3D Gaussian Splatting
Also known as 3DGS
Latest papers 723
130 papers in the last four weeks, up 40% on the four weeks before. 0.9% of all new papers.
Conventional odometry and mapping methods using visual or LiDAR data often struggle under poor illumination and adverse weather conditions. Although 4D radar is suited for such environments, its sparse and noisy point clouds hinder accurate odometry estimation, while the radar maps suffer from obscure and incomplete structures. Thus, we propose Super4DR, a 4D radar-centric framework for learning-based odometry estimation and gaussian-based map optimization. First, we design a cluster-aware odometry network that incorporates object-level cues from the clustered radar points for inter-frame matching, alongside a hierarchical self-supervision mechanism to overcome outliers through spatio-temporal consistency, knowledge transfer, and feature contrast. Second, we propose using 3D gaussians as an intermediate representation, coupled with a radar-specific growth strategy, selective separation, and multi-view regularization, to recover blurry map areas and those undetected based on image texture. Experiments show that Super4DR achieves a 67% performance gain over prior self-supervised methods, nearly matches supervised odometry, and narrows the map quality disparity with LiDAR while enabling multi-modal image rendering.
AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars
The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at 9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/
SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training
The rise of 3D Gaussian Splatting has revolutionized photorealistic 3D asset creation, yet a critical gap remains for their interactive refinement and editing. Existing approaches based on diffusion or optimization are ill-suited for this task, as they are often prohibitively slow, destructive to the original asset's identity, or lack the precision for fine-grained control. To address this, we introduce SplatPainter, a state-aware feedforward model that enables continuous editing of 3D Gaussian assets from user-provided 2D view(s). Our method directly predicts updates to the attributes of a compact, feature-rich Gaussian representation and leverages Test-Time Training to create a state-aware, iterative workflow. The versatility of our approach allows a single architecture to perform diverse tasks, including high-fidelity local detail refinement, local paint-over, and consistent global recoloring, all at interactive speeds, paving the way for fluid and intuitive 3D content authoring.
Robust 3DGS-based SLAM via Adaptive Kernel Smoothing
In this paper, we challenge the conventional notion in 3DGS-SLAM that rendering quality is the primary determinant of tracking accuracy. We argue that, compared to solely pursuing a perfect scene representation, it is more critical to enhance the robustness of the rasterization process against parameter errors to ensure stable camera pose tracking. To address this challenge, we propose a novel approach that leverages a smooth kernel strategy to enhance the robustness of 3DGS-based SLAM. Unlike conventional methods that focus solely on minimizing rendering error, our core insight is to make the rasterization process more resilient to imperfections in the 3DGS parameters. We hypothesize that by allowing each Gaussian to influence a smoother, wider distribution of pixels during rendering, we can mitigate the detrimental effects of parameter noise from outlier Gaussians. This approach intentionally introduces a controlled blur to the rendered image, which acts as a regularization term, stabilizing the subsequent pose optimization. While a complete redesign of the rasterization pipeline is an ideal solution, we propose a practical and effective alternative that is readily integrated into existing 3DGS frameworks. Our method, termed Corrective Blurry KNN (CB-KNN), adaptively modifies the RGB values and locations of the K-nearest neighboring Gaussians within a local region. This dynamic adjustment generates a smoother local rendering, reducing the impact of erroneous GS parameters on the overall image. Experimental results demonstrate that our approach, while maintaining the overall quality of the scene reconstruction (mapping), significantly improves the robustness and accuracy of camera pose tracking.
Gaussians on Fire: High-Frequency Reconstruction of Flames
We propose a method to reconstruct dynamic fire in 3D from a limited set of camera views with a Gaussian-based spatiotemporal representation. Capturing and reconstructing fire and its dynamics is highly challenging due to its volatile nature, transparent quality, and multitude of high-frequency features. Despite these challenges, we aim to reconstruct fire from only three views, which consequently requires solving for under-constrained geometry. We solve this by separating the static background from the dynamic fire region by combining dense multi-view stereo images with monocular depth priors. The fire is initialized as a 3D flow field, obtained by fusing per-view dense optical flow projections. To capture the high frequency features of fire, each 3D Gaussian encodes a lifetime and linear velocity to match the dense optical flow. To ensure sub-frame temporal alignment across cameras we employ a custom hardware synchronization pattern -- allowing us to reconstruct fire with affordable commodity hardware. Our quantitative and qualitative validations across numerous reconstruction experiments demonstrate robust performance for diverse and challenging real fire scenarios.
