3D Gaussian Splatting

Also known as 3DGS

Overview

3D Gaussian Splatting represents a scene with many small, positioned and oriented Gaussian primitives whose color and opacity are combined by a differentiable renderer. Methods either optimize these primitives from posed multi-view images or predict them with feed-forward networks, often using depth, stereo, or pretrained vision-model features to improve sparse-view reconstruction. Work also extends the representation to changing scenes, avatars, semantic mapping, and applications such as SLAM, while developing pruning, compression, and faster rasterization for limited hardware. A central challenge is balancing convincing novel views and real-time rendering against accurate, stable geometry, especially when views are sparse, cameras are uncertain, or objects move.

Latest papers

1,036 papers101 papers in the last four weeks, down 22% on the four weeks before. 0.7% of all new papers.

Apr 1, 2026

ARGS: Auto-Regressive Gaussian Splatting via Parallel Progressive Next-Scale Prediction

Auto-regressive frameworks for next-scale prediction of 2D images have demonstrated strong potential for producing diverse and sophisticated content by progressively refining a coarse input. However, extending this paradigm to 3D object generation remains largely unexplored. In this paper, we introduce auto-regressive Gaussian splatting (ARGS), a framework for making next-scale predictions in parallel for generation according to levels of detail. We propose a Gaussian simplification strategy and reverse the simplification to guide next-scale generation. Benefiting from the use of hierarchical trees, the generation process requires only O(log⁡n)\mathcal{O}(\log n) steps, where nn is the number of points. Furthermore, we propose a tree-based transformer to predict the tree structure auto-regressively, allowing leaf nodes to attend to their internal ancestors to enhance structural consistency. Extensive experiments demonstrate that our approach effectively generates multi-scale Gaussian representations with controllable levels of detail, visual fidelity, and a manageable time consumption budget.
Mar 31, 2026

TreeGaussian: Tree-Guided Cascaded Contrastive Learning for Hierarchical Consistent 3D Gaussian Scene Segmentation and Understanding

3D Gaussian Splatting (3DGS) has emerged as a real-time, differentiable representation for neural scene understanding. However, existing 3DGS-based methods struggle to represent hierarchical 3D semantic structures and capture whole-part relationships in complex scenes. Moreover, dense pairwise comparisons and inconsistent hierarchical labels from 2D priors hinder feature learning, resulting in suboptimal segmentation. To address these limitations, we introduce TreeGaussian, a tree-guided cascaded contrastive learning framework that explicitly models hierarchical semantic relationships and reduces redundancy in contrastive supervision. By constructing a multi-level object tree, TreeGaussian enables structured learning across object-part hierarchies. In addition, we propose a two-stage cascaded contrastive learning strategy that progressively refines feature representations from global to local, mitigating saturation and stabilizing training. A Consistent Segmentation Detection (CSD) mechanism and a graph-based denoising module are further introduced to align segmentation modes across views while suppressing unstable Gaussian points, enhancing segmentation consistency and quality. Extensive experiments, including open-vocabulary 3D object selection, 3D point cloud understanding, and ablation studies, demonstrate the effectiveness and robustness of our approach.
Mar 31, 2026

AA-Splat: Anti-Aliased Feed-forward Gaussian Splatting

Feed-forward 3D Gaussian Splatting (FF-3DGS) emerges as a fast and robust solution for sparse-view 3D reconstruction and novel view synthesis (NVS). However, existing FF-3DGS methods are built on incorrect screen-space dilation filters, causing severe rendering artifacts when rendering at out-of-distribution sampling rates. We firstly propose an FF-3DGS model, called AA-Splat, to enable robust anti-aliased rendering at any resolution. AA-Splat utilizes an opacity-balanced band-limiting (OBBL) design, which combines two components: a 3D band-limiting post-filter integrates multi-view maximal frequency bounds into the feed-forward reconstruction pipeline, effectively band-limiting the resulting 3D scene representations and eliminating degenerate Gaussians; an Opacity Balancing (OB) to seamlessly integrate all pixel-aligned Gaussian primitives into the rendering process, compensating for the increased overlap between expanded Gaussian primitives. AA-Splat demonstrates drastic improvements with average 5.4∼\sim7.5dB PSNR gains on NVS performance over a state-of-the-art (SOTA) baseline, DepthSplat, at all resolutions, between 4×4\times and 1/4×1/4\times. Code will be made available.
Mar 31, 2026

MotionScale: Reconstructing Appearance, Geometry, and Motion of Dynamic Scenes with Scalable 4D Gaussian Splatting

