3D Gaussian Splatting
Also known as 3DGS
Latest papers 729
130 papers in the last four weeks, up 40% on the four weeks before. 0.9% of all new papers.
High-fidelity street scene reconstruction is pivotal for end-to-end autonomous driving simulation, where novel-view synthesis (NVS) and time-varying information modeling are two fundamental capabilities to facilitate closed-loop training. However, existing 3DGS methods and their 4D extensions fail to simultaneously achieve both. To bridge this gap, we establish an information-geometric diagnostic framework, revealing that this limitation stems from a credit assignment dilemma between spatial and temporal parameters. Specifically, the deterministic coupling between viewpoint and time in single-source observation creates a low-rank structure that induces massive null-space ambiguity between static view-dependent and dynamic time-varying components. Temporal information overshadows spatial cues, causing the estimation variance of spatial parameters to diverge. To address this issue, we propose Orthogonal Projected Gradient (OPG), a hierarchical training method designed to restore spatial identifiability. OPG prioritizes the integrity of spatial representations by securing them in an initial stage, then restricts temporal updates to the spatial null space, enabling proactive credit assignment. While OPG isolates temporal updates algebraically, Temporal Regularization Strategy is proposed to further refine the temporal solution space by imposing a smoothness constraint based on the physical prior of consistent appearance evolution, ensuring that the reconstructed scene remains physically consistent in closed-loop simulation. Extensive experiments demonstrate that our method not only maintains stable NVS capabilities but also demonstrates superior performance in traditional observation-reproducing metrics, which indirectly reflect the capability of modeling temporal dynamics.
DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars
Existing 3D clothed avatar reconstruction methods achieve high visual fidelity but ignore geometric structure and physical plausibility. They either model clothed humans as a single deformable surface or attempt garment disentanglement without enforcing geometric constraints, resulting in ambiguous garment boundaries and no control over stacking or layer ordering. To address these limitations, we introduce DAMA (Disentangled body-Anchored Gaussians for Controllable Multi-layered Avatars), a 3D avatar reconstruction method that produces physically plausible clothed avatars through a dedicated representation and reconstruction method. At the representation level, we bind Gaussians to SMPL-X faces using barycentric in-plane coordinates and a positive normal offset. Based on this parameterization, the reconstruction method lifts 2D segmentations to body-anchored Gaussians, refines layers using topology-guided correction, and jointly optimizes geometry and appearance. DAMA is the first Gaussian avatar reconstruction method from multi-view images to achieve physically plausible layering, clean garment separation, and explicit stacking control. On the full 4D-DRESS dataset (82 scans), it achieves state-of-the-art performance in geometry reconstruction, garment separation, penetration rate, and penetration depth. The representation further supports user-defined garment reordering and fast conversion of body-conforming garments to simulation-ready meshes. Project Page: https://danieleskandar.github.io/dama/
CAdam: Context-Adaptive Moment Estimation for 3D Gaussian Densification in Generative Distillation
Adaptive densification is the engine of 3D Gaussian Splatting (3DGS). However, when transposed to the optimization-based Generative Distillation paradigm, this reconstruction-native mechanism reveals fundamental limitations, resulting in inefficient representations cluttered with redundant primitives. We diagnose this failure as a Densification Dilemma stemming from the stochastic nature of generative guidance: the standard magnitude-based accumulation indiscriminately aggregates transient noise alongside geometric signals, making it difficult to strike a balance between over-densification and under-fitting. To resolve this, we introduce Context-Adaptive Moment Estimation (CAdam), a novel framework that reinterprets densification as a statistically grounded signal verification problem. CAdam leverages the first moment of gradients to exploit the interference principle, where stochastic fluctuations cancel out via destructive interference while consistent geometric drifts accumulate via constructive interference, effectively disentangling the underlying signal from the generative noise floor. This is further augmented by a quantile-based context awareness and an intrinsic Signal-to-Noise Ratio (SNR) gating mechanism, which ensure robust adaptation across optimization stages and enable the soft termination of densification. Extensive experiments across diverse objectives (SDS, ISM, VFDS) and strong generative 3DGS backbones show that CAdam reduces Gaussian count by 85%-97% relative to standard densification while preserving overall comparable perceptual quality. These results highlight signal-aware density control as a practical way to improve memory efficiency in optimization-based generative distillation.