Unlocking Zero-shot Potential of Semi-dense Image Matching via Gaussian Splatting
Learning-based image matching critically depends on large-scale, diverse, and geometrically accurate training data. 3D Gaussian Splatting (3DGS) enables photorealistic novel-view synthesis and thus is attractive for data generation. However, its geometric inaccuracies and biased depth rendering currently prevent robust correspondence labeling. To address this, we introduce MatchGS, the first framework designed to systematically correct and leverage 3DGS for robust, zero-shot image matching. Our approach is twofold: (1) a geometrically-faithful data generation pipeline that refines 3DGS geometry to produce highly precise correspondence labels, enabling the synthesis of a vast and diverse range of viewpoints without compromising rendering fidelity; and (2) a 2D-3D representation alignment strategy that infuses 3DGS' explicit 3D knowledge into the 2D matcher, guiding 2D semi-dense matchers to learn viewpoint-invariant 3D representations. Our generated ground-truth correspondences reduce the epipolar error by up to 40 times compared to existing datasets, enable supervision under extreme viewpoint changes, and provide self-supervisory signals through Gaussian attributes. Consequently, state-of-the-art matchers trained solely on our data achieve significant zero-shot performance gains on public benchmarks, with improvements of up to 17.7%. Our work demonstrates that with proper geometric refinement, 3DGS can serve as a scalable, high-fidelity, and structurally-rich data source, paving the way for a new generation of robust zero-shot image matchers.
LEGO-SLAM: Language-Embedded Gaussian Optimization SLAM
Recent advances in 3D Gaussian Splatting (3DGS) have enabled Simultaneous Localization and Mapping (SLAM) systems to build photorealistic maps. However, these maps lack the open-vocabulary semantic understanding required for robotic interaction. Integrating language features into SLAM remains a significant challenge, as storing high-dimensional features incurs excessive memory and rendering overhead, while existing methods with static models lack adaptability for novel environments. We propose LEGO-SLAM (Language-Embedded Gaussian Optimization SLAM), a framework that achieves real-time, open-vocabulary mapping within a 3DGS-based SLAM system. At the core of our method is a scene-adaptive autoencoder that distills high-dimensional language embeddings into a compact 16-dimensional feature space, reducing the memory per Gaussian and accelerating rendering. Unlike static approaches, our encoder adapts online to unseen scenes. These compact features also enable a language-guided pruning strategy that identifies semantic redundancy, reducing the map's Gaussian count by up to 58% while maintaining rendering quality. Furthermore, we introduce a language-based loop detection approach that reuses the language features already extracted for mapping, eliminating the need for a separate detection model. Experiments demonstrate that LEGO-SLAM achieves competitive mapping quality and tracking accuracy, all while providing open-vocabulary capabilities at 15 FPS. Our project page is available at https://lab-of-ai-and-robotics.github.io/LEGO-SLAM/
Interaction-Aware 4D Gaussian Splatting for Dynamic Hand-Object Interaction Reconstruction
This paper focuses on a challenging setting of simultaneously modeling geometry and appearance of hand-object interaction scenes without any object priors. We follow the trend of dynamic 3D Gaussian Splatting based methods, and address several significant challenges. To model complex hand-object interaction with mutual occlusion and edge blur, we present interaction-aware hand-object Gaussians with newly introduced optimizable parameters aiming to adopt piecewise linear hypothesis for clearer structural representation. Moreover, considering the complementarity and tightness of hand shape and object shape during interaction dynamics, we incorporate hand information into object deformation field, constructing interaction-aware dynamic fields to model flexible motions. To further address difficulties in the optimization process, we propose a progressive strategy that handles dynamic regions and static background step by step. Correspondingly, explicit regularizations are designed to stabilize the hand-object representations for smooth motion transition, physical interaction reality, and coherent lighting. Experiments show that our approach surpasses existing dynamic 3D-GS-based methods and achieves state-of-the-art performance in reconstructing dynamic hand-object interaction.