Realistic reconstruction of dynamic 4D scenes from monocular videos is essential for understanding the physical world. Despite recent progress in neural rendering, existing methods often struggle to recover accurate 3D geometry and temporally consistent motion in complex environments. To address these challenges, we propose MotionScale, a 4D Gaussian Splatting framework that scales efficiently to large scenes and extended sequences while maintaining high-fidelity structural and motion coherence. At the core of our approach is a scalable motion field parameterized by cluster-centric basis transformations that adaptively expand to capture diverse and evolving motion patterns. To ensure robust reconstruction over long durations, we introduce a progressive optimization strategy comprising two decoupled propagation stages: 1) A background extension stage that adapts to newly visible regions, refines camera poses, and explicitly models transient shadows; 2) A foreground propagation stage that enforces motion consistency through a specialized three-stage refinement process. Extensive experiments on challenging real-world benchmarks demonstrate that MotionScale significantly outperforms state-of-the-art methods in both reconstruction quality and temporal stability. Project page: https://hrzhou2.github.io/motion-scale-web/.
Mar 31, 2026

LightHarmony3D: Harmonizing Illumination and Shadows for Object Insertion in 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) enables high-fidelity reconstruction of scene geometry and appearance. Building on this capability, inserting external mesh objects into reconstructed 3DGS scenes enables interactive editing and content augmentation for immersive applications such as AR/VR, virtual staging, and digital content creation. However, achieving physically consistent lighting and shadows for mesh insertion remains challenging, as it requires accurate scene illumination estimation and multi-view consistent rendering. To address this challenge, we present LightHarmony3D, a novel framework for illumination-consistent mesh insertion in 3DGS scenes. Central to our approach is our proposed generative module that predicts a full 360° HDR environment map at the insertion location via a single forward pass. By leveraging generative priors instead of iterative optimization, our method efficiently captures dominant scene illumination and enables physically grounded shading and shadows for inserted meshes while maintaining multi-view coherence. Furthermore, we introduce the first dedicated benchmark for mesh insertion in 3DGS, providing a standardized evaluation framework for assessing lighting consistency and photorealism. Extensive experiments across multiple real-world reconstruction datasets demonstrate that LightHarmony3D achieves state-of-the-art realism and multi-view consistency.
Mar 31, 2026

Efficient Camera Pose Augmentation for View Generalization in Robotic Policy Learning

Prevailing 2D-centric visuomotor policies exhibit a pronounced deficiency in novel view generalization, as their reliance on static observations hinders consistent action mapping across unseen views. In response, we introduce GenSplat, a feed-forward 3D Gaussian Splatting framework that facilitates view-generalized policy learning through novel view rendering. GenSplat employs a permutation-equivariant architecture to reconstruct high-fidelity 3D scenes from sparse, uncalibrated inputs in a single forward pass. To ensure structural integrity, we design a 3D-prior distillation strategy that regularizes the 3DGS optimization, preventing the geometric collapse typical of purely photometric supervision. By rendering diverse synthetic views from these stable 3D representations, we systematically augment the observational manifold during training. This augmentation forces the policy to ground its decisions in underlying 3D structures, thereby ensuring robust execution under severe spatial perturbations where baselines severely degrade.
Mar 30, 2026

LG-HCC: Local Geometry-Aware Hierarchical Context Compression for 3D Gaussian Splatting

Although 3D Gaussian Splatting (3DGS) enables high-fidelity real-time rendering, its prohibitive storage overhead severely hinders practical deployment. Recent anchor-based 3DGS compression schemes reduce gaussian redundancy through some advanced context models. However, they overlook explicit geometric dependencies, leading to structural degradation and suboptimal ratedistortion performance. In this paper, we propose a Local Geometry-aware Hierarchical Context Compression framework for 3DGS(LG-HCC) that incorporates inter-anchor geometric correlations into anchor pruning and entropy coding for compact representation. Specifically, we introduce an Neighborhood-Aware Anchor Pruning (NAAP) strategy, which evaluates anchor importance via weighted neighborhood feature aggregation and then merges low-contribution anchors into salient neighbors, yielding a compact yet geometry-consistent anchor set. Moreover, we further develop a hierarchical entropy coding scheme, in which coarse-to-fine priors are exploited through a lightweight Geometry-Guided Convolution(GG-Conv) operator to enable spatially adaptive context modeling and rate-distortion optimization. Extensive experiments show that LG-HCC effectively alleviates structural preservation issues,achieving superior geometric integrity and rendering fidelity while reducing storage by up to 30.85x compared to the Scaffold-GS baseline on the Mip-NeRF360 dataset
Mar 30, 2026