PiG-Avatar: Hierarchical Neural-Field-Guided Gaussian Avatars
Existing Gaussian avatar methods typically parameterize geometry on a body-template surface, which entangles the avatar's representation space with the template's deformation space and limits the capture of layered, off-body, and non-rigid clothing geometry. We present PiG-Avatar, which addresses this limitation by using the parametric body model solely for kinematic transport, while representing the avatar as Gaussians anchored in a volumetric canonical space governed by a continuous neural field. This decouples representation from template topology, avoiding the geometric constraints of surface-based parameterizations. Kinematic coherence is maintained through 3D barycentric anchor transport, which guides motion without constraining geometry and allows anchors to deviate freely from the template surface, yielding dense, stable temporal surface correspondences by construction. To make this unconstrained formulation tractable, we introduce dual-level spatially coherent optimization, combining Sobolev-preconditioned neural-field updates with a novel KNN-based preconditioning of canonical anchor geometry. Together, these mechanisms induce an emergent self-organization of anchor density: anchors migrate toward regions of high curvature, appearance variation, and non-coherent motion without explicit heuristics. As a result, complex clothing geometry and layered surfaces emerge as natural, high-fidelity outputs. This single representation further supports hierarchical reconstruction across multiple levels of detail, with coarse-level supervision propagating to finer levels through the shared field and coupled anchor graph. On established benchmarks featuring subjects with complex clothing and challenging non-rigid motion, PiG-Avatar achieves state-of-the-art rendering quality, generalizes robustly to imperfect body model initialization, and renders in real time across all detail levels.
TideGS: Scalable Training of Over One Billion 3D Gaussian Splatting Primitives via Out-of-Core Optimization
Training 3D Gaussian Splatting (3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as a working-set cache rather than a persistent parameter store. Building on this insight, we introduce TideGS, an out-of-core training framework that manages parameters across an SSD-CPU-GPU hierarchy via three synergistic techniques: block-virtualized geometry for SSD-aligned spatial locality, a hierarchical asynchronous pipeline to overlap I/O with computation, and trajectory-adaptive differential streaming that transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).
OP2GS: Object-Aware 3D Gaussian Splatting with Dual-Opacity Primitives
3D Gaussian Splatting (3DGS) provides an explicit and efficient scene representation, but its primitives lack inherent object-level identity, hindering downstream tasks such as open-vocabulary scene understanding. Existing methods typically address this by either distilling high-dimensional feature embeddings into Gaussians or by lifting 2D mask labels into 3D via heuristic refinement. However, feature-based approaches incur heavy storage and decoding overhead, while lifting-based pipelines remain vulnerable to label contamination: Gaussians necessary for appearance reconstruction often receive incorrect object labels during 2D-to-3D projection. We propose OP2GS, an object-aware Gaussian representation that augments each primitive with an explicit instance identity and a dedicated instance opacity for object-mask rendering. The original opacity remains responsible for visual reconstruction, while models whether a Gaussian should contribute to a particular object mask. This dual-opacity formulation decouples visual existence from instance occupancy: mislabeled Gaussians can remain available for image rendering while becoming transparent in the object-mask branch. To learn this representation, we introduce a random object loss that optimizes the 1D instance occupancy field using the standard transmittance-based visibility of 3DGS. Semantic descriptors are then attached at the object level through multi-view aggregation, eliminating per-Gaussian feature storage. Compared with feature-training approaches, OP2GS achieves competitive open-vocabulary performance while significantly reducing computational overhead. Compared with training-free pipelines, it leverages physically consistent occupancy learning to resolve visibility ambiguities.
Feed-Forward Gaussian Splatting from Sparse Aerial Views
Reconstructing large-scale urban scenes from sparse aerial views is a crucial yet challenging task. Due to biased top-down and shallow-oblique camera poses, sparse aerial captures exhibit strong evidence imbalance: roofs and open regions are repeatedly observed, while facades, distant buildings, and occluded structures receive little multi-view support. Existing feed-forward 3D Gaussian Splatting methods directly regress a deterministic representation from sparse inputs, but this often leads to ghosting, melted facades, and stretched textures. Recent pseudo-view and video-based generative reconstruction methods use additional supervision or generative priors. However, they often lack a clear separation between observed geometry and prior-driven content, which can lead to plausible but inconsistent structures. We propose AnyCity, an observation-grounded generative reconstruction framework for sparse aerial urban scenes. AnyCity first predicts an observation-supported geometry latent to anchor reliable structures, and then uses scaffold-conditioned aerial completion tokens to predict a gated residual update for weakly constrained content before Gaussian decoding. During training, dense-to-sparse distillation transfers structural cues from dense-view reconstruction, while an aerial-adapted video diffusion prior provides fine-grained urban appearance cues through gated token conditioning. Observation-preserving objectives keep the refined representation consistent with input-supported geometry. At inference time, AnyCity reconstructs the final 3D Gaussian scene from sparse aerial views in a single feed-forward pass, achieving coherent urban novel-view synthesis with second-level inference. Experiments on synthetic, aerial-domain, UAV-textured, and real-world scenes show consistent improvements over feed-forward baselines.