DIAL-GS: Dynamic Instance Aware Reconstruction for Label-free Street Scenes with 4D Gaussian Splatting
Urban scene reconstruction is critical for autonomous driving, enabling structured 3D representations for data synthesis and closed-loop testing. Supervised approaches rely on costly human annotations and lack scalability, while current self-supervised methods often confuse static and dynamic elements and fail to distinguish individual dynamic objects, limiting fine-grained editing. We propose DIAL-GS, a novel dynamic instance-aware reconstruction method for label-free street scenes with 4D Gaussian Splatting. We first accurately identify dynamic instances by exploiting appearance-position inconsistency between warped rendering and actual observation. Guided by instance-level dynamic perception, we employ instance-aware 4D Gaussians as the unified volumetric representation, realizing dynamic-adaptive and instance-aware reconstruction. Furthermore, we introduce a reciprocal mechanism through which identity and dynamics reinforce each other, enhancing both integrity and consistency. Experiments on urban driving scenarios show that DIAL-GS surpasses existing self-supervised baselines in reconstruction quality and instance-level editing, offering a concise yet powerful solution for urban scene modeling.
Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as an efficient approach for achieving photorealistic rendering. Recent MLP-based variants further improve visual fidelity but introduce substantial decoding overhead during rendering. To alleviate computation cost, several pruning strategies and level-of-detail (LOD) techniques have been introduced, aiming to effectively reduce the number of Gaussian primitives in large-scale scenes. However, our analysis reveals that significant redundancy still remains due to the lack of occlusion awareness. In this work, we propose Proxy-GS, a novel pipeline that exploits a proxy to introduce Gaussian occlusion awareness from any view. At the core of our approach is a fast proxy system capable of producing precise occlusion depth maps at a resolution of 1000x1000 under 1ms. This proxy serves two roles: first, it guides the culling of anchors and Gaussians to accelerate rendering speed. Second, it guides the densification towards surfaces during training, avoiding inconsistencies in occluded regions, and improving the rendering quality. In heavily occluded scenarios, such as the MatrixCity Streets dataset, Proxy-GS not only equips MLP-based Gaussian splatting with stronger rendering capability but also achieves faster rendering speed. Specifically, it achieves more than 2.5x speedup over Octree-GS, and consistently delivers substantially higher rendering quality. Code will be public upon acceptance.
VolSplat: Rethinking Feed-Forward 3D Gaussian Splatting with Voxel-Aligned Prediction
Feed-forward 3D Gaussian Splatting (3DGS) has emerged as a highly effective solution for novel view synthesis. Existing methods predominantly rely on a \emph{pixel-aligned} Gaussian prediction paradigm, where each 2D pixel is mapped to a 3D Gaussian. We rethink this widely adopted formulation and identify several inherent limitations: it renders the reconstructed 3D models heavily dependent on the number of input views, leads to view-biased density distributions, and introduces alignment errors, particularly when source views contain occlusions or low texture. To address these challenges, we introduce VolSplat, a new multi-view feed-forward paradigm that replaces pixel alignment with voxel-aligned Gaussians. By directly predicting Gaussians from a predicted 3D voxel grid, it overcomes pixel alignment's reliance on error-prone 2D feature matching, ensuring robust multi-view consistency. Furthermore, it enables adaptive control over density based on 3D scene complexity, yielding more faithful Gaussians, improved geometric consistency, and enhanced novel-view rendering quality. Experiments on widely used benchmarks demonstrate that VolSplat achieves state-of-the-art performance, while producing more plausible and view-consistent results. The video results, code and trained models are available on our project page: https://lhmd.top/volsplat.