ObjectMorpher: 3D-Aware Image Editing via Deformable 3DGS Models

Achieving precise, object-level control in image editing remains challenging: 2D methods lack 3D awareness and often yield ambiguous or implausible results, while existing 3D-aware approaches rely on heavy optimization or incomplete monocular reconstructions. We present ObjectMorpher, a unified, interactive framework that converts ambiguous 2D edits into geometry-grounded operations. ObjectMorpher lifts target instances with an image-to-3D generator into editable 3D Gaussian Splatting (3DGS), enabling fast, identity-preserving manipulation. Users drag control points; a graph-based non-rigid deformation with as-rigid-as-possible (ARAP) constraints ensures physically sensible shape and pose changes. A composite diffusion module harmonizes lighting, color, and boundaries for seamless reintegration. Across diverse categories, ObjectMorpher delivers fine-grained, photorealistic edits with superior controllability and efficiency, outperforming 2D drag and 3D-aware baselines on KID, LPIPS, SIFID, and user preference.
Mar 30, 2026

SVGS: Single-View to 3D Object Editing via Gaussian Splatting

Text-driven 3D scene editing has attracted considerable interest due to its convenience and user-friendliness. However, methods that rely on implicit 3D representations, such as Neural Radiance Fields (NeRF), while effective in rendering complex scenes, are hindered by slow processing speeds and limited control over specific regions of the scene. Moreover, existing approaches, including Instruct-NeRF2NeRF and GaussianEditor, which utilize multi-view editing strategies, frequently produce inconsistent results across different views when executing text instructions. This inconsistency can adversely affect the overall performance of the model, complicating the task of balancing the consistency of editing results with editing efficiency. To address these challenges, we propose a novel method termed Single-View to 3D Object Editing via Gaussian Splatting (SVGS), which is a single-view text-driven editing technique based on 3D Gaussian Splatting (3DGS). Specifically, in response to text instructions, we introduce a single-view editing strategy grounded in multi-view diffusion models, which reconstructs 3D scenes by leveraging only those views that yield consistent editing results. Additionally, we employ sparse 3D Gaussian Splatting as the 3D representation, which significantly enhances editing efficiency. We conducted a comparative analysis of SVGS against existing baseline methods across various scene settings, and the results indicate that SVGS outperforms its counterparts in both editing capability and processing speed, representing a significant advancement in 3D editing technology. For further details, please visit our project page at: https://amateurc.github.io/svgs.github.io.
Mar 30, 2026

4DSurf: High-Fidelity Dynamic Scene Surface Reconstruction

This paper addresses the problem of dynamic scene surface reconstruction using Gaussian Splatting (GS), aiming to recover temporally consistent geometry. While existing GS-based dynamic surface reconstruction methods can yield superior reconstruction, they are typically limited to either a single object or objects with only small deformations, struggling to maintain temporally consistent surface reconstruction of large deformations over time. We propose ``4DSurf'', a novel and unified framework for generic dynamic surface reconstruction that does not require specifying the number or types of objects in the scene, can handle large surface deformations and temporal inconsistency in reconstruction. The key innovation of our framework is the introduction of Gaussian deformations induced Signed Distance Function Flow Regularization that constrains the motion of Gaussians to align with the evolving surface. To handle large deformations, we introduce an Overlapping Segment Partitioning strategy that divides the sequence into overlapping segments with small deformations and incrementally passes geometric information across segments through the shared overlapping timestep. Experiments on two challenging dynamic scene datasets, Hi4D and CMU Panoptic, demonstrate that our method outperforms state-of-the-art surface reconstruction methods by 49% and 19% in Chamfer distance, respectively, and achieves superior temporal consistency under sparse-view settings.
Mar 30, 2026

Physically Inspired Gaussian Splatting for HDR Novel View Synthesis

High dynamic range novel view synthesis (HDR-NVS) reconstructs scenes with dynamic details by fusing multi-exposure low dynamic range (LDR) views, yet it struggles to capture ambient illumination-dependent appearance. Implicitly supervising HDR content by constraining tone-mapped results fails in correcting abnormal HDR values, and results in limited gradients for Gaussians in under/over-exposed regions. To this end, we introduce PhysHDR-GS, a physically inspired HDR-NVS framework that models scene appearance via intrinsic reflectance and adjustable ambient illumination. PhysHDR-GS employs a complementary image-exposure (IE) branch and Gaussian-illumination (GI) branch to faithfully reproduce standard camera observations and capture illumination-dependent appearance changes, respectively. During training, the proposed cross-branch HDR consistency loss provides explicit supervision for HDR content, while an illumination-guided gradient scaling strategy mitigates exposure-biased gradient starvation and reduces under-densified representations. Experimental results across realistic and synthetic datasets demonstrate our superiority in reconstructing HDR details (e.g., a PSNR gain of 2.04 dB over HDR-GS), while maintaining real-time rendering speed (up to 76 FPS). Code and models are available at https://huimin-zeng.github.io/PhysHDR-GS/.
Mar 30, 2026

