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Papers

Sep 24, 2026cs.CV

Towards Practical Compression of 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) enables high-quality novel-view synthesis but requires substantial storage. Existing compression methods often rely on spatial context modeling over irregular 3D representations, increasing the complexity of training and coding. Meanwhile, floating-point context inference can introduce numerical inconsistencies across platforms, causing entropy-decoding failures. To address these practical challenges, we propose COSA-GS, which constructs context without spatial aggregation through anchor-wise causal factorization. Specifically, we use geometry context derived from each anchor's coordinates to model a compact learnable anchor latent. The anchor latent is then fused with the geometry context to form an anchor context for attribute coding. The resulting context model features a simple architecture composed solely of linear transformations and activations. We train COSA-GS using rate--distortion optimization with adaptive Gaussian pruning. Further, we develop quantization-aware training and integer inference for the context model to achieve bit-exact consistency of entropy-decoded symbols across platforms. Experiments demonstrate that COSA-GS achieves state-of-the-art compression performance while retaining fast and consistent cross-platform decoding, providing a simple yet effective framework for practical 3DGS compression. Code is available at https://github.com/pengpeng-yu/COSA-GS.
Pengpeng Yu, Yueru Chen, Fei Song +4
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
Sep 20, 2026cs.CV

GAPS: Generative Active Pseudo-view Selection for Sparse-View 3D Gaussian Splatting

Novel view synthesis from sparse observations is severely under-constrained. Although 3D Gaussian Splatting (3DGS) enables real-time rendering, it produces floaters, broken geometry, and washed-out backgrounds when trained with few views. We propose an alternating optimization framework that uses a pre-trained image diffusion model to generate geometrically consistent pseudo-views for additional 3DGS supervision. Generation is constrained by depth-conditioned ControlNet, IP-Adapter style transfer, LoRA scene adaptation, and img2img structural anchoring. We introduce Generative Active Pseudo-view Selection (GAPS) to balance reconstruction informativeness and generative reliability when choosing target views. Its annealing schedule shifts from conservative interpolation early in training to exploratory extrapolation later, gradually covering unobserved regions. A dual-criterion admission gate and uncertainty-weighted losses reject unreliable generations, while density-adaptive DropGaussian reduces overfitting in complex scenes. On LLFF with 3/6/9 views, our method improves average PSNR over vanilla 3DGS by 0.40/0.89/0.70 dB. On Mip-NeRF 360 with 12/24 views, the gains are 1.18/0.80 dB. SSIM improves and LPIPS decreases in every setting. Ablations show that active selection and density-adaptive regularization are both necessary; only the full method reduces LPIPS below the no-pseudo-view baseline on unbounded 360-degree scenes.
Hongfei Zhu, Haochen Deng, Sitao Zhang +1
Sep 16, 2026cs.CV

ParticleSplat: Self-supervised Object-centric Latent Particle Splatting

We present ParticleSplat, a self-supervised object-centric learning method that decomposes scenes into a set of latent ''particles'' representing semantic entities through feedforward 3D Gaussian Splatting. Building on the Deep Latent Particles (DLP) framework, which represents images as a set of particles with attributes such as position, scale, and visual appearance, we address a key limitation of DLP: its inherently 2D nature, which prevents explicit 3D spatial and geometric reasoning that are critical for downstream tasks such as robotic manipulation. Leveraging the structural similarity between latent particles and 3D Gaussian primitives, we introduce a 3D latent particle space trained with a novel view synthesis objective. Our model jointly encodes multiple views with camera poses into a shared 3D object-centric latent space, then transforms particles into particle-aligned 3D Gaussians whose composition reconstructs the full scene. On simulated and real-world datasets, we show that this formulation inherently learns object masks without supervision and supports controllable 3D scene editing, such as moving objects by modifying particles in the latent space. We further establish that the learned 3D representation improves downstream performance on robotic manipulation tasks.
Lyuxing He, Daniel Guo, Elizabeth Terveen +3
Sep 14, 2026cs.CV

G-ray: Ray-Level Relative Geometric Position Encoding in Multi-View Vision Transformers under Camera Heterogeneity

We study relative position encoding for multi-view vision Transformers under camera heterogeneity, including varying fields of view (FoVs) or projection models. Existing rotary relative position encodings commonly use image-plane positional coordinates, producing projection-dependent relative phases and inconsistent geometric cues for cross-projection attention. We introduce G-ray, a ray-level relative position encoding whose rotary phases are parameterized by camera-local ray angles. The same camera-local ray pair induces the same relative phase across projections, providing projection-invariant positional consistency. G-ray can be used directly or integrated with existing encodings, retaining complementary geometric cues without additional learned parameters. We validate G-ray in three host encodings, RoPE, GTA, and RayRoPE, across 3D reconstruction and novel-view synthesis (NVS). Across three heterogeneous 3D reconstruction benchmarks at 50 views, G-ray leads all six averaged metrics and reduces mean pointmap relative error by 45.8% over MapAnything, with calibration supplied to both. Trained exclusively on homogeneous pinhole images, the 3D reconstruction model handles mixed pinhole and non-pinhole inputs without retraining and remains competitive on homogeneous pinhole 3D reconstruction protocols. For NVS, GTA and RayRoPE improve with G-ray under joint viewpoint and FoV variation. The project's webpage is available at https://g-ray-project.github.io/.
Shuo Zhang, Xin Su, Wei Wang +8
Sep 9, 2026cs.LG