Cross-View Splatter: Feed-Forward View Synthesis with Georeferenced Images
We present Cross-View Splatter, a feed-forward method that predicts pixel-aligned Gaussian splats for outdoor scenes captured at ground level AND by satellite. Faithful reconstructions require good camera coverage, but ground imagery is time-consuming and hard to capture at scale for large outdoor scenes. Fortunately, satellite imagery can provide a global geometric prior that is easy to access via public APIs. Cross-View Splatter fuses orthorectified satellite views with GPS-tagged ground photos to predict Gaussian splats in a unified 3D coordinate frame. By aligning ground and bird's-eye feature representations, our model improves scene coverage and novel-view synthesis, compared to ground imagery alone. We train on curated georeferenced datasets and paired satellite-terrain data, mined from open mapping services. We evaluate our method on a new benchmark for novel-view synthesis with georeferenced imagery allowing comparison to prior state-of-the-art methods. Our code and data preparation will be available at https://nianticspatial.github.io/cross-view-splatter/.
MMGS: 10 Compressed 3DGS through Optimal Transport Aggregation based on Multi-view Ranking
While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it suffers from significant overhead due to massive redundant primitives. Existing compression methods typically rely on local sampling or fixed pruning thresholds, which often struggle to balance redundancy reduction with high-fidelity rendering. To address this, we propose a novel framework that formulates Gaussian optimization as a global geometric distribution matching problem. Specifically, our approach integrates three components: (1) we introduce a multi-view 3D Gaussian contribution ranking mechanism that filters primitives using geometric consistency instead of local heuristics; (2) we propose a global Optimal Transport (OT)-based aggregation algorithm that merges redundant primitives while preserving the underlying geometry; and (3) we design an OT-based densification operator that maintains the Gaussian's distributional properties for stable optimization. Our approach achieves state-of-the-art rendering quality with only \textbf{10} primitives and \textbf{10} accelerated training speeds compared to vanilla 3DGS.
3D Skew Gaussian Splatting with Any Camera Trajectory Visualization Engine
While 3D Gaussian Splatting (3DGS) has revolutionized real-time photorealistic view synthesis, its fundamental reliance on symmetric Gaussian distributions introduces visual artifacts that hinder accurate spatial data exploration. Specifically, symmetric kernels struggle to capture shape and color discontinuities , which cause blurriness and primitive redundancy that mislead human perception during visual analysis. To address these visualization barriers, we introduce 3D Skew Gaussian Splatting (3DSGS), a novel framework that significantly enhances the structural fidelity and compactness of explicit scene representations. Our key insight lies in extending the standard primitive to a general Skew Gaussian counterpart. This generalized primitive inherits the highly efficient rasterization properties of standard Gaussians while gaining intrinsic asymmetric modeling capabilities. We couple this with an enhanced opacity representation to better handle complex transparency, alongside a depth-aware densification strategy that intelligently manages primitive allocation. Furthermore, to make these advancements actionable for real-world visual analytics, we re-derive the CUDA rasterization pipeline to universally support both symmetric and skew Gaussians, integrating it into a decoupled, free-camera interactive visualization engine. Extensive experiments demonstrate that 3DSGS achieves superior rendering quality and structural compactness, particularly in regions with intricate details, while maintaining the real-time frame rates necessary for fluid interactive exploration. Supplementary derivations and visual results are available at \textbf{\textit{https://3d-skew-gs.github.io/}}.
