3D Gaussian Splats

Recent momentum

-32%

17 papers in the last 28 days · 0.3% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this topic, kept on the site without email delivery.

Period ending 2026-09-21

6 new papers

A weekly snapshot of new work published in 3D Gaussian Splats.

Period ending 2026-09-14

9 new papers

A weekly snapshot of new work published in 3D Gaussian Splats.

Period ending 2026-09-07

10 new papers

A weekly snapshot of new work published in 3D Gaussian Splats.

192 papers

Latest in 3D Gaussian Splats

May 28, 2026cs.GR

Smaller and Faster 3DGS via Post-Training Dictionary Learning

3D Gaussian Splatting (3DGS) is a promising neural scene representation for real-time rendering, but trained models often suffer from large memory footprints, limiting deployment on less powerful devices. Existing compression techniques often lead to architectures with several additional trainable parameters. While achieving outstanding compression ratios, they introduce noticeable drops in image quality. In this work, we introduce the first dictionary-learning-based compression framework for 3DGS. The proposed post-training compression pipeline can be deployed in virtually any 3DGS model without the need for re-training or modifications to existing 3DGS models. Our compression framework is straightforward to implement, yet provides significant compression capabilities, preserves image quality, and improves real-time rendering performance. Across 13 benchmark scenes, our approach achieves an average compression ratio of 3.95x, 3.10x, and 4.55x when applied to 3DGS, 3DGS-MCMC, and PixelGS, respectively. This yields consistent rendering speedups of 23.3%, 24.3%, and 25.3%, while maintaining image quality.
Jiarong Gong, Jonas Unger, Ehsan Miandji
May 28, 2026cs.CV

Learning Representations from 3D Gaussian Splats

3D Gaussian Splatting (3DGS) is a recent approach for scene rendering. Although primarily designed for view synthesis, its potential for scene understanding tasks remains underexplored. In this work, we conduct a comparative evaluation of various geometric deep learning architectures for the classification of 3D scenes represented using Gaussian Splatting. We benchmark point-based and graph-based models across both traditional point cloud datasets and dedicated Gaussian Splatting datasets. Scenes are embedded into latent representations, which are evaluated through end-to-end classification, linear probing, and clustering analysis. Our study provides insight into the suitability of different geometry-aware architectures and input feature configurations for learning effective 3D Gaussian Splat representations. The results highlight consistent differences between architectural families and reveal the impact of Gaussian-specific attributes on the quality of representation.
Julia Farganus, Krzysztof Żurawicki, Arkadiusz Gaweł +2
May 26, 2026cs.CV

TrackRef3D: Multi-View Consistent Track-then-Label for Open-World Referring Segmentation in 3D Gaussian Splatting

Referring 3D Gaussian Splatting (R3DGS), which utilizes natural language for 3D object segmentation, has emerged as a crucial capability for embodied AI. However, existing methods typically rely on expensive per-scene manual annotation and per-view pseudo mask generation, which suffer from multi-view inconsistency and poor generalization to varying query specificities. To address this, we present TrackRef3D, a fully automatic pipeline that achieves open-world referring segmentation in 3D Gaussian Splatting (3DGS) without manual annotation by introducing a multi-view consistent track-then-label paradigm that fundamentally decouples object discovery from semantic grounding. Specifically, we propose a Trajectory-Aware Semantic Consensus Module (TSCM) which aggregates cross-view predictions via synonymous clustering and trajectory-aware voting to establish a canonical semantic identity, thereby ensuring multi-view consistency. Furthermore, we employ a visibility-aware description generation strategy to mitigate ambiguity and propose a Hybrid Training Strategy (HTS) that jointly optimizes coarse category semantics and fine-grained referential cues to ensure robustness under varying query specificities using a multi-positive contrastive objective. Extensive experiments on benchmarks demonstrate that TrackRef3D achieves state-of-the-art performance.
Yuyang Tan, Renhe Zhang, Hang Zhang +2
May 24, 2026cs.RO

ParkingWorld: End-to-End Autonomous Parking Reinforcement Learning from Corrective Experience in 3DGS Simulation

Autonomous parking demands precise low-speed maneuvering within narrow, cluttered, and highly constrained environments, where vehicles must navigate tight spaces while avoiding static obstacles and complex geometric boundaries. Unlike imitation learning, which typically requires massive volumes of high-quality expert demonstrations to converge to a stable policy and often suffers from limited generalization to unseen scenarios, traditional reinforcement learning (RL) methods face persistent challenges including excessive training overhead, inefficient exploration, and even failure to learn viable parking strategies in challenging settings. To address these limitations, this paper presents a correction-in-the-loop sample-efficient reinforcement learning (CIL-SERL) framework for end-to-end autonomous parking, which is entirely trained in a photorealistic 3D Gaussian Splatting (3DGS) parking simulator that enables high-fidelity digital reconstruction of real-world scenes. Inspired by error-correction notebooks used in learning practice, we design a novel multi-level replay buffer mechanism. These buffers hierarchically organize and store standard RL rollouts, human corrective interventions, failed exploration trajectories, and rollback-based correction segments in separate yet interconnected memory regions, facilitating structured sampling and targeted learning during training. The proposed framework is systematically evaluated in both the 3DGS simulation environment and a physical vehicle platform. Extensive experimental results demonstrate that our method achieves substantial improvements in parking success rate, operational efficiency, and safety performance across diverse scenarios, validating the effectiveness and practical applicability of the proposed CIL-SERL-based end-to-end autonomous parking solution.
Zhengcheng Yu, Changze Li, Haoran Liu +1
May 22, 2026cs.CV

COSY: Compositional 3DGS Synthesis for Disentangled Human Head Editing

Recent 3D Gaussian Splatting (3DGS) GANs for human heads synthesize and render photorealistic 3D models in real-time and offer a vast variety in identity and appearance. However, controlling specific semantic attributes such as hair color or glasses remains challenging, as edits in the entangled latent space often induce unintended changes in identity or appearance. Although there are several methods that aim to disentangle the latent space post training by estimating directions that only modify certain features, these methods cannot guarantee complete disentanglement and often require pre-trained classifiers. In our approach, we propose a new generator architecture that synthesizes components, such as hair, skin, glasses, and torso, completely independently. This allows for changing the latent vector for one region while keeping the remaining parts fixed. Further, we achieve this separation using only sparse information such as the hair or skin color, eliminating the requirement of segmentation masks or geometric priors, often seen in prior work. To ensure matching shape and lighting conditions during editing, we allow minimal shared information via context tokens between the independent generators. These tokens even allow us to control the shape and light, without any prior annotation. Compared to existing works on GAN-based generation and editing, our method shows better disentanglement, more precise editing control, and competitive visual quality.
Florian Barthel, Shalini De Mello, Koki Nagano +3
May 22, 2026cs.CV

GlowGS: Generative Semantic Feature Learning for 3D Gaussian Splatting in Nighttime Glow Scenes

