, enforcing stylistic coherence across viewpoints remains challenging. Existing 3D stylization methods typically apply 2D feature-matching losses independently per rendered view, which leads to unstable style allocation, many-to-one feature reuse, and limited cross-view consistency. We propose a capacity-controlled framework for multi-view stylization of 3DGS, grounded in optimal transport. Specifically, we reformulate local style matching as a semi-balanced optimal transport problem. By introducing explicit column-capacity constraints with tunable strength, our formulation mitigates many-to-one matching and enables controllable allocation of style features. This transport-based objective provides a principled mechanism for balancing feature coverage and stylistic diversity while maintaining stable correspondences across viewpoints. To further enhance cross-view coherence, we incorporate a novel cross-view matching guidance to constrain correspondences between scene content and style patterns. In addition, we introduce several geometric regularizations to enhance the vanilla 3DGS, thereby enabling optimized Gaussian primitives to represent finer-grained textures during stylization. Extensive experiments demonstrate that our approach significantly improves multi-view stylistic consistency and produces stable, expressive 3D stylizations while preserving the core semantic structure of the scene.
Zhihao Wen, Yixin Yang, Bojian Wu +4
Jul 22, 2026cs.CV

ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion

3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis by optimizing freely placed primitives in 3D and adaptively densifying them in under-reconstructed regions. However, this scene-adaptive capacity allocation is largely lost in existing feed-forward 3DGS methods, which commonly regress Gaussians at input pixels and lift them along camera rays. Such pixel-aligned formulations make the number and placement of primitives depend on image resolution and input viewpoints rather than scene complexity, resulting in dense and often redundant Gaussian sets. We present ATSplat, a feed-forward 3DGS framework that restores the adaptive allocation capability of 3DGS optimization through Adaptive 3D Tokens. ATSplat first lifts coarse patch-level depth and camera cues into sparse 3D anchor tokens, forming a compact scaffold of the scene. Each token is then regressed into local Gaussians with learnable 3D offsets, decoupling primitive placement from input image grids. An Adaptive Token Expansion module predicts a token-level uncertainty score, supervised by rendering error maps, and selectively expands high-uncertainty tokens through learnable expansion layers. This sparse-to-adaptive formulation enables ATSplat to concentrate primitives in challenging regions while maintaining a compact representation. Experiments on two representative datasets, RealEstate10K and DL3DV, show that ATSplat achieves state-of-the-art rendering quality while reducing the number of Gaussians by more than 5.7×5.7\times compared with dense feed-forward 3DGS methods. From 12 input images at 512×960512 \times 960 resolution, ATSplat completes reconstruction in less than a second using a single commercial GPU, and renders high-quality novel views at 1136 FPS (512×960512 \times 960) with only 311K Gaussians.
In Cho, Jeonghwan Cho, Mijin Yoo +2
Aug 11, 2026cs.CV

CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images

Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization. We address a stringent yet practical setting: reconstructing a coherent 3D scene from only two motion-blurred images with known intrinsics, without input-view poses, auxiliary sharp images, or per-scene test-time optimization. To this end, we propose CasDeblurGS, a cascaded framework that progressively recovers reliable cross-view information from local 2D correspondences to global 3D guidance. Stage 1 constructs locally reliable guidance through occlusion-aware correspondence filtering, while Stage 2 aggregates the intermediate restorations into a provisional pose-free 3D Gaussian representation whose input-view re-renders provide dense global guidance for final restoration. The resulting views enable a more coherent 3D representation and higher-quality novel-view synthesis. Experiments on real-world and synthetic Deblur-NeRF scenes show consistent gains over strong baselines, improving PSNR by 1.19 dB and 2.11 dB, respectively. Progressive ablations, cross-view correspondence visualization, and camera reprojection analysis further demonstrate improvements in both rendering quality and multi-view geometric consistency.
Haeyun Choi, Minhyuk Jang, I-Gil Kim
Sep 23, 2025cs.CV

VolSplat: Rethinking Feed-Forward 3D Gaussian Splatting with Voxel-Aligned Prediction

Feed-forward 3D Gaussian Splatting (3DGS) has emerged as a highly effective solution for novel view synthesis. Existing methods predominantly rely on a \emph{pixel-aligned} Gaussian prediction paradigm, where each 2D pixel is mapped to a 3D Gaussian. We rethink this widely adopted formulation and identify several inherent limitations: it renders the reconstructed 3D models heavily dependent on the number of input views, leads to view-biased density distributions, and introduces alignment errors, particularly when source views contain occlusions or low texture. To address these challenges, we introduce VolSplat, a new multi-view feed-forward paradigm that replaces pixel alignment with voxel-aligned Gaussians. By directly predicting Gaussians from a predicted 3D voxel grid, it overcomes pixel alignment's reliance on error-prone 2D feature matching, ensuring robust multi-view consistency. Furthermore, it enables adaptive control over density based on 3D scene complexity, yielding more faithful Gaussians, improved geometric consistency, and enhanced novel-view rendering quality. Experiments on widely used benchmarks demonstrate that VolSplat achieves state-of-the-art performance, while producing more plausible and view-consistent results. The video results, code and trained models are available on our project page: https://lhmd.top/volsplat.
Weijie Wang, Yeqing Chen, Zeyu Zhang +9
Jul 1, 2026cs.CV