RT-Splatting: Joint Reflection-Transmission Modeling with Gaussian Splatting
3D Gaussian Splatting (3DGS) enables real-time novel view synthesis with high visual quality. However, existing methods struggle with semi-transparent specular surfaces that exhibit both complex reflections and clear transmission, often producing blurry reflections or overly occluded transmission. To address this, we present RT-Splatting, a framework that disentangles each Gaussian's geometric occupancy from its optical opacity. This factorization yields a unified surface-volume scene representation with a single set of Gaussian primitives. Our hybrid renderer interprets this representation both as a surface to capture high-frequency reflections and as a volume to preserve clear transmission. To mitigate the ambiguity in jointly optimizing reflection and transmission, we introduce Specular-Aware Gradient Gating, which suppresses misleading gradients from highly specular regions into the transmission branch, effectively reducing distracting floaters. Experiments on challenging semi-transparent scenes show that RT-Splatting achieves state-of-the-art performance, delivering high-fidelity reflections and clear transmission with real-time rendering. Moreover, our factorization naturally enables flexible scene editing. The project page is available at https://sjj118.github.io/RT-Splatting.
GaussianZoom: Progressive Zoom-in Generative 3D Gaussian Splatting with Geometric and Semantic Guidance
We introduce GaussianZoom, a generative zoom-in 3D reconstruction system with an iterative progressive framework that combines geometry-consistent scene modeling and multi-scale semantic reasoning to enable high-fidelity extreme zoom-in rendering from low-resolution inputs. To achieve this, we develop a novel multi-view consistent super-resolution module with depth-based feature warping and VLM-driven detail synthesis, ensuring accurate multi-view correspondence while enriching fine-scale appearance beyond the observed resolution. To support zooming across large magnification ranges, we further introduce a new expandable continuous Level-of-Detail hierarchy that dynamically modulates Gaussian visibility for smooth, alias-free cross-scale rendering. Experiments on Mip-NeRF360 and Tanks&Temples demonstrate that GaussianZoom achieves superior perceptual quality, multi-view consistency, and robustness under extreme magnification, establishing a strong baseline for generative zoom-in 3D scene reconstruction.
Efficient Sparse-to-Dense Visual Localization via Compact Gaussian Scene Representation and Accelerated Dense Pose Estimation
This letter presents LiteLoc, a novel and efficient localizer built on 3D Gaussian Splatting (3DGS). The previous state-of-the-art (SoTA) sparse-to-dense localizer, STDLoc, has shown remarkable localization capability but suffers from severe storage redundancy and computational latency. By revisiting its design decisions, we derive two simple yet highly effective improvements that cumulatively make LiteLoc much more efficient in both memory and computation, while also being easier to train. One key observation is that the color field, inherited directly from Feature 3DGS, is functionally useless for localization. Yet, its reconstruction of high-frequency photometric details necessitates excessive Gaussian primitives, resulting in a tightly coupled color-feature representation with significant memory overhead and sub-optimal feature field optimization. To resolve this, we propose a color-free decoupled feature field that constructs a compact Gaussian scene representation by retaining only task-essential feature attributes, thereby eliminating approximately 94% of redundant storage with no loss of localization-relevant information. We further find that the primary computational bottleneck lies in the dense Perspective-n-Point (PnP) solver, where most matches contribute saturated geometric constraints with diminishing accuracy gains. Accordingly, we propose a condensing strategy that distills dense matches into a subset of 5% representative matches, enabling a nearly 19-fold speedup in robust estimation with negligible performance drop. Extensive experiments show that LiteLoc surpasses STDLoc in multiple scenes with considerable efficiency benefits, opening up exciting prospects for latency-sensitive visual localization.
GEM: Gaussian Evolution Model for Occupancy Forecasting and Motion Planning
Future 3D semantic occupancy forecasting and motion planning are central to autonomous driving, as they require models to reason about how surrounding scenes evolve and how the ego vehicle should act. Existing occupancy world models commonly discretize scenes into latent embeddings, volumetric features, or quantized tokens, and forecast future states through fixed-step autoregressive generation. This limits temporal flexibility, obscures scene evolution, accumulates errors over long horizons, and poorly matches the continuous-time dynamics of real driving scenes. We propose GEM, a Gaussian Evolution Model for non-autoregressive occupancy world modeling, where driving scenes are represented as explicit continuous 4D Gaussian primitives with learned dynamics. Instead of rolling out future occupancy states step by step, GEM directly queries the Gaussian world representation at arbitrary timestamps and splats the corresponding conditional 3D Gaussians into semantic occupancy volumes. This enables efficient forecasting over the full horizon while retaining a compact and interpretable scene representation. By decoupling spatial geometry, temporal support, and primitive motion, GEM makes the predicted world easier to inspect, as each primitive's evolution can be followed continuously over time. The same representation also supports motion planning by predicting future ego trajectories from the learned Gaussian world. Extensive experiments show that GEM achieves state-of-the-art future semantic occupancy forecasting and strong motion planning performance, while providing flexible temporal querying.