Existing 3DGS methods effectively render high-quality novel views in clear-day scenes. However, they struggle with night scenes, particularly in glow regions, due to the lack of structural features such as textures and edges, which are key cues for splatting-based reconstruction. To address this problem, we leverage a diffusion model and a Vision Foundation Model (VFM) to compensate for missing structural cues. Our method consists of two key novel ideas: semantic feature generation and novel-view semantic learning. First, semantic feature generation produces high-quality semantic features as implicit structural cues for novel views. Specifically, a diffusion model synthesizes novel views with unknown camera poses from training views, while a VFM evaluates their quality. Once high-quality novel views are identified, the VFM extracts robust features to construct the semantic feature bank. Second, novel-view semantic learning enables 3DGS to optimize rendered novel views without requiring ground truth. It achieves this by extracting semantic features from a rendered novel view, searching the feature bank for the most similar features, and minimizing their distance. This process enforces implicit structural constraints, ensuring semantically coherent, artifact-free rendered views. Extensive experiments demonstrate the effectiveness of our GlowGS in generating semantically accurate 3D views, showing significant improvements over existing methods.
Beibei Lin, Xiao Cao, Jingyuan Guo +1
May 22, 2026cs.CV

LangFlash: Feed-forward 3D Language Gaussian Splatting from Sparse Unposed Images

We present LangFlash, a feed-forward framework for 3D Language Gaussian Splatting that reconstructs 3D scenes parameterized by Gaussian primitives enriched with language-aligned semantic features from sparse unposed multi-view images. Unlike optimization-based 3D methods, LangFlash directly predicts the geometry and semantics in a single forward pass, enabling low-latency 3D reconstruction and language-consistent scene understanding. To support large-scale training, we enriched the RealEstate10k dataset with coherent and dense semantic information for 3D semantic supervision. Furthermore, we propose a sparse semantic encoding scheme that combines a global semantic dictionary with locally varying per-primitive weights, preserving high-level linguistic information, while reducing representation complexity. Experimental results show that LangFlash achieves superior novel view synthesis and semantic consistency compared with previous methods. This study establishes a new paradigm for pose-free, language-grounded 3D scene reconstruction, advancing generalizable 3D vision and multimodal scene understanding. Demo is available at https://liylo.github.io/langflash.github.io/.
Yilong Liu, Wanhua Li, Chen Zhu-Tian +1
May 21, 2026cs.RO

Learning to Evolve: Multi-modal Interactive Fields for Robust Humanoid Navigation in Dynamic Environments

Safe manipulation-oriented navigation for humanoid robots requires scene memory that remains reliable under locomotion-induced perceptual distortion, environmental changes, and interaction-level geometric safety constraints. Existing semantic mapping and scene-graph systems are difficult to deploy directly in this setting because they often assume stable camera trajectories, static environments, or coarse object geometry. We introduce the Multi-modal Interactive Field (MIF), a humanoid-oriented system that integrates confidence-aware semantic 3D Gaussian Splatting, discrepancy-triggered spatial memory updates, and task-driven geometric reconstruction within a closed-loop perception-adaptation pipeline. MIF couples three fields: an uncertainty-aware 3DGS Appearance Field that suppresses gait-induced blur, a Spatial Field that maintains topological memory, and a Geometry Field that supports Interaction Pose Safety (IPS) before manipulation. A discrepancy detection score is introduced to separate locomotion-induced false-positive changes from persistent changes and updates only locally inconsistent regions. On a Unitree-G1 humanoid in a real dynamic office, MIF improves relocation success in non-static environments from 12% to 94% compared with static scene-graph memory, while reducing semantic memory footprint by 91.4% through feature distillation for practical online operation. Project page and code: https://ziya-jiang.github.io/MIF-homepage/
Peifeng Jiang, Hong Liu, Jin Jin +2
May 20, 2026cs.LG

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.
SeungJeh Chung, Geonho Park, Misong Kim +1
May 19, 2026cs.CV

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).
Chonghao Zhong, Linfeng Shi, Hua Chen +4
May 16, 2026cs.CV

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.
Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi +2
May 15, 2026cs.CV

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.
Raushan Joshi, Jean-Yves Guillemaut
May 15, 2026cs.CV

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 .
Naama Pearl, Stefano Esposito, Haofei Xu +6
May 14, 2026eess.IV

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/
Julien Zouein, Vibhoothi Vibhoothi, François Pitié +1
May 13, 2026cs.CV

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 360360^{\circ} 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 +17.8%+17.8\% improvement in PSNR over the current state-of-the-art baseline without any training or fine-tuning of the diffusion model.
Adil Qureshi, Dongki Jung, Jaehoon Choi +1
May 13, 2026cs.CV

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-KK filtering then extracts the most dominant multi-view coefficients per Gaussian, enabling efficient storage and fast rendering. Our method achieves up to 400×400\times training speedup while being 3×3\times 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.
Lovre Antonio Budimir, Yushi Guan, Steve Ryhner +2
May 13, 2026cs.CV

RoSplat: Robust Feed-Forward Pixel-wise Gaussian Splatting for Varying Input Views and High-Resolution Rendering

Generalizable 3D Gaussian Splatting has recently emerged as an efficient approach for novel-view synthesis, enabling feed-forward synthesis from only a few input views. However, existing pixel-wise feed-forward methods suffer from over-bright renderings when the number of input views varies during inference, as well as insufficient supervision for accurate Gaussian scale estimation, which leads to hole artifacts, particularly in high-resolution renderings. To address these issues, we identify that the over-brightness is caused by the varying number of overlapping Gaussians and propose a simple alpha normalization strategy to maintain brightness consistency across different number of input views. In addition, we introduce an auxiliary 3D sampling-based regularizer to improve Gaussian scale estimation, thereby mitigating hole artifacts in high-resolution rendering. Experiments on benchmark datasets demonstrate that our method significantly improves baseline models under varying input-view and high-resolution rendering settings.
Hoang Chuong Nguyen, Renjie Wu, Jose M. Alvarez +1
May 13, 2026cs.CV

HarmoGS: Robust 3D Gaussian Splatting in the Wild via Conflict-Aware Gradient Harmonization

In-the-wild 3D Gaussian Splatting remains challenging due to transient distractors and illumination-induced cross-view appearance inconsistencies. Existing methods mainly rely on image-level masking to suppress unreliable supervision, but masking alone cannot fully eliminate residual occlusions or resolve illumination-induced inconsistencies, both of which can introduce conflicting cross-view gradients. These unresolved conflicts may destabilize Gaussian optimization and lead to visible reconstruction artifacts. We propose a conflict-aware 3DGS framework that addresses this problem from both image-space supervision and gradient-level optimization. Semantic Consistency-Guided Masking learns pixel-wise consistency scores to adaptively refine prior masks and suppress unreliable supervision before gradient formation. A dual-view Conflict-Aware Gradient Harmonization strategy further reconciles view-specific gradients by mutually rotating them into an orthogonal configuration, reducing negative directional interference across views. We also introduce conflict-aware densification and pruning to stabilize Gaussian growth and remove persistently conflicting primitives. Extensive experiments on standard in-the-wild benchmarks demonstrate that our method achieves state-of-the-art rendering quality under complex transient distractors and cross-view inconsistencies.
Yulei Kang, Tianze Zhu, Jian-Fang Hu +2
May 13, 2026cs.CV