SPFSplatV2: Efficient Self-Supervised Pose-Free 3D Gaussian Splatting from Sparse Views
We introduce SPFSplatV2, an efficient feed-forward framework for 3D Gaussian splatting from sparse multi-view images, requiring no ground-truth poses during training or inference. The framework employs a shared feature extraction backbone to jointly predict 3D Gaussian primitives and camera poses in a canonical space from unposed inputs. To enable efficient and accurate pose estimation, we introduce a masked attention mechanism for target-view pose prediction and a reprojection loss that enforces pixel-aligned Gaussian primitives, providing stronger geometric constraints. We further demonstrate the compatibility of our training framework with different reconstruction architectures, resulting in two model variants. Remarkably, despite the absence of pose supervision, our method achieves state-of-the-art performance in both in-domain and out-of-domain novel view synthesis, even under extreme viewpoint changes and limited image overlap. It also surpasses many methods that rely on geometric supervision in relative pose estimation. By eliminating dependence on ground-truth poses, our method offers the scalability to leverage larger and more diverse datasets. Code and pretrained models will be available on our project page: https://ranrhuang.github.io/spfsplatv2/.
Camera Splatting for Continuous View Optimization
We propose Camera Splatting, a novel view optimization framework for novel view synthesis. Each camera is modeled as a 3D Gaussian, referred to as a camera splat, and virtual cameras, termed point cameras, are placed at 3D points sampled near the surface to observe the distribution of camera splats. View optimization is achieved by continuously and differentiably refining the camera splats so that desirable target distributions are observed from the point cameras, in a manner similar to the original 3D Gaussian splatting. Compared to the Farthest View Sampling (FVS) approach, our optimized views demonstrate superior performance in capturing complex view-dependent phenomena, including intense metallic reflections and intricate textures such as text.
Effective Gaussian Management for High-fidelity Scene Reconstruction
This paper proposes an effective Gaussian management framework for high-fidelity scene reconstruction of both appearance and geometry. Unlike recent Gaussian Splatting (GS) pipelines that treat all primitives uniformly during optimization, our framework explicitly manages the attribute activation, representation and pruning of Gaussian. Specifically, our framework first introduces GauSep, a novel densification strategy that selectively activates Gaussian color or normal attributes to alleviate destructive gradient conflicts arising from dual supervision. We further propose GauRep, an adaptive Gaussian representation that dynamically adjusts spherical harmonics (SHs) orders and performs task-decoupled pruning to reduce redundancy at both the individual and global levels. To provide reliable geometric supervision for above mangement process, we additionally introduce CoRe, an regularized surface reconstruction module that distills robust normal fields from an SDF branch to the Gaussian representation through a confidence mechanism. Notably, the proposed Gaussian management is compatible with various reconstruction architectures and can be seamlessly integrated to improve performance while reducing size of the model. Extensive experiments demonstrate that our approach achieves superior or comparable performance in appearance and geometry reconstruction compared with state-of-the-art methods, while using significantly fewer parameters.
CoRe-GS: Coarse-to-Refined Gaussian Splatting with Semantic Object Focus
Fast and efficient photorealistic 3D reconstruction with (semantic) Gaussian Splatting (GS) is crucial for time-critical robotic perception and navigation, where robots may need to rapidly reconstruct and inspect specific points of interest (POIs), such as in search-and-rescue scenarios. Existing semantic GS methods prioritize reconstruction and segmentation quality while uniformly optimizing entire scenes, often overlooking runtime constraints crucial for real-world deployment. Moreover, object extraction often suffers from floaters and incomplete reconstructions, while post-optimization approaches often produce incomplete POIs. We propose CoRe-GS, a coarse-to-refined, task-driven approach that first creates a segmentation-ready GS representation through lightweight late-stage semantic refinement, then selectively refines only the views and Gaussians associated with the POI. A color-based filtering strategy further suppresses segmentation-induced floaters. On LERF-Mask, our representation achieves competitive mIoU with 6-8x fewer optimization steps. On NeRDS 360 and SCRREAM, CoRe-GS reduces time-to-POI by 91-95% over full-scene semantic GS while improving reconstruction quality and reducing floaters. Across all benchmarks, it is 44-76% faster than post-optimization object extraction, demonstrating that task-aware refinement can deliver efficient, high-quality POI reconstruction for time-critical robotic perception and operation.