DipGuava: Disentangling Personalized Gaussian Features for 3D Head Avatars from Monocular Video

While recent 3D head avatar creation methods attempt to animate facial dynamics, they often fail to capture personalized details, limiting realism and expressiveness. To fill this gap, we present DipGuava (Disentangled and Personalized Gaussian UV Avatar), a novel 3D Gaussian head avatar creation method that successfully generates avatars with personalized attributes from monocular video. DipGuava is the first method to explicitly disentangle facial appearance into two complementary components, trained in a structured two-stage pipeline that significantly reduces learning ambiguity and enhances reconstruction fidelity. In the first stage, we learn a stable geometry-driven base appearance that captures global facial structure and coarse expression-dependent variations. In the second stage, the personalized residual details not captured in the first stage are predicted, including high-frequency components and nonlinearly varying features such as wrinkles and subtle skin deformations. These components are fused via dynamic appearance fusion that integrates residual details after deformation, ensuring spatial and semantic alignment. This disentangled design enables DipGuava to generate photorealistic, identity-preserving avatars, consistently outperforming prior methods in both visual quality and quantitativeperformance, as demonstrated in extensive experiments.
Mar 29, 2026

GS3LAM: Gaussian Semantic Splatting SLAM

Recently, the multi-modal fusion of RGB, depth, and semantics has shown great potential in dense Simultaneous Localization and Mapping (SLAM). However, a prerequisite for generating consistent semantic maps is the availability of dense, efficient, and scalable scene representations. Existing semantic SLAM systems based on explicit representations are often limited by resolution and an inability to predict unknown areas. Conversely, implicit representations typically rely on time-consuming ray tracing, failing to meet real-time requirements. Fortunately, 3D Gaussian Splatting (3DGS) has emerged as a promising representation that combines the efficiency of point-based methods with the continuity of geometric structures. To this end, we propose GS3LAM, a Gaussian Semantic Splatting SLAM framework that processes multimodal data to render consistent, dense semantic maps in real-time. GS3LAM models the scene as a Semantic Gaussian Field (SG-Field) and jointly optimizes camera poses and the field via multimodal error constraints. Furthermore, a Depth-adaptive Scale Regularization (DSR) scheme is introduced to resolve misalignments between scale-invariant Gaussians and geometric surfaces. To mitigate catastrophic forgetting, we propose a Random Sampling-based Keyframe Mapping (RSKM) strategy, which demonstrates superior performance over common local covisibility optimization methods. Extensive experiments on benchmark datasets show that GS3LAM achieves increased tracking robustness, superior rendering quality, and enhanced semantic precision compared to state-of-the-art methods. Source code is available at https://github.com/lif314/GS3LAM.
Mar 29, 2026

SGS-Intrinsic: Semantic-Invariant Gaussian Splatting for Sparse-View Indoor Inverse Rendering

We present SGS-Intrinsic, an indoor inverse rendering framework that works well for sparse-view images. Unlike existing 3D Gaussian Splatting (3DGS) based methods that focus on object-centric reconstruction and fail to work under sparse view settings, our method allows to achieve high-quality geometry reconstruction and accurate disentanglement of material and illumination. The core idea is to construct a dense and geometry-consistent Gaussian semantic field guided by semantic and geometric priors, providing a reliable foundation for subsequent inverse rendering. Building upon this, we perform material-illumination disentanglement by combining a hybrid illumination model and material prior to effectively capture illumination-material interactions. To mitigate the impact of cast shadows and enhance the robustness of material recovery, we introduce illumination-invariant material constraint together with a deshadowing model. Extensive experiments on benchmark datasets show that our method consistently improves both reconstruction fidelity and inverse rendering quality over existing 3DGS-based inverse rendering approaches. Our code is available at https://github.com/GrumpySloths/SGS_Intrinsic.github.io.
Mar 29, 2026