GuardMarkGS: Unified Ownership Tracing and Edit Deterrence for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) is becoming a practical representation for novel view synthesis, but its growing adoption, together with rapid advances in instruction-driven 3DGS editing, also exposes a dual copyright risk: once a 3DGS-based asset is released, it can be used without permission and manipulated through 3D editing. Existing protection methods address only one side of this problem. Watermarking can trace ownership after unauthorized use, but it cannot prevent malicious editing. Adversarial edit-deterrence methods can disrupt editing, but they do not provide evidence of ownership. To the best of our knowledge, we present the first unified protection framework for 3DGS that jointly optimizes ownership tracing and unauthorized editing deterrence. Our framework combines a scene-wide watermarking objective over all Gaussians with an adversarial objective for edit deterrence. The adversarial branch combines latent-anchor separation, denoising-trajectory diversion, and cross-attention diversion to divert the editing trajectory, while an update-saliency-motivated Gaussian selection strategy assigns stronger adversarial updates to mask-selected Gaussians, improving the balance among watermark recovery, edit deterrence, and rendering fidelity. Experiments on scenes from Mip-NeRF 360 and Instruct-NeRF2NeRF demonstrate that the proposed framework achieves a favorable balance among bit accuracy, edit deterrence, and rendering quality. These results suggest that practical copyright protection of 3DGS-based assets can be more effectively addressed by integrating ownership tracing and unauthorized editing deterrence into a single optimization framework.
Utae Jeong, Jaewan Choi, Junseok Lee +4
May 12, 2026cs.CV

3D Gaussian Splatting for Efficient Retrospective Dynamic Scene Novel View Synthesis with a Standardized Benchmark

Retrospective novel view synthesis (NVS) of dynamic scenes is fundamental to applications such as sports. Recent dynamic 3D Gaussian Splatting (3DGS) approaches introduce temporally coupled formulations to enforce motion coherence across time. In this paper, we argue that, in a synchronized multi-view (MV) setting typical of sports, the dynamic scene at each time step is already strongly geometrically constrained. We posit that the availability of calibrated, synchronized viewpoints provides sufficient spatial consistency, and therefore, explicit temporal coupling, or complex multi-body constraints seems unnecessary for retrospective NVS. To this end, we propose an approach tailored for synchronized MV dynamic scene. By initializing the SfM-derived point cloud at the start time and propagating optimized Gaussians over time, we show that efficient retrospective NVS can be achieved without imposing a temporal deformation constraint. Complementing our methodological contribution, we introduce a Dynamic MV dataset framework built on Blender for reproducible NeRF and 3DGS research. The framework generates high-quality, synchronized camera rigs and exports training-ready datasets in standard formats, eliminating inconsistencies in coordinate conventions and data pipelines. Using the framework, we construct a dynamic benchmark suite and evaluate representative NeRF and 3DGS approaches under controlled conditions. Together, we show that, under a synchronized MV setup, efficient retrospective dynamic scene NVS can be achieved using 3DGS. At the same time, the dataset-generation framework enables reproducible and principled benchmarking of dynamic NVS methods.
Yunxiao Zhang, Suryansh Kumar
May 12, 2026cs.CV

PairDropGS: Paired Dropout-Induced Consistency Regularization for Sparse-View Gaussian Splatting

Dropout-based sparse-view 3D Gaussian Splatting (3DGS) methods alleviate overfitting by randomly suppressing Gaussian primitives during training. Existing methods mainly focus on designing increasingly sophisticated dropout strategies, while they overlook the resulting inconsistencies among different dropped Gaussian subsets. This oversight often leads to unstable reconstruction and suboptimal Gaussian representation learning.In this paper, we revisit dropout-based sparse-view 3DGS from a consistency regularization perspective and propose PairDropGS, a Paired Dropout-induced Consistency Regularization framework for sparse-view Gaussian splatting. Specifically, PairDropGS first constructs a pair of the dropped Gaussian subsets from a shared Gaussian field and designs a low-frequency consistency regularization to constrain their low-frequency rendered structures. This design encourages the shared Gaussian field to preserve stable scene layout and coarse geometry under different random dropouts, while avoiding excessive constraints on ambiguous high-frequency details. Moreover, we introduce a progressive consistency scheduling strategy to gradually strengthen the consistency regularization during training for stability and robustness of reconstruction. Extensive experiments on widely-used sparse-view benchmarks demonstrate that PairDropGS achieves superior training stability, significantly outperforms existing dropout-based 3DGS methods in reconstruction quality, while exhibiting the simplicity and plug-and-play nature for improving dropout-based optimization.
Hantang Li, Qiang Zhu, Xiandong Meng +3
May 12, 2026cs.CV

PointGS: Semantic-Consistent Unsupervised 3D Point Cloud Segmentation with 3D Gaussian Splatting

Unsupervised point cloud segmentation is critical for embodied artificial intelligence and autonomous driving, as it mitigates the prohibitive cost of dense point-level annotations required by fully supervised methods. While integrating 2D pre-trained models such as the Segment Anything Model (SAM) to supplement semantic information is a natural choice, this approach faces a fundamental mismatch between discrete 3D points and continuous 2D images. This mismatch leads to inevitable projection overlap and complex modality alignment, resulting in compromised semantic consistency across 2D-3D transfer. To address these limitations, this paper proposes PointGS, a simple yet effective pipeline for unsupervised 3D point cloud segmentation. PointGS leverages 3D Gaussian Splatting as a unified intermediate representation to bridge the discrete-continuous domain gap. Input sparse point clouds are first reconstructed into dense 3D Gaussian spaces via multi-view observations, filling spatial gaps and encoding occlusion relationships to eliminate projection-induced semantic conflation. Multi-view dense images are rendered from the Gaussian space, with 2D semantic masks extracted via SAM, and semantics are distilled to 3D Gaussian primitives through contrastive learning to ensure consistent semantic assignments across different views. The Gaussian space is aligned with the original point cloud via two-step registration, and point semantics are assigned through nearest-neighbor search on labeled Gaussians. Experiments demonstrate that PointGS outperforms state-of-the-art unsupervised methods, achieving +0.9% mIoU on ScanNet-V2 and +2.8% mIoU on S3DIS.
Yixiao Song, Qingyong Li, Wen Wang +1
May 12, 2026cs.GR

3DGS3^3: Joint Super Sampling and Frame Interpolation for Real-Time Large-Scale 3DGS Rendering

3D Gaussian Splatting (3DGS) enables high-quality real-time 3D rendering but faces challenges in efficiently scaling to ultra-dense scenes and high-resolution due to computational bottlenecks that limit its use in latency-sensitive applications. Instead of optimizing the splatting pipeline itself, we propose \textbf{3DGS3^3}, a unified post-rendering framework that jointly performs super sampling and frame interpolation through differentiable processing of low-resolution outputs to achieve both high-resolution and high-frame-rate rendering. Our \textbf{Gradient- -Aware Super Sampling (GASS)} module leverages the continuous differentiability of 3DGS to extract image gradients that guide a GRU-based refinement network to enable high-fidelity super sampling. Furthermore, a \textbf{Lightweight Temporal Frame Interpolation (LTFI)} module based on a compact U-Net-like backbone fuses temporal and differentiable spatial cues from consecutive frames to synthesize temporally coherent intermediate frames. Experiments on public datasets demonstrate that 3DGS3^3 achieves superior rendering efficiency and visual quality when compared with state-of-the-art methods and remains compatible with existing 3DGS acceleration techniques. The code will be publicly released upon acceptance.
Yibo Zhao, Fan Gao, Youcheng Cai +1
May 11, 2026cs.CV