View-Structured Conformal Prediction for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) renders novel views in real time, but an uncertainty heatmap does not certify that a rendered view meets a certain prediction coverage. We treat novel-view synthesis as structured regression and ask that, with probability at least 1−α1-α, RGB prediction boxes cover at least a 1−β1-β fraction of pixels in a new view. We propose View-Structured Conformal Prediction (VSCP). It splits the pre-calibration scale into a spatial shape from the renderer and a transferable view-difficulty factor, which predicts the smallest view-wise multiplier that shape needs. A held-out quantile over views (View-CP) then gives finite-sample validity even when transferring to new scenes. The same factorization makes the analysis exact: a conformity score is the ratio of oracle to predicted view difficulty, and excess width separates into a test-side and a calibration-side term. Across 13 real scenes, pixel-pooled calibration reaches 89.9% marginal pixel coverage but only 61.4% view-event coverage at a 90% target, while View-CP reaches 91.7--92.0%. At matched coverage VSCP cuts width by 22.1% against a constant scale, and matches a ten-model ensemble's 21.0% reduction using only one model per scene and four rather than ten rasterization passes per query. VSCP also improves on the closest single-model baseline, the 3DGS-U field, by 4.7 points (p=0.0225p=0.0225). The view predictor transfers from bounded source families to all nine unbounded Mip-NeRF360 scenes. There the full scale beats the constant scale with 20.7% width saving on all nine scenes. It also keeps an 18.3% saving under a different densification backbone and runs at 216--280 FPS on an RTX4090.
Junzheng Chu, Bin Pan, Zhenwei Shi
Sep 9, 2026cs.CV

LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis but produces millions of primitives through adaptive densification, leading to significant storage overhead. Learned-mask pruning methods such as LP-3DGS address this by assigning each Gaussian a learnable mask to identify and prune redundant primitives. However, we identify a limitation of this paradigm: the steep slope of the Gumbel-Sigmoid activation drives mask values to the extremes within the short mask-training window, before the importance ranking has stabilized, producing a sharply bimodal distribution from which that ranking can no longer be reliably recovered. We propose LinearMask-GS, which replaces Gumbel-Sigmoid with a linear increment activation that keeps mask values in a mid-confidence regime throughout mask training, producing a stable, unimodal mask distribution whose ranking tracks importance. On Mip-NeRF 360, our method achieves 3.6x and 1.6x Gaussian reductions over 3DGS and LP-3DGS, respectively, while maintaining or improving rendering quality. For outdoor scenes, it yields a 1.6x reduction (from 2.18M to 1.36M) with notable gains in PSNR (+0.38 dB), SSIM (+0.025), and LPIPS (-0.029).
Donghun Ryu, Minhyeok Lee
Sep 9, 2026cs.GR

RealSimLoop: Online Real-to-Sim Adaptation via Differentiable Reduced-Order Simulation with Vision Feedback

Real-world observations of deformable objects are often sparse or surface-level, while downstream tasks require hidden physical quantities such as internal deformation, stress fields, and interaction forces. Physics-based simulation can recover these quantities, but online real-to-sim adaptation remains challenging due to costly full-space optimization, limited feedback, and time-varying material properties. To address these challenges, we propose RealSimLoop, a differentiable framework for online real-to-sim adaptation using vision data as physical feedback. Our approach achieves quasi-real-time performance by executing differentiable simulation within a reduced-order neural subspace, drastically accelerating the optimization loop. We couple this efficient dynamics model with differentiable rendering, enabling direct gradient backpropagation that leverages high-fidelity pixel data to refine physical parameters such as material stiffness. Furthermore, by employing a sliding-window objective function, RealSimLoop enables robust online adaptation, allowing the system to track time-varying material properties and effectively bridge the real-to-sim gap arising from model reduction or unmodeled dynamics. Extensive experiments demonstrate that our method outperforms conventional offline methods, and we validate the framework's versatility in downstream applications, including external force prediction and 3D stress field reconstruction with novel view synthesis.
Zhihao Cen, Chuhua Xian, Hailin Sun +6
Sep 8, 2026cs.CV

PIC: Revisiting INR for Image Coding with Fast Encoding and Sub-Millisecond Decoding