Topo-GS: Continuous Volumetric Embedding of High-Dimensional Data via Topological Gaussian Splatting
Dimensionality reduction algorithms map high-dimensional data into visualizable 2D or 3D spaces, but traditionally rely on a discrete point-cloud paradigm. This discrete abstraction is susceptible to visual occlusion and artificial discontinuities, often failing to represent the continuous density of the underlying manifold. To address these limitations, we introduce Topo-GS, a framework that repurposes 3D Gaussian Splatting (3DGS) to cast multidimensional projection as a meshless volumetric reconstruction process. Instead of standard photometric losses, Topo-GS is driven by local geometric constraints. By solving orthogonal Procrustes targets, the optimization enforces an As-Rigid-As-Possible prior while explicitly aligning the spatial covariance of each Gaussian to the local tangent space. Recognizing that unrolling data of varying intrinsic dimensionalities requires distinct spatial treatments, we utilize a topology-aware strategy that tailors the loss formulation to preserve either continuous 1D trajectories or cohesive 2D surfaces. Quantitative and visual evaluations demonstrate that Topo-GS successfully transforms discrete scatter plots into continuous volumetric representations, where inherent projection distortions explicitly manifest as observable geometric variations, while preserving local topological fidelity comparable to discrete baselines.
P2GS: Physical Prior-guided Gaussian Splatting for Photometrically Consistent Urban Reconstruction
3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency. To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.
Robust Prior-Guided Segmentation for Editable 3D Gaussian Splatting
3D Gaussian Splatting (3D-GS) enables real-time 3D scene reconstruction but lacks robust segmentation for editing tasks such as object removal, extraction, and recoloring. Existing approaches that lift 2D segmentations to the 3D domain suffer from view inconsistencies and coarse masks. In this paper, we propose a novel framework that leverages the Segment Anything Model High Quality (SAM-HQ) to generate accurate 2D masks, addressing the limitations of the standard SAM in boundary fidelity and fine-structure preservation. To achieve robust 3D segmentation of any target object in a given scene, we introduce a prior-guided label reassignment method that assigns labels to 3D Gaussians by enforcing multiview consistency with learned priors. Our approach achieves state-of-the-art segmentation accuracy and enables interactive, real-time object editing while maintaining high visual fidelity. Qualitative results demonstrate superior boundary preservation and practical utility in Virtual Reality (VR) and robotics, advancing 3D scene editing.
EndoGSim: Physics-Aware 4D Dynamic Endoscopic Scene Simulations via MLLM-Guided Gaussian Splatting
In robot-assisted minimally invasive surgery, high-fidelity dynamic endoscopic scene reconstruction and simulation are crucial to enhancing downstream tasks and advancing surgical outcomes. However, existing methods primarily focus on visual reconstruction, lacking physics-based descriptions of the scene required for realistic simulation. We propose a unified framework that achieves physics-aware reconstruction and physical simulation of endoscopic scenes through Multi-modal Large Language Models (MLLMs)-guided Gaussian Splatting. Our approach utilizes 4D Gaussian Splatting (4DGS) integrated with pre-trained segmentation and depth estimation to represent deformable tissues and tools. To achieve automatic inference of physical properties, we introduce an object-wise material field that initializes material parameters via MLLM and refines them through a differentiable Material Point Method (MPM) under joint supervision from rendered images and optical flow. Validated on both open-source and in-house datasets, our framework achieves superior simulation fidelity and physical accuracy compared to state-of-the-art methods, underscoring its potential to advance robot-assisted surgical applications.
Learn2Splat: Extending the Horizon of Learned 3DGS Optimization
3D Gaussian Splatting (3DGS) optimization is most commonly performed using general-purpose first-order optimizers such as Adam or SGD. Although robust across scenes, they update each parameter independently without exploiting the structural and spatial relationships among Gaussians, which slows convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, those are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce Learn2Splat, a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show higher novel view synthesis quality at equal wall-clock time, while remaining stable over long horizons, with zero-shot generalization to unseen datasets and settings. To support our findings, we build a unified framework to train and evaluate learned and standard optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://autonomousvision.github.io/learn2splat .