PG-3DGS: Optimizing 3D Gaussian Splatting to Satisfy Physics Objectives

Recent advances in Gaussian Splatting have enabled fast, high-fidelity 3D scene generation, yet these methods remain purely visual and lack an understanding of how shapes behave in the physical world. We introduce Physics-Guided 3D Gaussian Splatting (PG-3DGS), a framework that couples differentiable physics simulation with 3D Gaussian representations to generate 3D structures satisfying physics functionalities. By allowing physical objectives to guide the shape optimization process alongside visual losses, our approach produces geometries that are not only photometrically accurate but also physically functional. The model learns to adjust shapes so that the generated objects exhibit physically meaningful behaviors, for example, teapots that can pour and airplanes that can generate lift, without sacrificing visual quality. Experiments on pouring and aerodynamic lift tasks show that PG-3DGS improves physical functionality while preserving visual quality. In addition to simulation gains, bench-top physical lift tests with 3D-printed aircraft (Cessna, B-2 Spirit, and paper plane) under identical airflow conditions show higher scale-measured lift for PG-3DGS, generated structures than an appearance-matching baseline in all three cases. Our unified framework connects appearance-based reconstruction with physics-based reasoning, enabling end-to-end generation of 3D structures that both look realistic and function correctly.
Zachary Lee, Maxwell Jacobson, Yexiang Xue
May 11, 2026cs.CV

UAV-Assisted Scan-to-Simulation for Landslides Using Physics-Informed Gaussian Splatting

Landslide monitoring and simulation play an important role in urban safety assessment and disaster prevention. Existing landslide simulation pipelines typically rely on digital elevation model and mesh-based representations, which are suitable for geometric analysis, but often lack visual realism. This limitation reduces their effectiveness in interactive applications, hazard communication, and public education. In this paper, we propose a UAV-based scan-to-simulation framework that bridges photorealistic scene capture and physics-based landslide simulation through 3DGS. Specifically, our pipeline includes four stages: (1) UAV-based acquisition of slope imagery, (2) reconstruction of a low-anisotropy 3DGS scene representation, (3) volumetric conversion of the target simulation region by filling the interior of the surface-based model, and (4) integration with the Material Point Method (MPM) for landslide simulation. We validate the proposed framework on a real landslide site in Hong Kong that experienced a severe landslide event. The results show that our method supports both realistic visual reconstruction and effective simulation.
Zhenyu Liang, Jack C. P. Cheng
May 11, 2026cs.CV

SDTalk: Structured Facial Priors and Dual-Branch Motion Fields for Generalizable Gaussian Talking Head Synthesis

High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To address this issue, we propose SDTalk, a one-shot 3D Gaussian Splatting (3DGS)-based framework that generalizes to unseen identities without personalized training or fine-tuning. Our framework comprises two modules with a two-stage training strategy. In the first stage, we incorporate structured facial priors into the reconstruction module and separately predict 3DGS parameters for visible and occluded regions, enabling complete head reconstruction from a single image. In the second stage, we introduce a dual-branch motion field to model coarse and fine facial dynamics, improving detail fidelity and lip synchronization. Experiments demonstrate that SDTalk surpasses existing methods in both visual quality and inference efficiency.
Peng Jia, Zhen Xiao, Jia Li +3
May 10, 2026cs.CV

BEA-GS: BEyond RAdiance Supervision in 3DGS for Precise Object Extraction

Most Gaussian Splatting techniques that provide a 3D semantic representation of the scene do not optimize the underlying 3D geometry, making object-level editing or asset extraction challenging. Recent methods, such as COBGS, Trace3D, ObjectGS, acknowledge this limitation and propose approaches that modify the scene's geometry to represent the underlying semantics. We advance this concept further by proposing a novel solution that provides near perfect boundaries in object extraction. We do so by introducing two new losses in the optimization that take care of: 1) a loss that modifies the geometry of visible Gaussians to respect semantic boundaries, and 2) a loss that adjusts the geometry of non-visible Gaussians that appear once the object is extracted. Our first loss propagates gradients directly through the rasterization, allowing for seamless integration within the optimization of the Gaussian parameters. The second loss also propagates gradients to Gaussian parameters but does so without passing through the rasterization, enabling modification of the scene's geometry even when little transmittance reaches a Gaussian (partial or non-visible). Exhaustive comparisons with 12 state of the art methods across 4 datasets, using six metrics, demonstrate that our approach produces overall the best boundary segmentation to date.
Alessio Mazzucchelli, Maria Naranjo-Almeida, Jorge Bustos-Sanchez +4
May 9, 2026cs.CV

ReorgGS: Equivalent Distribution Reorganization for 3D Gaussian Splatting

A converged 3D Gaussian Splatting (3DGS) model may approximate the target scene while remaining poorly parameterized for further optimization. We identify this failure mode as \emph{parameterization degeneration}: high-opacity floaters attenuate gradients to true surfaces through alpha compositing, and redundant overlapping clusters create strongly coupled parameter blocks with nearly collinear Jacobian responses. These effects explain why continued optimization can plateau even when the model still contains removable artifacts. We propose ReorgGS, an equivalent distribution reorganization method for converged 3DGS models. ReorgGS treats the existing Gaussian set as an empirical probability field, resamples centers from it, estimates local anisotropic covariances with kNN, initializes low opacity, and continues optimization with the original 3DGS renderer and loss. Unlike opacity reset, which only rescales opacity on the old overlap graph, ReorgGS rebuilds centers, covariances, and visibility structure, thereby changing the graph itself. Our analysis shows that distributional equivalence is not optimization equivalence. The reorganized model preserves scene support while improving gradient accessibility under alpha compositing and reducing opacity-weighted overlap, thereby weakening local parameter coupling during subsequent optimization. Under the same additional optimization budget, ReorgGS improves fitting quality at a fixed Gaussian count, suppresses persistent floaters, and reduces rendering overhead from redundant overlap.
Luchao Wang, Kaimin Liao, Qian Ren +3
May 9, 2026cs.RO

REAP: Reinforcement-Learning End-to-End Autonomous Parking with Gaussian Splatting Simulator for Real2Sim2Real Transfer

In recent years, autonomous parking has made significant advances, yet parking tasks still face challenges in extreme scenarios such as mechanical and dead-end parking slots, often resulting in failures. This is mainly due to traditional parking methods adopting a multistage approach, lacking the ability to optimize the parking problem as a whole. End-to-end methods enable joint optimization across perception and planning modules to eliminate the accumulation of errors, enhancing algorithm performance in extreme scenarios. Although several end-to-end parking methods use imitation or reinforcement learning, the former is limited by data cost and distribution coverage, while the latter suffers from inefficient exploration. To address these challenges, we propose a Reinforcement learning End-to-end Autonomous Parking method (REAP). REAP employs Soft Actor-Critic (SAC) within an asymmetric reinforcement learning framework to improve training efficiency and inference performance. To accelerate model convergence, we distill the capabilities of a rule-based planner into the end-to-end network through behavior cloning. We further introduce a soft predictive collision penalty mechanism to reduce collision rates by penalizing obstacle-approaching actions. To ensure that the trained reinforcement learning network can directly transfer to real-world scenarios, we have established a Real2Sim2Real simulator. In the Real2Sim step, we use 3D Gaussian Splatting (3DGS) to transform real-world scenes into digital scenes. In the Sim2Real step, we deploy the end-to-end model onto the vehicle to bridge the Sim2Real gap. Trained in the 3DGS simulator and deployed on physical vehicles, REAP successfully parks in various types of parking spaces, especially demonstrating the feasibility of end-to-end RL parking in extremely narrow mechanical slots.
Changze Li, Zhe Chen, Shaoyu Chen +7
May 7, 2026cs.CV