Implicit neural representation (INR) has achieved remarkable progress in novel view synthesis and image/video coding in recent years.Compared to conventional end-to-end image codecs, INR-based compressors demonstrate significant advantages in decoding complexity. However, their practical application has been hindered by the inferior encoding speed and underutilized decoding efficiency.In this work, we propose a feedforward INR image coding architecture, Practical INR Image Codec (PIC), that computes all the necessary information for INR network in a single forward pass, achieving an encoding speed of 20 FPS. Additionally, we implement a highly optimized decoder that reaches 2000 FPS decoding speed, significantly surpassing JPEG's performance at comparable rate-distortion (RD) performance. To the best of our knowledge, this work presents the first learning-based image codec that simultaneously outperforms or is comparable with JPEG in both RD performance and decoding speed while maintaining practical encoding speed. Code is available at https://github.com/actcwlf/PIC.
Xiang Liu, Jinxiang Wang, Bin Chen +5
Sep 7, 2026cs.CV

From Explicit References to Scene Manifolds: Distributional Fidelity and Realism for Radiance Field Quality Assessment

Radiance field representations such as 3D Gaussian Splatting (3DGS) enable high-quality novel view synthesis but can introduce complex, view-dependent artifacts from reconstruction, rendering, and compression. Reliable perceptual quality assessment (QA) is thus essential for evaluating rendered views and guiding the design of perceptually faithful scene representations. Existing full-reference QA metrics require an aligned reference image, while recent cross-reference metrics relax this requirement by comparing a test view with non-aligned references. However, under wide-baseline radiance field settings, selecting a reliable nearby reference can be difficult, particularly when evaluating views along arbitrary trajectories and poses. We propose SCODA, a lightweight scene-conditioned objective QA method that shifts QA from explicit image-to-image comparison to scene-manifold modeling. High-quality observations of each scene are represented as a multivariate Gaussian distribution in deep feature space, producing a semantic fidelity score that measures deviation from the scene distribution. A weakly-supervised distortion-aware patch discriminator provides a complementary realism signal, and both cues are combined through an unsupervised bounded fusion strategy. Experiments on multiple benchmarks show strong agreement with human judgments and robust generalization across GS- and NeRF-generated views and trajectories. Code is publicly available at https://gitlab.com/saeedmp/scoda.
Saeed Mahmoudpour, Gi-Mun Um, Hyon-Gon Choo +1
Aug 31, 2026cs.CV

BRF-GS: Hyperspectral Bidirectional Reflectance Factor Modeling and Image Generation Based on 3D Gaussian Splatting

The bidirectional reflectance factor (BRF) characterizes the directional radiative properties of terrestrial surfaces. However, existing three-dimensional (3D) radiative transfer models require complex scene construction and computationally intensive radiative transfer solvers, limiting efficient generation of multi-angle hyperspectral reflectance imagery. 3D Gaussian Splatting (3DGS) offers an efficient framework for neural scene representation and novel view synthesis, but its low-order spherical harmonics representation is insufficient for complex directional reflectance, while the high dimensionality and inter-band quality differences of hyperspectral data introduce additional challenges. To address these challenges, we propose BRF-GS, a 3DGS-based framework for BRF modeling and hyperspectral reflectance image generation. BRF-GS introduces a hybrid BRDF-driven kernel to represent complex directional reflectance, selects geometry-reliable spectral bands for robust 3D scene initialization, and adopts a two-stage training strategy that decouples geometry optimization from spectral modeling. We further construct the AIR-BRF dataset, a multi-angle hyperspectral directional reflectance dataset comprising three scenes with diverse natural and artificial targets. Experiments demonstrate that BRF-GS achieves superior spatial and spectral fidelity and accurately reproduces characteristic view-dependent BRF responses. The proposed framework provides an efficient data-driven approach for BRF modeling and multi-angle hyperspectral reflectance image generation in remote sensing scenes.
Yiling Yao, Wenjuan Zhang, Bowen Wang +3
Aug 31, 2026cs.CV

CapFrame: Text-Instructed Viewpoint Grounding in 3D Gaussian Scenes via Geometric Pseudo Labels

3D Gaussian Splatting (3DGS) enables photorealistic real-time novel view synthesis, yet placing a virtual camera to capture a desired frame remains largely manual. Existing language-guided approaches in 3D scenes mainly focus on object-centric grounding, determining what to observe but rarely controlling how it should appear in a single frame, such as subject orientation or frame layout. To address this limitation, we introduce a new task, Text-Instructed Viewpoint Grounding (TIVG), which aims to identify a 6-DoF camera pose in a 3D Gaussian scene whose rendered frame aligns with a text instruction. To solve this task, we propose CapFrame, a partially differentiable framework that converts language into geometric pseudo labels for camera pose optimization. CapFrame follows a Retrieve-Translate-Refine pipeline: it retrieves relevant views and ranks them through a Question-Evaluation process with MLLMs, translates the instruction into orientation and layout pseudo labels, and refines the camera pose via differentiable optimization with layout and orientation losses in 3DGS. Experiments on 38 real-world scenes with 135 instructions indicate that CapFrame produces viewpoints better aligned with texts than heuristic viewpoint search and adapted trajectory generation baselines, validated by VLM metrics, MLLM judges, and user studies. Code is available at: https://github.com/jirongli/CapFrame
Jirong Li, Satoshi Ikehata, Shuhei Kurita +1
Aug 13, 2026cs.RO