3DEditSafe: Defending 3D Editing Pipelines from Unsafe Generation
Recent advances in 3D generative editing, particularly pipelines based on 3D Gaussian Splatting (3DGS), have achieved high-fidelity, multi-view-consistent scene manipulation from text prompts. However, we find that these pipelines also introduce new safety risks when unsafe prompts produce edits that are propagated and optimized across views. In this work, we study unsafe generation in 3D editing pipelines and show that such behavior can lead to coherent, undesirable Not-Safe-For-Work (NSFW) content in the final 3D representation. To address this, we propose 3DEditSafe, a safety-regularized 3D editing framework that constrains unsafe semantic propagation during optimization. 3DEditSafe combines generation-stage safety guidance with rendered-view 3D safety regularization, safe semantic projection, residue suppression, and mask-aware preservation to steer optimization away from unsafe editing directions. We evaluate our approach on EditSplat scenes using an object-compatible unsafe prompt benchmark and show that 2D safety guidance alone is not consistently sufficient to prevent unsafe 3D edits. 3DEditSafe reduces unsafe semantic alignment and view-level attack success rates, while revealing a safety-quality tradeoff in which stronger unsafe suppression can introduce artifacts or reduce unsafe-prompt fidelity. To our knowledge, this work is the first attempt to study and defend against unsafe generation in text-driven 3D editing pipelines, highlighting the need for safety mechanisms that operate directly on optimized 3D representations.
FFAvatar: Few-Shot, Feed-Forward, and Generalizable Avatar Reconstruction
Avatar reconstruction has traditionally relied on per-subject optimization that requires hours of computation or on expensive preprocessing that limits scalability. We introduce FFAvatar, a generalizable feed-forward framework that reconstructs high-quality, animatable 3D Gaussian head avatars from few-shot unposed portrait images in seconds. FFAvatar fuses information from multiple source images into a unified canonical Gaussian representation through Multi-View Query-Former, which is animated via FLAME parameters predicted end-to-end directly from pixels, eliminating the overhead of offline FLAME extraction. We further propose a three-stage training curriculum that achieves both broad generalization and high-fidelity reconstruction: (i) scalable pretraining on extensive monocular video data with over 1M identities to learn strong generalizable priors; (ii) multi-view fine-tuning on a small but high-quality dataset of 360-degree captures to enhance geometric fidelity and extreme-view awareness; and (iii) optional personalization that adapts to specific identities for maximum fidelity within 500 optimization steps. Extensive experiments demonstrate that FFAvatar sets a new standard for identity preservation, geometric consistency, and animation fidelity. On the NeRSemble benchmark, it outperforms the state-of-the-art LAM by a substantial 5.5 PSNR gain. Furthermore, FFAvatar enables real-time deployment, reconstructing avatars in 2 seconds without personalization and 10 seconds with personalization, while supporting 49 FPS animation on a single NVIDIA A100 GPU.
3D Skew-Normal Splatting
3D Gaussian Splatting (3DGS) has emerged as a leading representation for real-time novel view synthesis and has been widely adopted in various downstream applications. The core strength of 3DGS lies in its efficient kernel-based scene representation, where Gaussian primitives provide favorable mathematical and computational properties. However, under a finite primitive budget, the symmetric shape of each primitive directly affects representation compactness, especially near asymmetric structures such as object boundaries and one-sided surfaces. Recent works have explored more complex kernel distributions; however, they either remain within the elliptical family or rely on hard truncation, which limits continuous shape control and introduces distributional discontinuities. In this paper, we propose Skew-Normal Splatting (SNS), which adopts the Azzalini Skew-Normal distribution as the fundamental primitive. By introducing a learnable and bounded skewness parameter, SNS can continuously interpolate between symmetric Gaussians and Half-Gaussian-like shapes, enabling flexible modeling of both sharp boundaries and interior regions. Moreover, SNS preserves analytical tractability under affine transformations and marginalization. This property allows seamless integration into existing Gaussian Splatting rasterization pipelines. Furthermore, to address the strong coupling between scale, rotation, and skewness parameters, we introduce a decoupled parameterization and a block-wise optimization strategy to enhance training stability and accuracy. Extensive experiments on standard novel-view synthesis benchmarks show that SNS consistently improves reconstruction quality over Gaussian and recent non-Gaussian kernels, with clearer benefits on sharp boundaries and thin or one-sided structures.