Improving Sparse-View 3DGS Generalization via Flat Minima Optimization

Recent advances in neural rendering have established 3D Gaussian Splatting (3DGS) as a highly efficient representation for novel view synthesis, enabling fast training and real-time rendering with strong fidelity. However, when supervision is limited to sparse input views, 3DGS tends to overfit to the observed images and generalize poorly to unseen viewpoints. We address this challenge from the perspective of flat minima (FM) optimization, which seeks solutions that remain stable under small parameter perturbations. Viewing Gaussian parameters as trainable weights, we adapt FM principles to the geometric and dynamic nature of 3DGS with a lightweight training framework. Our method regularizes optimization with controlled Gaussian perturbations that account for each Gaussian's anisotropy and the training progress, preserving fine details while improving robustness to sparse-view overfitting. To further stabilize this flat minima optimization process, we introduce periodic reinitialization, which temporarily returns non-positional parameters to their initial states for a short window. Together, these techniques integrate seamlessly into existing 3DGS pipelines without architectural changes. Experiments on LLFF and Mip-NeRF360 datasets demonstrate improved quantitative metrics and perceptual quality under sparse-view supervision, producing reconstructions that are sharper, more stable, and better generalized to novel viewpoints.
Kangmin Seo, Sangeek Hyun, MinKyu Lee +1
Jun 3, 2026cs.CV

Recent Advances and Trends in Learning-based 3D Representations

The selection of an appropriate 3D representation is a fundamental design decision that dictates the efficiency, quality, and capabilities of modern computer vision and graphics pipelines for tasks such as 3D reconstruction, novel-view synthesis and rendering, shape and motion analysis, recognition, and generation. While traditional representations (\eg meshes, point clouds, and volumetric grids) remain standard outputs of 3D sensors (\eg LiDAR and 3D scanners) and are widely used in downstream applications (\eg editing and simulation), recent neural and primitive-based representations (\eg 3D Gaussian Splatting) offer compact and differentiable alternatives opening a wide range of opportunities in applications such as games, AR/VR, autonomous driving, robot navigation, and medical imaging, to name a few. The goal of this paper is to survey the main families of 3D representations from discrete explicit formats to continuous implicit fields based either on neural rendering or primitive splatting. For each type of representation, we present the general formulation and its variants, discuss its benefits and limitations, and highlight key applications. We conclude the paper by outlining the open challenges and potential directions for future research. Distinct from recent surveys that broadly cover 3D object and scene reconstruction, this paper provides a focused analysis on the evolution of 3D representations themselves. We specifically emphasize the paradigm shift toward implicit representations, offering a novel perspective on how these emerging formats fundamentally alter 3D/4D workflows.
Adrien Schockaert, Hamid Laga, Hazem Wannous +3
Jul 9, 2026cs.CV

StereoSplat+: Feed-Forward Stereo Gaussian Splatting with Diffusion-Assisted Progressive Inference

Recent advances in 3D Gaussian Splatting (3DGS) have enabled high-quality, render-ready scene representations for novel-view synthesis. However, most existing 3DGS pipelines rely on multi-view observations (or non-causal access to future frames) to achieve sufficient coverage, which is often unavailable in on-device robotics and AR settings where sensing is restricted to a single stereo rig. Recovering a high-quality 3DGS scene from one stereo observation, therefore, remains challenging due to occlusions, limited field of view, and missing geometry. We present StereoSplat+, a diffusion-enhanced feed-forward framework that enables causal reconstruction from a single stereo pair. Our method builds on two key components. First, we propose StereoSplat, an input-invariant feed-forward 3D Gaussian estimator that takes a variable number of posed stereo pairs as input and predicts high-quality 3D Gaussians. StereoSplat fuses complementary geometry cues via a cost-volume branch and a triplane-based 3D volume branch and leverages continuous pose encoding to generalize across view counts and camera configurations. Second, since multiple posed stereo pairs are typically unavailable at inference time, we introduce a diffusion-enhanced one-shot progressive inference scheme called StereoSplat+: starting from one stereo pair, we render novel stereo views from the predicted 3DGS, refine them with a one-step diffusion enhancer, and feed them back as additional inputs to update the 3DGS. Experiments on the KITTI-360 dataset show that StereoSplat+ improves novel-view rendering quality and geometry accuracy, especially in occluded regions and under strong view extrapolation, outperforming recent feed-forward 3DGS baselines.
Zihua Liu, Masatoshi Okutomi
Sep 20, 2026cs.CV

GARO: Geometry-Aware Redundancy Optimization for Real-Time and High-Fidelity Dynamic Gaussian Splatting

Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality. Existing deformable Gaussian Splatting methods achieve high-fidelity dynamic scene modeling, but still face limitations in memory usage and rendering efficiency due to the large number of redundant Gaussians. To address these challenges, we propose Geometry-Aware Redundancy Optimization (GARO), a unified redundancy measurement framework in the adaptive density control stage of the traditional dynamic scene reconstruction pipeline. This framework first selects low-gradient candidates using an optimization activity assessment strategy, and then evaluates geometric complexity through low curvature analysis to further filter and prune redundant points, resulting in a compact and expressive Gaussian representation. Extensive experiments on synthetic and real-world datasets demonstrate that GARO achieves robust trade-offs between quality and speed, with PSNR remaining stable and rendering speed improved by 2x, validating the efficiency and effectiveness of GARO.
Huiwen Xue, Kaixing Zhao, Zuheng Ming +1