Semantic Radiance Fields as Simulators for Spatial Reasoning in Real-World Scenes

Training and evaluating spatial reasoning in embodied agents requires diverse environments that are both geometrically faithful and semantically queryable. Synthetic simulators offer ground truth semantics but sacrifice realism; simulators based on reconstructions of real-world environments have realistic appearance but lack ground truth semantics by default. We propose using Semantic Radiance Fields (SRF) as simulators for spatial reasoning agents. SRFs are a representation that unifies these requirements by lifting 2D semantic segmentations from pretrained vision models into a 3D radiance field that jointly encodes geometry, appearance, and per-class semantic identity. The resulting fields are reconstructed from posed RGB captures of real scenes and support novel-view synthesis, semantic and free-space queries within a single grounded representation. This enables the efficient generation of diverse real-world environments to train and evaluate spatial reasoning models. As an example application, we outline an SRF-driven simulator for an orchard apple-reaching task, in which the radiance field supplies camera rendering, semantic ground truth, and occupancy queries to a physics engine.
Nico Heider, Michał Jan Włodarczyk, Katarzyna Wasielewska-Michniewska +5
Aug 13, 2026cs.CV

LocusGS: Spatially Grounded Tokens for Feed-Forward 3D Gaussian Splatting

Recent query-based feed-forward 3DGS methods represent a scene using learnable queries, each aggregating multi-view evidence and decoding a group of Gaussians. Ideally, different queries should specialize in coherent local regions of the scene. However, we observe that Gaussians decoded from the same query often scatter across distant scene regions, resulting in weak query-level spatial coherence and poor alignment with the scene structure. We attribute this behavior to the purely latent representation of existing Gaussian queries. To address this limitation, we introduce LocusGS, which augments each Gaussian query with a 3D anchor state consisting of a center and a support radius. The anchor state is progressively refined across decoder layers and is used throughout query interaction, multi-view feature aggregation, and Gaussian generation. Specifically, an anchor-to-ray geometric bias guides each query toward spatially relevant image observations, while anchor-centered decoding organizes its Gaussians within a local region. Experiments on novel view synthesis benchmarks show that LocusGS improves rendering quality over query-based Gaussian token baselines under the same Gaussian budget. Further analysis shows that the learned anchors form coherent spatial layouts and lead to more structured Gaussian distributions, demonstrating that explicit anchor states improve the spatial organization. Our project page: https://leo-frank.github.io/LocusGS_viewer.
Wenyu Li, Sidun Liu, Tongrui Hu +2
Aug 11, 2026cs.CV

Visual Geometry Foundation-Aware Gaussians for Single-Frame Surround-View Driving Reconstruction

Single-frame surround-view reconstruction faces severe geometric instability and rendering artifacts due to minimal inter-camera overlap. While existing methods rely on complex decoders or auxiliary cues, they remain bottlenecked by the weak geometric capacity of upstream features. We argue that leveraging pretrained visual geometry priors strengthens upstream representations and alleviates the geometric ambiguity in sparse surround views. To this end, we propose VGGD, a visual geometry foundation-aware 3D Gaussian Splatting framework for feed-forward surround-view driving reconstruction, which shifts geometric modeling to the frontend and adapts foundation priors to the driving camera setting. First, VGGD leverages VGGT to provide transferable multi-view geometric prior tokens. Next, we introduce a Dual-Path Neck to decouple geometry-consistent and appearance-aware representations, improving appearance completion in weakly observed regions. We further apply Scale Warmup to stabilize early geometry learning and suppress scale drift under ego-pose changes. Finally, we use a hybrid pixel--volume Gaussian decoder to produce a renderable 3D Gaussian scene for novel-view synthesis. Experiments on the nuScenes single-frame benchmark show that VGGD achieves the best overall rendering quality among the compared methods and improves relative geometric consistency.
Junhong Lin, Jinlong Wang, Xianda Guo +6
Aug 11, 2026cs.CV

Gaussian Sculpting: End-to-End Controllable Surface Reconstruction via Field Optimization

3D Gaussian Splatting (3DGS) has recently enabled real-time novel view synthesis with impressive quality. However, it struggles to recover accurate surfaces under limited viewpoints and due to the inherent irregularity of Gaussian primitives. The resulting geometric errors are notoriously difficult to correct manually. To address these issues, we propose Gaussian Sculpting, a fully differentiable end-to-end framework for high-quality surface reconstruction. Our key insight is to anchor Gaussians onto an evolving differentiable surface, allowing them to guide signed distance field (SDF) optimization instead of extracting the surface only during post-processing. To enable stable gradient isolation during joint optimization, we design a bi-level training strategy in which the outer loop optimizes the geometry represented by the SDF, while the inner loop updates the Gaussians with the geometry fixed. We further impose constraints on Gaussian parameters to ensure consistency with the underlying surface, thereby improving both geometric and appearance fidelity during optimization. In addition, we introduce a multi-resolution subdivision scheme based on octree-like partitioning to preserve fine details while reducing memory consumption. Experiments on object-level scenes demonstrate that our method effectively removes redundant surfaces, recovers missing structures caused by limited viewpoints, and achieves strong reconstruction quality even at relatively low resolutions.
Ke Jiaxin, Juncheng Liu, Yi Wang +4
Aug 8, 2026cs.CV