AdpSplit: Error-Driven Adaptive Splitting for Faster Geometry Discovery in 3D Gaussian Splatting

Adaptive density control in 3D Gaussian Splatting (3DGS) repeatedly grows the Gaussian population through fixed-cardinality random splitting to discover useful scene structure. However, in vanilla 3DGS, its binary split operator requires many densification rounds to expose fine details, making it a bottleneck for efficient training schedules with fewer iterations. We introduce AdpSplit, an error-driven adaptive split operator that determines the number of split children and initializes the child parameters from L1-pixel-error region statistics, enabling fewer densification iterations, thus reduced training time, while preserving the rendering quality of full-schedule training. Across the MipNeRF360, Deep-Blending, and Tanks&Temples datasets, AdpSplit reduces the training time of multiple accelerated 3DGS pipelines by 9.2%-22.3% as a simple drop-in replacement for the standard split operator. With FastGS, AdpSplit matches the full-schedule PSNR on MipNeRF360 while reducing training time by 16.4%, corresponding to a 12.6x acceleration over vanilla 3DGS.
Yongjae Lee, Jingxing Li, Abhay Kumar Yadav +2
May 6, 2026cs.CV

Aes3D: Aesthetic Assessment in 3D Gaussian Splatting

As 3D Gaussian Splatting (3DGS) gains attention in immersive media and digital content creation, assessing the aesthetics of 3D scenes becomes important in helping creators build more visually compelling 3D content. However, existing evaluation methods for 3D scenes primarily emphasize reconstruction fidelity and perceptual realism, largely overlooking higher-level aesthetic attributes such as composition, harmony, and visual appeal. This limitation comes from two key challenges: (1) the absence of general 3DGS datasets with aesthetic annotations, and (2) the intrinsic nature of 3DGS as a low-level primitive representation, which makes it difficult to capture high-level aesthetic features. To address these challenges, we propose Aes3D, the first systematic framework for assessing the aesthetics of 3D neural rendering scenes. Aes3D includes Aesthetic3D, the first dataset dedicated to 3D scene aesthetic assessment, built on our proposed annotation strategy for 3D scene aesthetics. In addition, we present Aes3DGSNet, a lightweight model that directly predicts scene-level aesthetic scores from 3DGS representations. Notably, our model operates solely on 3D Gaussian primitives, eliminating the need for rendering multi-view images and thus reducing computational cost and hardware requirements. Through aesthetics-supervised learning on multi-view 3DGS scene representations, Aes3DGSNet effectively captures high-level aesthetic cues and accurately regresses aesthetic scores. Experimental results demonstrate that our approach achieves strong performance while maintaining a lightweight design, establishing a new benchmark for 3D scene aesthetic assessment. Code and datasets will be made available in a future version.
Chuanzhi Xu, Boyu Wei, Haoxian Zhou +5
May 6, 2026cs.CV

Ilov3Splat: Instance-Level Open-Vocabulary 3D Scene Understanding in Gaussian Splatting

We introduce Ilov3Splat, a novel framework for instance-level open-vocabulary 3D scene understanding built on 3D Gaussian Splatting (3D-GS). Most prior work depends on 2D rendering-based matching or point-level semantic association, which undermines cross-view consistency, lacks coherent instance-level reasoning, and limits precision in downstream 3D tasks. To address these limitations, our method jointly optimizes scene geometry and semantic representations by augmenting Gaussian splats with view-consistent feature fields. Specifically, we leverage multi-resolution hash embedding to efficiently encode language-aligned CLIP features, enabling dense and coherent language grounding in 3D space. We further train an instance feature field using contrastive loss over SAM masks, supporting fine-grained object distinction across views. At inference time, CLIP-encoded queries are matched against the learned features, followed by two-stage 3D clustering to retrieve relevant Gaussian groups. This enables our framework to identify arbitrary objects in 3D scenes based on natural language descriptions, without requiring category supervision or manual annotations. Experiments on standard benchmarks demonstrate that Ilov3Splat outperforms prior open-vocabulary 3D-GS methods in both object selection and instance segmentation, offering a flexible and accurate solution for language-driven 3D scene understanding. Project page: https://csiro-robotics.github.io/Ilov3Splat.
Binh Long Nguyen, Kien Nguyen, Sridha Sridharan +2
May 1, 2026cs.CV

Beyond Heuristics: Learnable Density Control for 3D Gaussian Splatting

While 3D Gaussian Splatting (3DGS) has demonstrated impressive real-time rendering performance, its efficacy remains constrained by a reliance on heuristic density control. Despite numerous refinements to these handcrafted rules, such methods inherently lack the flexibility to adapt to diverse scenes with complex geometries. In this paper, we propose a paradigm shift for density control from rigid heuristics to fully learnable policies. Specifically, we introduce \textbf{LeGS}, a framework that reformulates density control as a parameterized policy network optimized via Reinforcement Learning (RL). Central to our approach is the tailored effective reward function grounded in sensitivity analysis, which precisely quantifies the marginal contribution of individual Gaussians to reconstruction quality. To maintain computational tractability, we derive a closed-form solution that reduces the complexity of reward calculation from O(N2)O(N^2) to O(N)O(N). Extensive experiments on the Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets demonstrate that \textbf{LeGS} significantly outperforms state-of-the-art methods, striking a superior balance between reconstruction quality and efficiency. The code will be released at https://github.com/AaronNZH/LeGS
Zhenhua Ning, Xin Li, Jun Yu +3
Apr 30, 2026cs.CV

VkSplat: High-Performance 3DGS Training in Vulkan Compute

We present VkSplat, a high-performance, cross-vendor 3D Gaussian Splatting (3DGS) training pipeline implemented fully in Vulkan compute, addressing performance and compatibility limitation of existing training pipelines. With various optimizations, we achieve 3.3×3.3\times speed and 33%33\% VRAM reduction over CUDA+PyTorch baseline, maintaining quality, and demonstrating compatibility across GPU vendors. To the best of our knowledge, this is the first fully-Vulkan-based 3DGS training pipeline that achieves state-of-the-art performance. Code: \href{https://github.com/harry7557558/vksplat}{https://github.com/harry7557558/vksplat}
Jingxiang Chen, Mohamed Ibrahim, Yang Liu
Apr 30, 2026cs.GR