GaussianArt: Unified Modeling of Geometry and Motion for Articulated Objects
Reconstructing articulated objects is essential for building digital twins of interactive environments. However, prior methods typically decouple geometry and motion by first reconstructing object shape in distinct states and then estimating articulation through post-hoc alignment. This separation complicates the reconstruction pipeline and restricts scalability, especially for objects with complex, multi-part articulation. We introduce a unified representation that jointly models geometry and motion using articulated 3D Gaussians. This formulation improves robustness in motion decomposition and supports articulated objects with up to 20 parts, significantly outperforming prior approaches that often struggle beyond 2--3 parts due to brittle initialization. To systematically assess scalability and generalization, we propose MPArt-90, a new benchmark consisting of 90 articulated objects across 20 categories, each with diverse part counts and motion configurations. Extensive experiments show that our method consistently achieves superior accuracy in part-level geometry reconstruction and motion estimation across a broad range of object types. We further demonstrate applicability to downstream tasks such as robotic simulation and human-scene interaction modeling, highlighting the potential of unified articulated representations in scalable physical modeling.
PointGauss: Point Cloud-Guided Multi-Object Segmentation for Gaussian Splatting
While 3D Gaussian Splatting (3DGS) has established new standards for high-fidelity 3D scene modeling, interpreting massive, unstructured Gaussian primitives into meaningful geospatial entities remains a critical challenge for remote sensing and urban applications. Existing 2D-to-3D distillation methods suffer from projection ambiguities, geometric inconsistencies, and computational bottlenecks when applied to complex, large-scale topographies. Furthermore, current benchmarks lack natively aligned 2D-3D ground truth tailored for splatting-based representations. To address these limitations, we propose \textit{PointGauss}, a unified 3D-native framework for robust semantic parsing and instance segmentation. By treating Gaussian primitives as unstructured point sets, PointGauss leverages Point Transformer V3 (PTv3) to extract scale-invariant geometric features directly from Gaussian attributes, effectively resolving projection ambiguities. To ensure scalability in building-scale scenes, we introduce an adaptive region-of-interest cropping strategy and an instance-aware distance-constrained rasterization pipeline for pixel-level, view-consistent projection. Additionally, we present \textbf{SplatSeg-360}, the first rigorous cross-scale benchmark tailored for 3DGS, comprising 32 complex scenes with full 360 coverage and over 6,300 natively aligned 2D-3D masks. Extensive experiments demonstrate that PointGauss operates in real-time and achieves state-of-the-art performance. Notably, it attains approximately 90% 3D-mIoU in large-scale building scenarios and roughly 80% 2D-mIoU in view-consistent 2D instance segmentation, outperforming baseline methods by 16%. (Code)
Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling
Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.
Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, combining high-quality reconstruction with efficient rendering. It has been widely adopted in domains such as AR/VR, robotics, and autonomous driving. However, achieving real-time performance on resource-constrained platforms remains challenging due to strict power and area budgets. Prior accelerators improve hardware performance but still overlook key inefficiencies, including insufficient rasterization efficiency, poor sorting scalability, and pipeline imbalance. This paper presents an architecture-algorithm co-design to address these challenges. First, we propose axis-shared rasterization, which precomputes and reuses common terms along the X- and Y-axes, reducing multiply-and-accumulate (MAC) operations by up to 38% while preserving high parallelism. Second, we develop a novel order-independent transmittance method that removes the need for explicit sorting by leveraging a lightweight multilayer perceptron (MLP) to directly approximate the transmittance of each Gaussian, enabling efficient alpha blending with negligible quality loss. Third, we design a unified reconfigurable PE array that supports both rasterization and MLP inference, sustaining high utilization without costly sorting hardware. Our experiments demonstrate that our design preserves rendering quality while achieving a 1.33 to 1.88x speedup over state-of-the-art 3DGS accelerators. Our code is open source at https://github.com/WangZhican/ISCA26_3DGS_Acc.