FlexSplat: Flexible Feed-Forward 3D Gaussian Splatting without Point Cloud Correspondence

We present FlexSplat, a feed-forward framework for novel view synthesis (NVS) from uncalibrated, object-centric multi-view image collections. A recent line of query-based methods reconstructs a compact set of 3D Gaussians by treating them as transformer queries that are refined with multi-view deformable attention; these methods, however, assume that camera poses are given. FlexSplat removes this assumption: a geometry transformer is trained jointly with the Gaussian decoder to predict per-image camera parameters and depth, which in turn ground a depth-guided Gaussian parameterization and a multi-view deformable cross-attention that aggregates evidence across all input views into a single, view-consistent set of primitives. An uncertainty-weighted depth-consistency objective lets the jointly trained geometry adapt to the reconstruction task, while the cross-view consensus formed during decoding absorbs the residual error of the estimated cameras and depth. The representation uses a compact Gaussian budget that is decoupled from the input resolution - unlike pixel-aligned methods, the primitive count does not grow with the image grid - and is not dictated by the number of views. On ShapeNet-SRN and Google Scanned Objects (GSO), FlexSplat matches or approaches posed state-of-the-art reconstructors while requiring neither camera poses nor ground-truth depth, and matches the best perceptual (LPIPS) quality among the compared methods on GSO. Our results indicate that a jointly trained geometry front-end is sufficient to bring calibration-free operation to query-based Gaussian reconstruction while staying within 0.7 dB PSNR of posed methods and matching their perceptual quality.
Amir Sabbaghziarani, Hanting Ye, Maria Gorlatova +1
Aug 7, 2026cs.CV

InstanceSplat: Instance-Aware Feed-Forward 3D Gaussian Splatting for Scene Understanding

Feed-forward 3D Gaussian Splatting (3DGS) enables efficient and generalizable 3D reconstruction, but current feed-forward 3DGS methods for scene understanding remain largely category-oriented. In contrast, instance-aware 3DGS methods typically rely on per-scene optimization and often decouple reconstruction from instance and semantic learning, limiting reciprocal interactions among them. We present InstanceSplat, a unified feed-forward 3DGS framework for generalizable 3D reconstruction and instance-aware scene understanding from pose-free multi-view images. In a single forward pass, InstanceSplat constructs an instance-aware Gaussian representation that jointly encodes appearance, geometry, instance identity, and language-aligned semantics. Shared 3D Gaussians ground instance identities across views, producing renderable and cross-view-consistent instance features. To allow reconstruction and scene understanding to benefit from each other, we further design an instance-centric learning strategy that connects reconstruction, instance learning, and semantic learning through shared instance structure. Specifically, instance cues guide reconstruction, language-aligned semantics strengthen the discrimination of confusing same-category instances, and instance regions aggregate semantic evidence into coherent object-level predictions. Experiments on novel-view synthesis, instance segmentation, and open-vocabulary semantic understanding under varying input-view settings and on an unseen dataset demonstrate state-of-the-art performance, practical efficiency, and strong generalization.
Minchao Jiang, Xiaoxuan Ma, Shunyu Jia +3
Aug 6, 2026cs.CV

Confidence matters: Leveraging Multi-view Geometric Priors for GS-based Reconstruction

3D Gaussian splatting (3DGS) has emerged as a widely-used tool for novel view synthesis, offering real-time rendering in a sparse representation. However, the method's reliance on structure-from-motion initialization and photometric optimization can lead to suboptimal geometric reconstruction, particularly for objects with high specularity. In this work, we investigate the integration of geometric priors, in the form of predicted normal and depth maps, into the 3DGS framework to improve the reconstruction quality. We analyze the effect of incorporating these priors into GS-based methods and our evaluation reveals that multi-view predictions, as they are done by the recent visual geometry grounded transformer (VGGT), outperform single-view alternatives. A major factor is the existence of a confidence map for the estimations, which comes as a by-product of multi-view models and which can significantly improve the effectiveness of priors by weighting each prediction appropriately. Extensive experiments on standard benchmarks show consistent improvement in reconstruction quality and significant gains in complex scenes including specular objects.
Hongyu Zhou, Zorah Lähner
Aug 6, 2026cs.CV