From None to All: Self-Supervised 3D Reconstruction via Novel View Synthesis

In this paper, we introduce NAS3R, a self-supervised feed-forward framework that jointly learns explicit 3D geometry and camera parameters with no ground-truth annotations and no pretrained priors. During training, NAS3R reconstructs 3D Gaussians from uncalibrated and unposed context views and renders target views using its self-predicted camera parameters, enabling self-supervised training from 2D photometric supervision. To ensure stable convergence, NAS3R integrates reconstruction and camera prediction within a shared transformer backbone regulated by masked attention, and adopts a depth-based Gaussian formulation that facilitates well-conditioned optimization. The framework is compatible with state-of-the-art supervised 3D reconstruction architectures and can incorporate pretrained priors or intrinsic information when available. Extensive experiments show that NAS3R achieves superior results to other self-supervised methods, establishing a scalable and geometry-aware paradigm for 3D reconstruction from unconstrained data. Code and models are publicly available at https://ranrhuang.github.io/nas3r/.
Mar 28, 2026

NimbusGS: Unified 3D Scene Reconstruction under Hybrid Weather

We present NimbusGS, a unified framework for reconstructing high-quality 3D scenes from degraded multi-view inputs captured under diverse and mixed adverse weather conditions. Unlike existing methods that target specific weather types, NimbusGS addresses the broader challenge of generalization by modeling the dual nature of weather: a continuous, view-consistent medium that attenuates light, and dynamic, view-dependent particles that cause scattering and occlusion. To capture this structure, we decompose degradations into a global transmission field and per-view particulate residuals. The transmission field represents static atmospheric effects shared across views, while the residuals model transient disturbances unique to each input. To enable stable geometry learning under severe visibility degradation, we introduce a geometry-guided gradient scaling mechanism that mitigates gradient imbalance during the self-supervised optimization of 3D Gaussian representations. This physically grounded formulation allows NimbusGS to disentangle complex degradations while preserving scene structure, yielding superior geometry reconstruction and outperforming task-specific methods across diverse and challenging weather conditions. Code is available at https://github.com/lyy-ovo/NimbusGS.
Mar 27, 2026

Detailed Geometry and Appearance from Opportunistic Motion

Reconstructing 3D geometry and appearance from a sparse set of fixed cameras is a foundational task with broad applications, yet it remains fundamentally constrained by the limited viewpoints. We show that this bound can be broken by exploiting opportunistic object motion: as a person manipulates an object~(e.g., moving a chair or lifting a mug), the static cameras effectively ``orbit'' the object in its local coordinate frame, providing additional virtual viewpoints. Harnessing this object motion, however, poses two challenges: the tight coupling of object pose and geometry estimation and the complex appearance variations of a moving object under static illumination. We address these by formulating a joint pose and shape optimization using 2D Gaussian splatting with alternating minimization of 6DoF trajectories and primitive parameters, and by introducing a novel appearance model that factorizes diffuse and specular components with reflected directional probing within the spherical harmonics space. Extensive experiments on synthetic and real-world datasets with extremely sparse viewpoints demonstrate that our method recovers significantly more accurate geometry and appearance than state-of-the-art baselines.
Mar 27, 2026

GaussianGPT: Towards Autoregressive 3D Gaussian Scene Generation

Most recent advances in 3D generative modeling rely on diffusion or flow-matching formulations. We instead explore a fully autoregressive alternative and introduce GaussianGPT, a transformer-based model that directly generates 3D Gaussians via next-token prediction, thus facilitating full 3D scene generation. We first compress Gaussian primitives into a discrete latent grid using a sparse 3D convolutional autoencoder with vector quantization. The resulting tokens are serialized and modeled using a causal transformer with 3D rotary positional embedding, enabling sequential generation of spatial structure and appearance. Unlike diffusion-based methods that refine scenes holistically, our formulation constructs scenes step-by-step, naturally supporting completion, outpainting, controllable sampling via temperature, and flexible generation horizons. This formulation leverages the compositional inductive biases and scalability of autoregressive modeling while operating on explicit representations compatible with modern neural rendering pipelines, positioning autoregressive transformers as a complementary paradigm for controllable and context-aware 3D generation.
Mar 27, 2026

RigidDriveGS: Object-Centric Vehicle Reconstruction from Fixed Multi-Camera Drive-Through Captures