Denoising-GS: Gaussian Splatting with Spatial-aware Denoising
Recent advances in 3D Gaussian Splatting (3DGS) have achieved remarkable success in high-fidelity Novel View Synthesis (NVS), yet the optimization process inevitably introduces noisy Gaussian primitives due to the sparse and incomplete initialization from Structure-from-Motion (SfM) point clouds. Most existing methods focus solely on adjusting the positions of primitives during optimization, while neglecting the underlying spatial structure. To this end, we introduce a new perspective by formulating the optimization of 3DGS as a primitive denoising process and propose Denoising-GS, a spatial-aware denoising framework for Gaussian primitives by taking both the positions and spatial structure into consideration. Specifically, we design an optimizer that preserves the spatial optimization flow of primitives, facilitating coherent and directed denoising rather than random perturbations. Building upon this, the Spatial Gradient-based Denoising strategy jointly considers the spatial supports of primitives to ensure gradient-consistent updates. Furthermore, the Uncertainty-based Denoising module estimates primitive-wise uncertainty to prune redundant or noisy primitives, while the Spatial Coherence Refinement strategy selectively splits primitives in sparse regions to maintain structural completeness. Experiments conducted on three benchmark datasets demonstrate that Denoising-GS consistently enhances NVS fidelity while maintaining representation compactness, achieving state-of-the-art performance across all benchmarks. Source code and models will be made publicly available.
Efficient Dense Matching for Enhanced Gaussian Splatting Using AV1 Motion Vectors
3D Gaussian Splatting (3DGS) has emerged as a prominent framework for real-time, photorealistic scene reconstruction, offering significant speed-ups over Neural Radiance Fields (NeRF). However, the fidelity of 3DGS representations remains heavily dependent on the quality of the initial point cloud. While standard Structure-from-Motion (SfM) pipelines using COLMAP provide adequate initialisation, they often suffer from high computational costs and sparsity in textureless regions, which degrades subsequent reconstruction accuracy and convergence speed. In this work, we introduce an AV1-based feature detection and matching pipeline that significantly reduces SfM processing overhead. By leveraging motion vectors inherent to the AV1 video codec, we bypass computationally expensive exhaustive matching while maintaining geometric robustness. Our pipeline produces substantially denser point clouds, with up to eight times as many points as classical SfM. We demonstrate that this enhanced initialisation directly improves 3DGS performance, yielding an 9-point increase in VMAF and a 63% average reduction in training time required to reach baseline quality. The project page: https://sigmedia.tv/AV1-3DGS.github.io/
Towards Accurate Single Panoramic 3D Detection: A Semantic Gaussian Centric Approach
Three-dimensional object detection in panoramic imagery is crucial for comprehensive scene understanding, yet accurately mapping 2D features to 3D remains a significant challenge. Prevailing methods often project 2D features onto discrete 3D grids, which break geometric continuity and limit representation efficiency. To overcome this limitation, this paper proposes PanoGSDet, a monocular panoramic 3D detection framework built upon continuous semantic 3D Gaussian representations. The proposed framework comprises a panoramic depth estimation component and a semantic Gaussian component. The panoramic depth estimation component extracts the equirectangular semantic and depth features from the monocular panorama input. The semantic Gaussian component includes a semantic Gaussian lifting module that projects spherical features into 3D semantic Gaussians, a semantic Gaussian optimization module that refines these semantic Gaussians, and a Gaussian guided prediction head that generates 3D bounding boxes from optimized Gaussian representations. Extensive experiments on the Structured3D dataset demonstrate that our method significantly outperforms existing methods.
PanoPlane: Plane-Aware Panoramic Completion for Sparse-View Indoor 3D Gaussian Splatting
We present PanoPlane, an approach for high-fidelity sparse-view indoor novel view synthesis that reconstructs closed room geometry via panoramic scene completion. Unlike perspective-based methods that generate training views from limited fields of view, PanoPlane leverages panoramic completion to condition the generative process on the full spatial layout. We propose Layout Anchored Attention Steering, a training-free mechanism that steers attention within the diffusion model's internal representation toward scene's detected planar surfaces at inference time. By directing each unobserved region's attention toward geometrically consistent observed content, our method replaces unconstrained hallucination with grounded surface extrapolation. The resulting panoramic completions provide supervision for 3D Gaussian Splatting, enabling accurate novel-view synthesis across unobserved regions from as few as three input views. Experiments on Replica, ScanNet++, and Matterport3D demonstrate state-of-the-art novel view synthesis quality across 3, 6, and 9 input views, achieving up to improvement in PSNR over the current state-of-the-art baseline without any training or fine-tuning of the diffusion model.