Floating Radiance Networks

Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions. A scene is represented by floating planar generalized Gaussian primitives, each carrying a compact latent descriptor of a local radiance field. A lightweight decoder shared across the scene maps this descriptor, local surface coordinates, and viewing direction to color and opacity. This formulation preserves the expressiveness of neural fields while providing an explicitly addressable structure that can be efficiently queried and manipulated. Hardware-accelerated primitive intersections enable interactive rendering and recursive ray-tracing, including reflections, refractions, transparency, and shadows. The same representation further supports primitive-level deformation, mesh extraction, and appearance stylization directly in its learned descriptor space. Experiments across standard reconstruction benchmarks demonstrate competitive rendering quality while using a compact set of primitives. Together, these results establish FlaRe as a versatile representation that brings high-fidelity neural rendering, ray-tracing, geometric manipulation, and appearance editing into a unified scene model. Source code is available online. Source code can be found at: https://github.com/KByrski/FlaRe
Krzysztof Byrski, Rafał Tobiasz, Grzegorz Wilczyński +5
Aug 6, 2026cs.CV

G2^2ARD-GS: Geometry-Guided Anchor-Regularized Gaussian Splatting Distillation

Dense colored LiDAR maps provide accurate city-scale geometry, but lifting them into 3D Gaussian Splatting (3DGS) retains millions of primitives, making the resulting models costly to store, transmit, render, and adapt. Aggressive primitive reduction alleviates this burden, but can remove the local surface support needed for stable novel-view synthesis and downstream geometric use. We introduce G2^2ARD-GS, a geometry-guided distillation method that converts a dense Gaussian prior instantiated either as a training-free point-cloud lift or a trained GS model into a compact, reusable representation. G2^2ARD-GS progressively consolidates the prior into surface-aware representatives, then recovers appearance on the resulting fixed topology under construction-time anchor constraints, with no primitives added or removed during recovery. Under limited supervision, geometry-aware view selection allocates the available view budget. On MatrixCity, G2^2ARD-GS achieves the best PSNR, SSIM, and LPIPS across matched 5×5\times--30×30\times compression budgets, outperforming PUP by 3.23.2--6.86.8,dB in PSNR. When reused as frozen geometry, the compact model improves off-trajectory appearance adaptation by 3.73.7--4.94.9,dB over PUP 3D-GS and preserves image-to-model registration accuracy on Cambridge KingsCollege at 30×30\times compression. Project page: https://patrick1159.github.io/gardGS-page/.
Puyuan Zhang, Jianming Huang, Wenkai Ye +1
Aug 3, 2026cs.AR

DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization

3D Gaussian Splatting (3DGS) has emerged as a leading technique for real-time novel view synthesis, yet existing 3DGS accelerators suffer from poor architectural scalability: increasing the number of PEs leads to marginal performance improvement during rendering. We identify that the root cause is the tightly coupled ``checking-while-blending'' dataflow, which exacerbates PE underutilization caused by spatial redundancy from irregular Gaussian coverage and temporal redundancy from asynchronous pixel-wise termination under parallel execution. To address this issue, we propose DeGS, a scalable architecture for efficient 3DGS inference. To systematically eliminate the redundancies inherent in rendering, DeGS exploits a decoupled dataflow, restructuring the coupled αα-checking, transmittance checking, and αα-blending of the standard rendering process into consecutive workload parsing, reorganization, and blending stages. This allows the fragmented, length-variable, and temporal-dependent workloads to be reorganized into compact, conflict-free, and dense workloads prior to blending, thereby significantly improving PE utilization during parallel blending. Implemented in 28 nm technology, DeGS achieves 2.36×\times--7.25×\times throughput, 1.82×\times--6.02×\times end-to-end speedup, and 1.59×\times--4.42×\times energy efficiency over state-of-the-art 3DGS accelerators (GSCore, GBU, GCC) across diverse scenes and resolutions (720p to 8K). Moreover, scaling from 16 to 1024 PEs, DeGS maintains over 80% PE utilization at high resolutions, significantly outperforming existing accelerators.
Minnan Pei, Gang Li, Zeyu Zhu +7
Aug 3, 2026cs.CV

D^2-4DGS: Dual-Depth Guided Sparse-Camera 4D Gaussian Splatting

Dynamic 4D Gaussian Splatting has emerged as an efficient representation for dynamic novel view synthesis through explicit scene modeling and real-time rendering. However, existing methods typically require dense multi-view videos for sufficient geometric constraints, making capture expensive and limiting sparse-camera deployment. Reducing input views lowers acquisition cost but weakens geometry supervision, often causing missing structures and floating Gaussians. Depth priors provide geometric cues, yet no single source offers both dense coverage and reliable geometry. Monocular depth provides dense structure but is scale-ambiguous and locally biased, whereas multi-view geometric depth provides incomplete anchors consistent with the reconstruction coordinate system. To exploit their complementarity, we propose D2^2-4DGS, a sparse-camera dynamic 4D Gaussian Splatting framework guided by dual-source depth priors. We align monocular estimates with valid multi-view geometric depths and verify their consistency to identify reliable geometric anchors. These verified anchors support consistency-aware pruning and depth supervision, while verified geometric depths and aligned mono-only estimates provide candidate geometry for densification in under-reconstructed regions. Finally, RGB-D joint optimization improves appearance fidelity and geometric consistency under sparse-view supervision. Across all nine dataset--view settings, D2^2-4DGS achieves the highest PSNR, improving by 1.33 dB on average over the best competing method in each setting.
Jijian Zhao
Aug 2, 2026cs.CV