High-fidelity 3D reconstruction of vehicle exteriors improves buyer confidence in online automotive marketplaces, but fixed multi-camera drive-through capture departs from standard Structure-from-Motion (SfM): static cameras observe a moving vehicle amid clutter, rotating wheels, fisheye distortion, and specular reflections. We present RigidDriveGS, an object-centric pipeline combining motion-gated tracking, bifurcated masks that exclude wheels for SfM while optionally retaining them for rendering, mask-guided dense correspondences on raw distorted images, rig-constrained global SfM, and clean object-centric neural rendering with trimap-aware opacity or density supervision and native-alpha white compositing. We evaluate 25 vehicles from 10 dealership installations and six phone-recorded vehicles, each captured from 14 independent handheld positions. Under a staggered per-camera temporal-block holdout, 3DGUT+MCMC achieves 30.42 dB PSNR, 0.90 SSIM, and 0.20 LPIPS, improving PSNR by 7.78 dB over undistorted 3D-GS; independently recorded reference LiDAR scans yield full/body Chamfer-L1 of 0.026/0.013 m and F1@5 cm of 0.703/0.885. These results support clutter-free, object-centric novel-view synthesis without controlled studio infrastructure.
Mar 27, 2026

GLINT: Modeling Scene-Scale Transparency via Gaussian Radiance Transport

While 3D Gaussian splatting has emerged as a powerful paradigm, it fundamentally fails to model transparency such as glass panels. The core challenge lies in decoupling the intertwined radiance contributions from transparent interfaces and the transmitted geometry observed through the glass. We present GLINT, a framework that models scene-scale transparency through explicit decomposed Gaussian representation. GLINT reconstructs the primary interface and models reflected and transmitted radiance separately, enabling consistent radiance transport. During optimization, GLINT bootstraps transparency localization from geometry-separation cues induced by the decomposition, together with geometry and material priors from a pre-trained video relighting model. Extensive experiments demonstrate consistent improvements over prior methods for reconstructing complex transparent scenes.
Mar 27, 2026

R-PGA: Robust Physical Adversarial Camouflage Generation via Relightable 3D Gaussian Splatting

Physical adversarial camouflage poses a severe security threat to autonomous driving systems by mapping adversarial textures onto 3D objects. Nevertheless, current methods remain brittle in complex dynamic scenarios, failing to generalize across diverse geometric (e.g., viewing configurations) and radiometric (e.g., dynamic illumination, atmospheric scattering) variations. We attribute this deficiency to two fundamental limitations in simulation and optimization. First, the reliance on coarse, oversimplified simulations (e.g., via CARLA) induces a significant domain gap, confining optimization to a biased feature space. Second, standard strategies targeting average performance result in a rugged loss landscape, leaving the camouflage vulnerable to configuration shifts.To bridge these gaps, we propose the Relightable Physical 3D Gaussian Splatting (3DGS) based Attack framework (R-PGA). Technically, to address the simulation fidelity issue, we leverage 3DGS to ensure photo-realistic reconstruction and augment it with physically disentangled attributes to decouple intrinsic material from lighting. Furthermore, we design a hybrid rendering pipeline that leverages precise Relightable 3DGS for foreground rendering, while employing a pre-trained image translation model to synthesize plausible relighted backgrounds that align with the relighted foreground.To address the optimization robustness issue, we propose the Hard Physical Configuration Mining (HPCM) module, designed to actively mine worst-case physical configurations and suppress their corresponding loss peaks. This strategy not only diminishes the overall loss magnitude but also effectively flattens the rugged loss landscape, ensuring consistent adversarial effectiveness and robustness across varying physical configurations.
Mar 26, 2026

Less Gaussians, Texture More: 4K Feed-Forward Textured Splatting

Existing feed-forward 3D Gaussian Splatting methods predict pixel-aligned primitives, leading to a quadratic growth in primitive count as resolution increases. This fundamentally limits their scalability, making high-resolution synthesis such as 4K intractable. We introduce LGTM (Less Gaussians, Texture More), a feed-forward framework that overcomes this resolution scaling barrier. By predicting compact Gaussian primitives coupled with per-primitive textures, LGTM decouples geometric complexity from rendering resolution. This approach enables high-fidelity 4K novel view synthesis without per-scene optimization, a capability previously out of reach for feed-forward methods, all while using significantly fewer Gaussian primitives. Project page: https://yxlao.github.io/lgtm/
Mar 26, 2026