FieryGS: In-the-Wild Fire Synthesis with Physics-Integrated Gaussian Splatting

We consider the problem of synthesizing photorealistic, physically plausible combustion effects in in-the-wild 3D scenes. Traditional CFD and graphics pipelines can produce realistic fire effects but rely on handcrafted geometry, expert-tuned parameters, and labor-intensive workflows, limiting their scalability to the real world. Recent scene modeling advances like 3D Gaussian Splatting (3DGS) enable high-fidelity real-world scene reconstruction, yet lack physical grounding for combustion. To bridge this gap, we propose FieryGS, a physically-based framework that integrates physically-accurate and user-controllable combustion simulation and rendering within the 3DGS pipeline, enabling realistic fire synthesis for real scenes. Our approach tightly couples three key modules: (1) multimodal large-language-model-based physical material reasoning, (2) efficient volumetric combustion simulation, and (3) a unified renderer for fire and 3DGS. By unifying reconstruction, physical reasoning, simulation, and rendering, FieryGS removes manual tuning and automatically generates realistic, controllable fire dynamics consistent with scene geometry and materials. Our framework supports complex combustion phenomena -- including flame propagation, smoke dispersion, and surface carbonization -- with precise user control over fire intensity, airflow, ignition location and other combustion parameters. Evaluated on diverse indoor and outdoor scenes, FieryGS outperforms all comparative baselines in visual realism, physical fidelity, and controllability. Project page can be found at https://pku-vcl-geometry.github.io/FieryGS/.
Qianfan Shen, Ningxiao Tao, Qiyu Dai +6
Apr 30, 2026cs.RO

GSDrive: Reinforcing Driving Policies by Multi-mode Future Trajectory Probing with 3D Gaussian Splatting Environment

End-to-end (E2E) autonomous driving aims to directly map sensory observations to driving actions, but its real-world deployment is hindered by evolving data distributions and the high cost of continual annotation. While combining imitation learning (IL) and reinforcement learning (RL) is a common strategy for policy improvement, conventional RL training relies on delayed, event-based rewards, where policies learn only from catastrophic outcomes such as collisions, leading to premature convergence to suboptimal behaviors. To address these limitations, we propose GSDrive, a framework that uses a differentiable 3D Gaussian Splatting (3DGS) environment for future-aware trajectory probing and reward shaping in E2E driving. GSDrive first learns a multi-mode trajectory probe via IL and then uses RL to evaluate multiple candidate futures in the 3DGS environment, converting their simulated returns into dense shaping rewards for policy optimization. This yields a cyclic hybrid IL-RL training loop, where IL supplies structured future priors and RL provides interactive feedback for iterative refinement. Evaluated on the reconstructed nuScenes dataset, our method outperforms other simulation-based RL approaches in closed-loop experiments. Code is available at https://github.com/ZionGo6/GSDrive.
Ziang Guo, Chen Min, Xuefeng Zhang +5
Apr 30, 2026cs.CV

Softmax-GS: Generalized Gaussians Learning When to Blend or Bound

3D Gaussian Splatting (3D GS) is widely adopted for novel view synthesis due to its high training and rendering efficiency. However, its efficiency relies on the key assumption that Gaussians do not overlap in the 3D space, which leads to noticeable artifacts and view inconsistencies. In addition, the inherently diffuse boundaries of Gaussians hinder accurate reconstruction of sharp object edges. We propose Softmax-GS, a unified solution that addresses both the view-inconsistency and the diffuse-boundary problem by enforcing a softmax-based competition in overlapping regions between two Gaussians. With learnable parameters controlling the strength of the competition, it enables a continuous spectrum from smooth color blending to crisp, well-defined boundaries. Our formulation explicitly preserves order invariance for any two overlapping Gaussians and ensures that the output transmittance remains unchanged irrespective of the extent of overlapping, preventing undesirable discontinuities in the rendered output. Ablation experiments on simple geometries demonstrate the effectiveness of each component of Softmax-GS, and evaluations on real-world benchmarks show that it achieves state-of-the-art performance, improving both reconstruction quality and parameter efficiency.
Chen Ziwen, Peng Wang, Hao Tan +2
Apr 29, 2026cs.CV

Two-View Accumulation as the Primary Training Lever for Hybrid-Capture Gaussian Splatting: A Variance-Decomposition View of When Gradient Surgery Helps

Hybrid-capture novel view synthesis combines images at substantially different camera distances (e.g., aerial drone and ground-level views). Standard 3D Gaussian Splatting (3DGS), trained for 30K iterations with one rendered view per optimizer step, under-fits the minority regime by 1-3 dB on five hybrid-capture benchmarks. We isolate the lever that closes this gap. Among compute-matched alternatives -- vanilla 60K iterations, magnitude corrections (GradNorm), direction-aware near/far gradient surgery, projective preconditioning, confidence-gated sample-level surgery, and a random two-view-per-step control -- the simplest structural change wins: rendering two views per optimizer step. The pairing rule (geometry-defined near/far, random, or active loss-disparity) does not change PSNR beyond seed variance on any of the five scenes; the structural change of having two views per step does. We propose a variance-decomposition framework that predicts and explains this finding: under bimodal camera regimes, between-regime gradient variance turns out to be small relative to within-regime variance in 3DGS, so structured and random pairings are variance-equivalent in expectation, and the variance halving from two-view accumulation itself is the dominant effect. We verify the framework on five scenes whose camera-altitude bimodality coefficients span [0.55, 1.00], and we report the negative result that direction-aware projection, magnitude correction, confidence gating, and an active loss-disparity pairing all fall within seed variance of random two-view pairing. The two-view structural lever transfers cleanly to the Scaffold-GS and Pixel-GS backbones. We position this work as an honest characterization of which training-side axes do and do not move PSNR for hybrid-capture 3DGS, together with the framework that explains why.
Sungjun Cho
Apr 29, 2026cs.CV

MesonGS++: Post-training Compression of 3D Gaussian Splatting with Hyperparameter Searching

3D Gaussian Splatting (3DGS) achieves high-quality novel view synthesis with real-time rendering, but its storage cost remains prohibitive for practical deployment. Existing post-training compression methods still rely on many coupled hyperparameters across pruning, transformation, quantization, and entropy coding, making it difficult to control the final compressed size and fully exploit the rate-distortion trade-off. We propose MesonGS++, a size-aware post-training codec for 3D Gaussian compression. On the codec side, MesonGS++ combines joint importance-based pruning, octree geometry coding, attribute transformation, selective vector quantization for higher-degree spherical harmonics, and group-wise mixed-precision quantization with entropy coding. On the configuration side, it treats the reserve ratio and bit-width allocation as the dominant rate-distortion knobs and jointly optimizes them under a target storage budget via discrete sampling and 0--1 integer linear programming. We further propose a linear size estimator and a CUDA parallel quantization operator to accelerate the hyperparameter searching process. Extensive experiments show that MesonGS++ achieves over 34×\times compression while preserving rendering fidelity, outperforming state-of-the-art post-training methods and accurately meeting target size budgets. Remarkably, without any training, MesonGS++ can even surpass the PSNR of vanilla 3DGS at a 20×\times compression rate on the Stump scene. Our code is available at https://github.com/mmlab-sigs/mesongs_plus
Shuzhao Xie, Junchen Ge, Weixiang Zhang +10
Apr 28, 2026cs.CV