QuerySplat: Decoupling Geometry and Appearance Representations in 3DGS Prediction

While feed-forward 3D Gaussian Splatting (3DGS) enables efficient 3D reconstruction, achieving high-fidelity rendering remains challenging. Existing pixel-aligned approaches suffer from spatial inflexibility and massive structural redundancy, whereas query-based methods lack 3D priors and entangle geometry with appearance, yielding blurry, pose-dependent results. To overcome these deficiencies, we propose \textbf{QuerySplat}, a feed-forward 3DGS framework driven by geometric priors and explicit appearance decoupling. Specifically, we design a dual-branch query-based decoder: the geometry branch leverages a pretrained Vision Geometric Model for spatial understanding, which intrinsically endows QuerySplat with pose-free modeling capabilities, while the appearance branch recovers high-frequency details through a dedicated pathway separated from geometric attribute regression. Extensive experiments demonstrate that QuerySplat mitigates the blurry rendering issues of early query-based models and consistently outperforms pixel-aligned approaches in rendering fidelity. On the challenging DL3DV benchmark, it achieves state-of-the-art novel view synthesis performance, with average PSNR gains of 2.30 dB and 1.04 dB over the best pose-free and pose-required baselines, respectively. Project Page: https://inspatio.github.io/querysplat.
Yinglong Li, Donghui Shen, Xiaoyu Zhang +5
Jul 31, 2026cs.CV

Manifold-GS: Certified Hybrid Assets via Varifold-Conservative Gaussian Splatting

3D Gaussian Splatting (3DGS) gives high-quality novel-view synthesis, but its adaptive radiance primitives are not directly usable as structured assets: opacity is not an additive area measure, refinement can change the induced geometry, and watertight mesh extraction can hallucinate collision surfaces in unobserved regions. We introduce Manifold-GS, a certified hybrid asset layer for Gaussian scenes. The method separates appearance opacity from geometric quadrature mass, represents surface-like Gaussians as a discrete unoriented varifold, and exports only confidence-certified open surface patches while retaining uncertified content as residual splats. It provides refinement-conservative mass transport, local realizability diagnostics, source-preserving patch bindings, and conservative collision candidates. On three DTU scenes, a frozen asset benchmark shows zero patch-defined edit leakage, texture round-trip PSNR of 30.1/35.3/33.7 dB, and lower collision floater area than official 2DGS meshes on all scenes, with large gaps on two scenes. The result is a precision-coverage tradeoff rather than a universal reconstruction claim. External-region annotations, phantom-collision probes, and 5k-face simplification further support the certified asset interpretation, while RGB-only experiments show that local realizability is not sufficient for sparse-view surface identifiability.
Boyang Li
Jul 29, 2026cs.CV

SpatialQ: Understanding 3D Gaussian Splatting Scene Quality via Visual-based MLLM

3D Gaussian Splatting (3DGS) has emerged as an effective representation for novel view synthesis and 3D scene reconstruction, creating an increasing demand for reliable quality assessment. Unlike conventional image quality assessment (IQA), the quality of a 3DGS scene depends not only on the perceptual fidelity of rendered views, but also on scene-level factors such as spatial structure and cross-view consistency. Existing IQA methods are limited by their reliance on 2D perceptual cues, whereas general multimodal large language models (MLLMs) are not designed for stable quality regression and may produce unreliable judgments. To address these limitations, a multimodal quality assessment framework is developed for 3DGS scene understanding. First, a 3D-aware quality representation learning framework is introduced by augmenting a VGGT-based encoder with a dedicated quality head. Multi-view images are encoded into view-specific features and aggregated to capture cross-view consistency, while geometric cues are incorporated through joint modeling of depth and point-cloud-related structural information, enabling the learning of structure-aware quality representations beyond appearance-driven features. Second, a grounded multimodal reasoning mechanism is constructed by jointly feeding original images, depth maps, point cloud renderings, and camera parameters into a Qwen-based MLLM.
Jingxuan Su, Shenglin Wang, Tiesong Zhao +2
Jul 26, 2026cs.CV

RoadVGGT: Road-Structure-Aware Feed-Forward Road Surface Reconstruction

Large-scale road surface reconstruction supports high-definition mapping, autonomous-driving perception, annotation, and simulation. Existing road-specialized optimization methods can produce high-quality road representations, but they typically require per-scene training and scene-dependent coverage design around the driving trajectory, limiting scalable reconstruction over newly collected roads. To address these limitations, we introduce RoadVGGT, a road-structure-aware feed-forward framework that reconstructs compact Gaussian road surfaces without test-time per-scene optimization. RoadVGGT uses a geometric foundation model to exploit multi-view images together with provided pose and depth observations, and predicts dense pixel-aligned Gaussian attributes through a learned Gaussian head. To make these dense predictions usable for large road surfaces, we align them into a consistent metric world coordinate system and fuse redundant Gaussians on the road-aligned XY plane through confidence-weighted grid fusion. Category-aware grouping and road--sidewalk junction protection further control fusion around vulnerable road structures. The resulting representation supports RGB and semantic bird's-eye-view maps, elevation estimation, and novel view synthesis. RoadVGGT eliminates the need for per-scene optimization in prior methods, reconstructs complete road surfaces with a compact Gaussian representation, and improves image quality, semantic mapping, and elevation accuracy. Extensive experiments demonstrate the potential of geometric foundation models for scalable feed-forward road surface reconstruction.
Han Jiao, Chen Liu, Jiakai Sun +6
Jul 23, 2026cs.CV