ViewSplat: View-Adaptive 3D Gaussian Splatting for Feed-Forward Synthesis

We present ViewSplat, a view-adaptive 3D Gaussian splatting network for novel view synthesis from unposed images. While recent feed-forward 3D Gaussian splatting has significantly accelerated 3D scene reconstruction by bypassing per-scene optimization, a fundamental fidelity gap remains. We attribute this gap to the limited capacity of single-step feed-forward networks to regress static Gaussian primitives that satisfy all viewpoints. To address this limitation, we shift the paradigm from static primitive regression to view-adaptive splatting. Instead of a rigid Gaussian representation, our pipeline learns a view-adaptive latent representation. Specifically, ViewSplat initially predicts base Gaussian primitives alongside the weights of scene-conditioned View MLPs. During rendering, these MLPs take target-view coordinates as input and predict view-dependent residual updates for each Gaussian attribute (i.e., 3D position, scale, rotation, opacity, and color). This mechanism, which we term view-adaptive splatting, allows each primitive to rectify initial estimation errors, effectively capturing high-fidelity appearances. Extensive experiments demonstrate that ViewSplat achieves state-of-the-art fidelity while maintaining fast inference and real-time rendering; our large backbone variant runs at 15 FPS during inference and 90 FPS during rendering. Our project page is available at https://cvlab-uos.github.io/ViewSplat.
Mar 26, 2026

AirSplat: Alignment and Rating for Robust Feed-Forward 3D Gaussian Splatting

While 3D Vision Foundation Models (3DVFMs) have demonstrated remarkable zero-shot capabilities in visual geometry estimation, their direct application to generalizable novel view synthesis (NVS) remains challenging. In this paper, we propose AirSplat, a novel training framework that effectively adapts the robust geometric priors of 3DVFMs into high-fidelity, pose-free NVS. Our approach introduces two key technical contributions: (1) Self-Consistent Pose Alignment (SCPA), a training-time feedback loop that ensures pixel-aligned supervision to resolve pose-geometry discrepancy; and (2) Rating-based Opacity Matching (ROM), which leverages the local 3D geometry consistency knowledge from a sparse-view NVS teacher model to filter out degraded primitives. Experimental results on large-scale benchmarks demonstrate that our method significantly outperforms state-of-the-art pose-free NVS approaches in reconstruction quality. Our AirSplat highlights the potential of adapting 3DVFMs to enable simultaneous visual geometry estimation and high-quality view synthesis.
Mar 26, 2026

Learning Explicit Continuous Motion Representation for Dynamic Gaussian Splatting from Monocular Videos

We present an approach for high-quality dynamic Gaussian Splatting from monocular videos. To this end, we in this work go one step further beyond previous methods to explicitly model continuous position and orientation deformation of dynamic Gaussians, using an SE(3) B-spline motion bases with a compact set of control points. To improve computational efficiency while enhancing the ability to model complex motions, an adaptive control mechanism is devised to dynamically adjust the number of motion bases and control points. Besides, we develop a soft segment reconstruction strategy to mitigate long-interval motion interference, and employ a multi-view diffusion model to provide multi-view cues for avoiding overfitting to training views. Extensive experiments demonstrate that our method outperforms state-of-the-art methods in novel view synthesis. Our code is available at https://github.com/hhhddddddd/se3bsplinegs.
Mar 26, 2026

GaussFusion: Improving 3D Reconstruction in the Wild with A Geometry-Informed Video Generator

We present GaussFusion, a novel approach for improving 3D Gaussian splatting (3DGS) reconstructions in the wild through geometry-informed video generation. GaussFusion mitigates common 3DGS artifacts, including floaters, flickering, and blur caused by camera pose errors, incomplete coverage, and noisy geometry initialization. Unlike prior RGB-based approaches limited to a single reconstruction pipeline, our method introduces a geometry-informed video-to-video generator that refines 3DGS renderings across both optimization-based and feed-forward methods. Given an existing reconstruction, we render a Gaussian primitive video buffer encoding depth, normals, opacity, and covariance, which the generator refines to produce temporally coherent, artifact-free frames. We further introduce an artifact synthesis pipeline that simulates diverse degradation patterns, ensuring robustness and generalization. GaussFusion achieves state-of-the-art performance on novel-view synthesis benchmarks, and an efficient variant runs in real time at 15 FPS while maintaining similar performance, enabling interactive 3D applications.
Mar 26, 2026