BlitzGS: City-Scale Gaussian Splatting at Lightning Speed
We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across GPUs by index parity rather than spatial blocks. This approach mitigates the cross-block visibility redundancy inherent in spatial partitioning. Furthermore, it distributes each rendering step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, scheduled importance-scoring passes shrink the global Gaussian population. During these passes, the framework generates a per-Gaussian visibility weight to bias density-control updates toward contributing primitives and a per-view importance mask for the view-level renderer. At the view level, BlitzGS trims each camera's active set with a distance-based LOD gate to exclude excessively fine primitives for the current frustum and the importance-based culling mask to skip Gaussians with negligible cross-view contribution. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https: //github.com/AkierRaee/BlitzGS.
Sparse Code Uplifting for Efficient 3D Language Gaussian Splatting
3D Language Gaussian Splatting (3DLGS) augments 3D Gaussian Splatting with language-aligned visual features for open-vocabulary 3D scene understanding. A core challenge is efficiently associating high-dimensional vision-language embeddings with millions of 3D Gaussians while preserving efficient feature rendering for text-based querying. Existing methods either store dense features directly on Gaussians, causing high storage costs and slow rendering, or learn compact representations through expensive per-scene optimization with repeated feature rasterization. No existing method simultaneously achieves fast 3D semantic reconstruction, efficient storage, and fast rendering. We propose SCOUP (Sparse COde UPlifting), which addresses all three by decoupling language representation learning from 3D Gaussian optimization. Rather than working directly in 3D, we learn sparse codebook-based representations entirely using features associated with 2D image regions, associating each region with a sparse set of codebook coefficients. We then uplift these coefficients to 3D Gaussians with our weighted sparse aggregation using Gaussian-to-pixel associations, where each Gaussian accumulates coefficients over codebook atoms across views. Top- filtering then extracts the most dominant multi-view coefficients per Gaussian, enabling efficient storage and fast rendering. Our method achieves up to training speedup while being more memory efficient during training compared to the state-of-the-art in rendering speed. Across multiple benchmarks, SCOUP matches or outperforms existing methods in open-vocabulary querying accuracy.
Real2Sim: A Physics-driven and Editable Gaussian Splatting Framework for Autonomous Driving Scenes
Reliable autonomous driving relies on large-scale, well-labeled data and robust models. However, manual data collection is resource-intensive, and traditional simulation suffers from a persistent reality gap. While recent generative frameworks and radiance-field methods improve visual fidelity, they still struggle with temporal and spatial consistency and cannot ensure physics-aware behavior, limiting their applicability to driving scenario generation. To address these challenges, we propose Real2Sim, an unified framework that combines 4D Gaussian Splatting (4DGS) with a differentiable Material Point Method (MPM) solver. Real2Sim explicitly reconstructs dynamic driving scenes as temporally continuous Gaussian primitives, supports instance-level editing, and simulates realistic object-object and object-environment interactions. This framework enables physics-aware, high-fidelity synthesis of diverse, editable scenarios, including challenging corner cases such as collisions and post-impact trajectories. Experiments on the Waymo Open Dataset validate Real2Sim's capabilities in rendering, reconstruction, editing, and physics simulation, demonstrating its potential as a scalable tool for data generation in downstream tasks such as perception, tracking, trajectory prediction, and end-to-end policy learning.
Z-Order Transformer for Feed-Forward Gaussian Splatting
Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in photorealistic novel view synthesis. However, traditional 3DGS relies on a slow, iterative optimization process, which limits its use in scenarios demanding real-time results. To overcome this bottleneck, recent feed-forward methods aim to predict Gaussian attributes directly from images, but they often struggle with the redundancy of Gaussian primitives and rendering quality. In this work, we introduce a transformer-based architecture specifically designed for feed-forward Gaussian Splatting. Our key insight is that spatial and semantic relationships among Gaussians can be effectively captured through a sparse attention mechanism, enabled by a Z-order strategy that organizes the unstructured Gaussian set into a spatially coherent sequence. Furthermore, we incorporate this Z-order strategy to adaptively suppress redundancy while preserving critical structural details. This allows the transformer to efficiently model context, compress Gaussian primitives, and predict Gaussian attributes in a single forward pass. Comprehensive experiments demonstrate that our method achieves fast and high-quality novel view synthesis with fewer Gaussian primitives.