Future Rendering ≠\neq Future Surface: A Benchmark and Dataset for Dynamic Surface Reconstruction Beyond the Observed Window

Dynamic-scene reconstruction is almost always evaluated inside the observed time window, yet deployment settings such as AR overlays, robot interaction, and anticipatory planning need the future surface: the geometry at times beyond those captured. No standard benchmark measures this. We introduce FutureSurf, a controlled diagnostic benchmark and dataset for future-time surface reconstruction that trades scene diversity for exact future ground truth and falsification controls. A method trains on the observed first 75% of a sequence; we score its extracted per-frame surface on the held-out future by Chamfer distance, reporting absolute future CD as the primary score and the future/observed gap as a diagnostic. The dataset contains eight analytically defined controlled motions, including three falsification controls, with exact per-frame ground-truth meshes. We also provide a ground-truth-side recoverability oracle. The release includes split files, scoring code, a benchmark card, and Croissant metadata. On the controlled motions, the DG-Mesh backbone leaves a 2.7-4.1×\times gap even for futures predictable in principle (four of five recoverable from observed motion by a fixed rule), while the falsification controls behave as designed (the surface-invariant motion shows no gap). Beyond the contributed dataset, the gap persists across six animated DG-Mesh asset scenes and a second backbone, Deformable-3DGS (2.0-6.6×\times; both share a deformation-MLP temporal model). The benchmark also shows that future rendering quality and future-surface accuracy are statistically decoupled, so the novel-view-synthesis metrics the field reports do not track future geometry. The future error is structured, concentrating where the surface moves. The dataset, evaluation toolkit, and scoring code are available on Hugging Face and GitHub (https://github.com/Ricky-S/futuresurf).
Yukun Shi, Minglun Gong
Jul 23, 2026quant-ph

Hash-QNeRF: Multiresolution Hash Encoding for Quantum Neural Radiance Fields

Neural Radiance Fields (NeRF) have revolutionized novel view synthesis, yet their classical implementations remain computationally intensive for high-fidelity rendering. QNeRF recently demonstrated the feasibility of training NeRF on gate-based quantum computers by combining amplitude embedding, parameterized quantum circuits (PQCs), parity-based measurements, and volumetric rendering. However, QNeRF relies on classical sinusoidal positional encoding for spatial coordinates, which scales poorly with scene complexity and resolution. In this work, we replace the sinusoidal positional encoding for spatial coordinates with the multiresolution hash encoding from Instant-NGP while keeping the view-direction encoding, amplitude MLP, quantum circuit, parity measurement, output scaling, and volumetric rendering pipeline unchanged. This hybrid design, Hash-QNeRF, retains the quantum radiance prediction step while benefiting from the fast convergence and memory efficiency of learnable hash grids. On a synthetic Blender scene, we achieve a final training loss of 0.003534, corresponding to approximately 24.5 dB PSNR on the fitted batch. Noise resilience experiments using Qiskit FakeKyiv and FakeTorino backends yield state fidelities of 0.93 to 0.98, indicating that hash encoding does not degrade the quantum circuit's noise tolerance.
Digonto Biswas, Tana Ballove, Anjan Bandyopadhyay +2
Jul 23, 2026cs.CV

SubSplat: High-Resolution Pixel-aligned 3DGS via Sub-pixel Gaussian Reparameterization

Pixel-aligned Gaussian splatting enables efficient and generalizable novel-view synthesis. However, high-resolution rendering faces a critical trade-off where increasing input resolution improves detail at the expense of quadratically rising network computational cost. Conversely, maintaining low-resolution inputs stabilizes this cost but results in insufficient Gaussian density and artifacts. To address this, we propose SubSplat, which introduces Sub-pixel Gaussian Reparameterizer(SPGR) to subdivide primary Gaussians into fine-grained primitives, restoring structural density directly from low-resolution features. We further enhance the reparameterization quality through feature aggregation, which effectively captures high-frequency details across multiple views. Experiments on RealEstate10K and ACID demonstrate that SubSplat achieves high-fidelity rendering with superior efficiency. Our results validate that the proposed framework successfully resolves the trade-off between reparameterization fidelity and network computational cost inherent in pixel-aligned Gaussian Splatting.
Jiun Lee, Jaekwang Kim, Sangmin Lee