MoRGS: Efficient Per-Gaussian Motion Reasoning for Streamable Dynamic 3D Scenes

Online reconstruction of dynamic scenes aims to learn from streaming multi-view inputs under low-latency constraints. The fast training and real-time rendering capabilities of 3D Gaussian Splatting have made on-the-fly reconstruction practically feasible, enabling online 4D reconstruction. However, existing online approaches, despite their efficiency and visual quality, fail to learn per-Gaussian motion that reflects true scene dynamics. Without explicit motion cues, appearance and motion are optimized solely under photometric loss, causing per-Gaussian motion to chase pixel residuals rather than true 3D motion. To address this, we propose MoRGS, an efficient online per-Gaussian motion reasoning framework that explicitly models per-Gaussian motion to improve 4D reconstruction quality. Specifically, we leverage optical flow on a sparse set of key views as lightweight motion cues that regularize per-Gaussian motion beyond photometric supervision. To compensate for the sparsity of flow supervision, we learn a per-Gaussian motion offset field that reconciles discrepancies between projected 3D motion and observed flow across views and time. In addition, we introduce a per-Gaussian motion confidence that separates dynamic from static Gaussians and weights Gaussian attribute residual updates, thereby suppressing redundant motion in static regions for better temporal consistency and accelerating the modeling of large motions. Extensive experiments demonstrate that MoRGS achieves state-of-the-art reconstruction quality and motion fidelity among online methods, while maintaining streamable performance.
Mar 26, 2026

Relaxed Rigidity with Ray-based Grouping for Dynamic Gaussian Splatting

The reconstruction of dynamic 3D scenes using 3D Gaussian Splatting has shown significant promise. A key challenge, however, remains in modeling realistic motion, as most methods fail to align the motion of Gaussians with real-world physical dynamics. This misalignment is particularly problematic for monocular video datasets, where failing to maintain coherent motion undermines local geometric structure, ultimately leading to degraded reconstruction quality. Consequently, many state-of-the-art approaches rely heavily on external priors, such as optical flow or 2D tracks, to enforce temporal coherence. In this work, we propose a novel method to explicitly preserve the local geometric structure of Gaussians across time in 4D scenes. Our core idea is to introduce a view-space ray grouping strategy that clusters Gaussians intersected by the same ray, considering only those whose αα-blending weights exceed a threshold. We then apply constraints to these groups to maintain a consistent spatial distribution, effectively preserving their local geometry. This approach enforces a more physically plausible motion model by ensuring that local geometry remains stable over time, eliminating the reliance on external guidance. We demonstrate the efficacy of our method by integrating it into two distinct baseline models. Extensive experiments on challenging monocular datasets show that our approach significantly outperforms existing methods, achieving superior temporal consistency and reconstruction quality.
Mar 25, 2026

FaceParts: Segmentation and Editing of Gaussian Splatting

Facial editing is an important task with applications in entertainment, virtual reality, and digital avatars. Most existing approaches rely on generative models in the 2D image domain, while in 3D the task is typically performed through labor-intensive manual editing. We propose FaceParts, a framework for unsupervised segmentation and editing of Gaussian Splatting avatars. Unlike existing 2D or mesh-assisted methods, our approach operates directly in the Gaussian domain, decomposing avatars into semantically coherent facial parts without supervision. The method integrates feature disentanglement, density-based clustering, and FLAME-anchored part transfer, enabling precise editing and cross-avatar part swapping. Experiments on the NeRSemble dataset with 11 subjects demonstrate robust isolation of features such as beards, eyebrows, eyes and mustaches. Quantitative evaluation confirms that transferred segments adapt to pose and expression, while maintaining identity consistency (ID = 0.943), low Average Expression Distance (AED = 0.021) and low Average Pose Distance (APD = 0.004).
Mar 25, 2026

DRoPS: Dynamic 3D Reconstruction of Pre-Scanned Objects

Dynamic scene reconstruction from casual videos has seen recent remarkable progress. Numerous approaches have attempted to overcome the ill-posedness of the task by distilling priors from 2D foundational models and by imposing hand-crafted regularization on the optimized motion. However, these methods struggle to reconstruct scenes from extreme novel viewpoints, especially when highly articulated motions are present. In this paper, we present DRoPS, a novel approach that leverages a static pre-scan of the dynamic object as an explicit geometric and appearance prior. While existing state-of-the-art methods fail to fully exploit the pre-scan, DRoPS leverages our novel setup to effectively constrain the solution space and ensure geometrical consistency throughout the sequence. The core of our novelty is twofold: first, we establish a grid-structured and surface-aligned model by organizing Gaussian primitives into pixel grids anchored to the object surface. Second, by leveraging the grid structure of our primitives, we parameterize motion using a CNN conditioned on those grids, injecting strong implicit regularization and correlating the motion of nearby points. Extensive experiments demonstrate that our method significantly outperforms the current state of the art in rendering quality and 3D tracking accuracy.