Generalizable Human Gaussian Splatting via Multi-view Semantic Consistency

Recently, generalizable human Gaussian splatting from sparse-view inputs has been actively studied for the photorealistic human rendering. Most existing methods rely on explicit geometric constraints or predefined structural representations to accurately position 3D Gaussians. Although these approaches have shown the remarkable progress in this field, they still suffer from inconsistent feature representations across multi-view inputs due to complex articulations of the human body and limited overlaps between different views. To address this problem, we propose a novel method to accurately localize 3D Gaussians and ultimately improve the quality of human rendering. The key idea is to unproject latent embeddings encoded from each viewpoint into a shared 3D space through predicted depth maps and recalibrate them belonging to the same body part based on cross-view attention. This helps the model resolve the spatial ambiguity occurring in highly textured regions as well as occluded body parts, thus leading to the accurate localization of 3D Gaussians. Experimental results on benchmark datasets show that the proposed method efficiently improves the performance of generalizable human Gaussian splatting from sparse-view inputs.
Jingi Kim, Wonjun Kim
Apr 26, 2026cs.CV

Bringing a Personal Point of View: Evaluating Dynamic 3D Gaussian Splatting for Egocentric Scene Reconstruction

Egocentric video provides a unique view into human perception and interaction, with growing relevance for augmented reality, robotics, and assistive technologies. However, rapid camera motion and complex scene dynamics pose major challenges for 3D reconstruction from this perspective. While 3D Gaussian Splatting (3DGS) has become a state-of-the-art method for efficient, high-quality novel view synthesis, variants, that focus on reconstructing dynamic scenes from monocular video are rarely evaluated on egocentric video. It remains unclear whether existing models generalize to this setting or if egocentric-specific solutions are needed. In this work, we evaluate dynamic monocular 3DGS models on egocentric and exocentric video using paired ego-exo recordings from the EgoExo4D dataset. We find that reconstruction quality is consistently lower in egocentric views. Analysis reveals that the difference in reconstruction quality, measured in peak signal-to-noise ratio, stems from the reconstruction of static, not dynamic, content. Our findings underscore current limitations and motivate the development of egocentric-specific approaches, while also highlighting the value of separately evaluating static and dynamic regions of a video.
Jan Warchocki, Xi Wang, Jonas Kulhanek +1
Apr 26, 2026cs.CV

Spatiotemporal Degradation-Aware 3D Gaussian Splatting for Realistic Underwater Scene Reconstruction

Reconstructing realistic underwater scenes from underwater video remains a meaningful yet challenging task in the multimedia domain. The inherent spatiotemporal degradations in underwater imaging, including caustics, flickering, attenuation, and backscattering, frequently result in inaccurate geometry and appearance in existing 3D reconstruction methods. While a few recent works have explored underwater degradation-aware reconstruction, they often address either spatial or temporal degradation alone, falling short in more real-world underwater scenarios where both types of degradation occur. We propose MarineSTD-GS, a novel 3D Gaussian Splatting-based framework that explicitly models both temporal and spatial degradations for realistic underwater scene reconstruction. Specifically, we introduce two paired Gaussian primitives: Intrinsic Gaussians represent the true scene, while Degraded Gaussians render the degraded observations. The color of each Degraded Gaussian is physically derived from its paired Intrinsic Gaussian via a Spatiotemporal Degradation Modeling (SDM) module, enabling self-supervised disentanglement of realistic appearance from degraded images. To ensure stable training and accurate geometry, we further propose a Depth-Guided Geometry Loss and a Multi-Stage Optimization strategy. We also construct a simulated benchmark with diverse spatial and temporal degradations and ground-truth appearances for comprehensive evaluation. Experiments on both simulated and real-world datasets show that MarineSTD-GS robustly handles spatiotemporal degradations and outperforms existing methods in novel view synthesis with realistic, water-free scene appearances.
Shaohua Liu, Ning Gao, Zuoya Gu +3
Apr 23, 2026cs.CV

DualSplat: Robust 3D Gaussian Splatting via Pseudo-Mask Bootstrapping from Reconstruction Failures

While 3D Gaussian Splatting (3DGS) achieves real-time photorealistic rendering, its performance degrades significantly when training images contain transient objects that violate multi-view consistency. Existing methods face a circular dependency: accurate transient detection requires a well-reconstructed static scene, while clean reconstruction itself depends on reliable transient masks. We address this challenge with DualSplat, a Failure-to-Prior framework that converts first-pass reconstruction failures into explicit priors for a second reconstruction stage. We observe that transients, which appear in only a subset of views, often manifest as incomplete fragments during conservative initial training. We exploit these failures to construct object-level pseudo-masks by combining photometric residuals, feature mismatches, and SAM2 instance boundaries. These pseudo-masks then guide a clean second-pass 3DGS optimization, while a lightweight MLP refines them online by gradually shifting from prior supervision to self-consistency. Experiments on RobustNeRF and NeRF On-the-go show that DualSplat outperforms existing baselines, demonstrating particularly clear advantages in transient-heavy scenes and transient regions.
Xu Wang, Zhiru Wang, Shiyun Xie +2
Apr 23, 2026cs.CV

You Only Gaussian Once: Controllable 3D Gaussian Splatting for Ultra-Densely Sampled Scenes

3D Gaussian Splatting (3DGS) has revolutionized neural rendering, yet existing methods remain predominantly research prototypes ill-suited for production-level deployment. We identify a critical "Industry-Academia Gap" hindering real-world application: unpredictable resource consumption from heuristic Gaussian growth, the "sparsity shield" of current benchmarks that rewards hallucination over physical fidelity, and severe multi-sensor data pollution. To bridge this gap, we propose YOGO (You Only Gaussian Once), a system-level framework that reformulates the stochastic growth process into a deterministic, budget-aware equilibrium. YOGO integrates a novel budget controller for hardware-constrained resource allocation and an availability-registration protocol for robust multi-sensor fusion. To push the boundaries of reconstruction fidelity, we introduce Immersion v1.0, the first ultra-dense indoor dataset specifically designed to break the "sparsity shield." By providing saturated viewpoint coverage, Immersion v1.0 forces algorithms to focus on extreme physical fidelity rather than viewpoint interpolation, and enables the community to focus on the upper limits of high-fidelity reconstruction. Extensive experiments demonstrate that YOGO achieves state-of-the-art visual quality while maintaining a strictly deterministic profile, establishing a new standard for production-grade 3DGS. To facilitate reproducibility, part scenes of Immersion v1.0 dataset and source code of YOGO has been publicly released. The project link is https://jjrcn.github.io/yogo-project-home/.
Jinrang Jia, Zhenjia Li, Yifeng Shi
Apr 23, 2026cs.CV

WildSplatter: Feed-forward 3D Gaussian Splatting with Appearance Control from Unconstrained Images

We propose WildSplatter, a feed-forward 3D Gaussian Splatting (3DGS) model for unconstrained images with unknown camera parameters and varying lighting conditions. 3DGS is an effective scene representation that enables high-quality, real-time rendering; however, it typically requires iterative optimization and multi-view images captured under consistent lighting with known camera parameters. WildSplatter is trained on unconstrained photo collections and jointly learns 3D Gaussians and appearance embeddings conditioned on input images. This design enables flexible modulation of Gaussian colors to represent significant variations in lighting and appearance. Our method reconstructs 3D Gaussians from sparse input views in under one second, while also enabling appearance control under diverse lighting conditions. Experimental results demonstrate that our approach outperforms existing pose-free 3DGS methods on challenging real-world datasets with varying illumination.
Yuki Fujimura, Takahiro Kushida, Kazuya Kitano +2
Apr 22, 2026cs.CV