TUGS: Physics-based Compact Representation of Underwater Scenes by Tensorized Gaussian
Underwater 3D scene reconstruction is crucial for multimedia applications in adverse environments, such as underwater robotic perception and navigation. However, the complexity of interactions between light propagation, water medium, and object surfaces poses significant difficulties for existing methods in accurately simulating their interplay. Additionally, expensive training and rendering costs limit their practical application. Therefore, we propose Tensorized Underwater Gaussian Splatting (TUGS), a compact underwater 3D representation based on physical modeling of complex underwater light fields. TUGS includes a physics-based underwater Adaptive Medium Estimation (AME) module, enabling accurate simulation of both light attenuation and backscatter effects in underwater environments, and introduces Tensorized Densification Strategies (TDS) to efficiently refine the tensorized representation during optimization. TUGS is able to render high-quality underwater images with faster rendering speeds and less memory usage. Extensive experiments on real-world underwater datasets have demonstrated that TUGS can efficiently achieve superior reconstruction quality using a limited number of parameters. The code is available at https://liamlian0727.github.io/TUGS
SEGA: Drivable 3D Gaussian Head Avatar from a Single Image
Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
X-SGS: Safe and Generalizable Gaussian Splatting with X-dimensional Watermarks
3D Gaussian Splatting (3DGS) has been widely used in 3D reconstruction and 3D generation. However, the rapid adoption of 3D Gaussian Splatting raises growing concerns about information leakage and unauthorized use, urging the exploration of effective watermarking techniques. However, existing methods are limited by low capacity, fragility under geometric perturbations, and the infeasible requirement for costly fine-tuning or pipeline modifications, motivating the need for a generalizable, feed-forward framework capable of robust multi-modal embedding with minimal intrusion. In this paper, we propose a new framework X-SGS which can simultaneously inject 1D to 3D watermarks for copyright protection, while keeping the high fidelity of original 3DGS scenes. Specifically, we first split the watermarks into message patches. A self-adaptive gate is developed to select the injection positions of the watermark messages. Then, we use an XD (multi-dimensional) injection head to inject multi-modal messages into sorted 3DGS points. To restore watermarking messages, a learnable gate is developed to recognize the watermarked locations, from which our XD-extraction heads are used to restore hidden messages. X-SGS is the first framework to unify 1D-to-3D watermarking and enable simultaneous multi-modal watermark embedding in 3DGS, achieving this with minimal rendering interference and zero modifications to parameters or pipelines. Extensive experiments demonstrate that X-SGS effectively preserves consistency between the watermark and the original 3DGS, exhibits robustness against model degradation, and maintains accurate judgment capabilities.
ArtNVG: Content-Style Separated Artistic Neighboring-View Gaussian Stylization
As demand from the film and gaming industries for 3D scenes with target styles grows, the importance of advanced 3D stylization techniques increases. However, recent methods often struggle to maintain local consistency in color and texture throughout stylized scenes, which is essential for maintaining aesthetic coherence. To solve this problem, this paper introduces ArtNVG, an innovative 3D stylization framework that efficiently generates stylized 3D scenes by leveraging reference style images. Built on 3D Gaussian Splatting (3DGS), ArtNVG achieves rapid optimization and rendering while upholding high reconstruction quality. Our framework realizes high-quality 3D stylization by incorporating two pivotal techniques: Content-Style Separated Control and Attention-based Neighboring-View Alignment. Content-Style Separated Control uses the CSGO model and the Tile ControlNet to decouple the content and style control, reducing risks of information leakage. Concurrently, Attention-based Neighboring-View Alignment ensures consistency of local colors and textures across neighboring views, significantly improving visual quality. Extensive experiments validate that ArtNVG surpasses existing methods, delivering superior results in content preservation, style alignment, and local consistency.
CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image
Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.
SparseLGS: Sparse View Language Embedded Gaussian Splatting
Recently, several studies have combined Gaussian Splatting to obtain scene representations with language embeddings for open-vocabulary 3D scene understanding. While these methods perform well, they essentially require very dense multi-view inputs, limiting their applicability in real-world scenarios. In this work, we propose SparseLGS to address the challenge of 3D scene understanding with pose-free and sparse view input images. Our method leverages a learning-based dense stereo model to handle pose-free and sparse inputs, and a three-step region matching approach to address the multi-view semantic inconsistency problem, which is especially important for sparse inputs. Different from directly learning high-dimensional CLIP features, we extract low-dimensional information and build bijections to avoid excessive learning and storage costs. We introduce a reconstruction loss during semantic training to improve Gaussian positions and shapes. To the best of our knowledge, we are the first to address the 3D semantic field problem with sparse pose-free inputs. Experimental results show that SparseLGS achieves comparable quality when reconstructing semantic fields with fewer inputs (3-4 views) compared to previous SOTA methods with dense input. Besides, when using the same sparse input, SparseLGS leads significantly in quality and heavily improves the computation speed (5speedup). Project page: https://ustc3dv.github.io/SparseLGS
GSurf: Learning Signed Distance Fields from Splatting Opaque Gaussians for High-quality 3D Reconstruction
High-fidelity surface reconstruction from multi-view images is a core problem in 3D computer vision. While neural implicit surfaces like SDFs offer smooth geometry, they are often bottlenecked by the computational intensity of volume rendering. Conversely, 3D Gaussian Splatting (3DGS) provides rapid training but lacks geometry continuity, often leading to fragmented surfaces. This paper presents a novel framework that integrates Signed Distance Fields directly into the splatting pipeline. By leveraging the continuous nature of SDFs to regularize Gaussian primitives, our method effectively fills geometric holes and suppresses noise inherent in sparse point clouds. Unlike hybrid approaches that rely on heavy volumetric sampling, our approach utilizes the efficiency of splatting to achieve faster convergence. Extensive evaluations demonstrate that our method produces high-quality surfaces with significantly fewer primitives, offering a more compact and efficient representation for both indoor and outdoor environments.
MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesis
Recent works in volume rendering, \textit{e.g.} NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
MiraGe: Editable 2D Images using Gaussian Splatting
Implicit Neural Representations (INRs) approximate discrete data through continuous functions and are commonly used for encoding 2D images. Traditional image-based INRs employ neural networks to map pixel coordinates to RGB values, capturing shapes, colors, and textures within the network's weights. Recently, GaussianImage has been proposed as an alternative, using Gaussian functions instead of neural networks to achieve comparable quality and compression. Such a solution obtains a quality and compression ratio similar to classical INR models but does not allow image modification. In contrast, our work introduces a novel method, MiraGe, which uses mirror reflections to perceive 2D images in 3D space and employs flat-controlled Gaussians for precise 2D image editing. Our approach improves the rendering quality and allows realistic image modifications, including human-inspired perception of photos in the 3D world. Thanks to modeling images in 3D space, we obtain the illusion of 3D-based modification in 2D images. We also show that our Gaussian representation can be easily combined with a physics engine to produce physics-based modification of 2D images. Consequently, MiraGe allows for better quality than the standard approach and natural modification of 2D images
2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Features
2D Gaussian Splatting has recently emerged as a significant method in 3D reconstruction, enabling novel view synthesis and geometry reconstruction simultaneously. While the well-known Gaussian kernel is broadly used, its lack of anisotropy and deformation ability leads to dim and vague edges at object silhouettes, limiting the reconstruction quality of current Gaussian splatting methods. To enhance the representation power, we draw inspiration from quantum physics and propose to use the Gaussian-Hermite kernel as the new primitive in Gaussian splatting. The new kernel takes a unified mathematical form and extends the Gaussian function, which serves as the zero-rank special case in the updated general formulation. Our experiments demonstrate that the proposed Gaussian-Hermite kernel achieves improved performance over traditional Gaussian Splatting kernels on both geometry reconstruction and novel-view synthesis tasks. Specifically, on the DTU dataset, our method yields more accurate geometry reconstruction, while on datasets such as MipNeRF360 and our customized Detail dataset, it achieves better results in novel-view synthesis. These results highlight the potential of the Gaussian-Hermite kernel for high-quality 3D reconstruction and rendering.
MoDGS: Dynamic Gaussian Splatting from Casually-captured Monocular Videos with Depth Priors
In this paper, we propose MoDGS, a new pipeline to render novel views of dy namic scenes from a casually captured monocular video. Previous monocular dynamic NeRF or Gaussian Splatting methods strongly rely on the rapid move ment of input cameras to construct multiview consistency but struggle to recon struct dynamic scenes on casually captured input videos whose cameras are either static or move slowly. To address this challenging task, MoDGS adopts recent single-view depth estimation methods to guide the learning of the dynamic scene. Then, a novel 3D-aware initialization method is proposed to learn a reasonable deformation field and a new robust depth loss is proposed to guide the learning of dynamic scene geometry. Comprehensive experiments demonstrate that MoDGS is able to render high-quality novel view images of dynamic scenes from just a casually captured monocular video, which outperforms state-of-the-art meth ods by a significant margin. The code is publicly available now.