GeoRect4D: Geometry-Compatible Generative Rectification for Dynamic Sparse-View 3D Reconstruction

Reconstructing dynamic 3D scenes from sparse multi-view videos is highly ill-posed, often leading to geometric collapse, trajectory drift, and floating artifacts. Recent attempts introduce generative priors to hallucinate missing content, yet naive integration frequently causes structural drift and temporal inconsistency due to the mismatch between stochastic 2D generation and deterministic 3D geometry. In this paper, we propose GeoRect4D, a novel unified framework for sparse-view dynamic reconstruction that couples explicit 3D consistency with generative refinement via a closed-loop optimization process. Specifically, GeoRect4D introduces a degradation-aware feedback mechanism that incorporates a robust anchor-based dynamic 3DGS substrate with a single-step diffusion rectifier to hallucinate high-fidelity details. This rectifier utilizes a structural locking mechanism and spatiotemporal coordinated attention, effectively preserving physical plausibility while restoring missing content. Furthermore, we present a progressive optimization strategy that employs stochastic geometric purification to eliminate floaters and generative distillation to infuse texture details into the explicit representation. Extensive experiments demonstrate that GeoRect4D achieves state-of-the-art performance in reconstruction fidelity, perceptual quality, and spatiotemporal consistency across multiple datasets.
Zhenlong Wu, Zihan Zheng, Xuanxuan Wang +5
Apr 22, 2026cs.CV

GSCompleter: A Distillation-Free Plugin for Metric-Aware 3D Gaussian Splatting Completion in Seconds

3D Gaussian Splatting (3DGS) has revolutionized high-fidelity neural rendering with its explicit representation and efficiency. However, reconstructing scenes from sparse viewpoints suffers from severe geometric voids and floaters due to limited coverage. Current scene completion methods typically rely on an iterative "Repair-then-Distill" paradigm, which is computationally intensive, prone to unstable optimization, and susceptible to overfitting. To address these limitations, we propose GSCompleter, a distillation-free plugin that shifts scene completion to a stable "Generate-then-Register" workflow. Specifically, GSCompleter synthesizes visually plausible 2D reference images and explicitly lifts them into 3D Gaussian primitives with a consistent metric scale via a robust Stereo-Anchor View Selection mechanism. These newly generated primitives are then seamlessly integrated into the global scene using a novel Ray-Constrained Registration strategy. By replacing unstable distillation with rapid geometric registration, GSCompleter exhibits superior 3DGS completion performance across three benchmarks, enhancing both quality and efficiency over various baselines and achieving new state-of-the-art (SOTA) results.
Ao Gao, Jingyu Gong, Xin Tan +3
Apr 21, 2026cs.CV

TransSplat: Unbalanced Semantic Transport for Language-Driven 3DGS Editing

Language-driven 3D Gaussian Splatting (3DGS) editing provides a more convenient approach for modifying complex scenes in VR/AR. Standard pipelines typically adopt a two-stage strategy: first editing multiple 2D views, and then optimizing the 3D representation to match these edited observations. Existing methods mainly improve view consistency through multi-view feature fusion, attention filtering, or iterative recalibration. However, they fail to explicitly address a more fundamental issue: the semantic correspondence between edited 2D evidence and 3D Gaussians. To tackle this problem, we propose TransSplat, which formulates language-driven 3DGS editing as a multi-view unbalanced semantic transport problem. Specifically, our method establishes correspondences between visible Gaussians and view-specific editing prototypes, thereby explicitly characterizing the semantic relationship between edited 2D evidence and 3D Gaussians. It further recovers a cross-view shared canonical 3D edit field to guide unified 3D appearance updates. In addition, we use transport residuals to suppress erroneous edits in non-target regions, mitigating edit leakage and improving local control precision. Qualitative and quantitative results show that, compared with existing 3D editing methods centered on enhancing view consistency, TransSplat achieves superior performance in local editing accuracy and structural consistency.
Yanhui Chen, Jiahong Li, Jingchao Wang +3
Apr 20, 2026cs.CV

E3VS-Bench: A Benchmark for Viewpoint-Dependent Active Perception in 3D Gaussian Splatting Scenes

Visual search in 3D environments requires embodied agents to actively explore their surroundings and acquire task-relevant evidence. However, existing visual search and embodied AI benchmarks, including EQA, typically rely on static observations or constrained egocentric motion, and thus do not explicitly evaluate fine-grained viewpoint-dependent phenomena that arise under unrestricted 5-DoF viewpoint control in real-world 3D environments, such as visibility changes caused by vertical viewpoint shifts, revealing contents inside containers, and disambiguating object attributes that are only observable from specific angles. To address this limitation, we introduce {E3VS-Bench}, a benchmark for embodied 3D visual search where agents must control their viewpoints in 5-DoF to gather viewpoint-dependent evidence for question answering. E3VS-Bench consists of 99 high-fidelity 3D scenes reconstructed using 3D Gaussian Splatting and 2,014 question-driven episodes. 3D Gaussian Splatting enables photorealistic free-viewpoint rendering that preserves fine-grained visual details (e.g., small text and subtle attributes) often degraded in mesh-based simulators, thereby allowing the construction of questions that cannot be answered from a single view and instead require active inspection across viewpoints in 5-DoF. We evaluate multiple state-of-the-art VLMs and compare their performance with humans. Despite strong 2D reasoning ability, all models exhibit a substantial gap from humans, highlighting limitations in active perception and coherent viewpoint planning specifically under full 5-DoF viewpoint changes.
Koya Sakamoto, Taiki Miyanishi, Daichi Azuma +6
Apr 18, 2026cs.CV

Instant Colorization of Gaussian Splats

Gaussian Splatting has recently become one of the most popular frameworks for photorealistic 3D scene reconstruction and rendering. While current rasterizers allow for efficient mappings of 3D Gaussian splats onto 2D camera views, this work focuses on mapping 2D image information (e.g. color, neural features or segmentation masks) efficiently back onto an existing scene of Gaussian splats. This 'opposite' direction enables applications ranging from scene relighting and stylization to 3D semantic segmentation, but also introduces challenges, such as view-dependent colorization and occlusion handling. Our approach tackles these challenges using the normal equation to solve a visibility-weighted least squares problem for every Gaussian and can be implemented efficiently with existing differentiable rasterizers. We demonstrate the effectiveness of our approach on scene relighting, feature enrichment and 3D semantic segmentation tasks, achieving up to an order of magnitude speedup compared to gradient descent-based baselines.
Daniel Lieber, Alexander Mock, Nils Wandel
Apr 17, 2026cs.CV

Splats in Splats++: Robust and Generalizable 3D Gaussian Splatting Steganography

3D Gaussian Splatting (3DGS) has recently redefined the paradigm of 3D reconstruction, striking an unprecedented balance between visual fidelity and computational efficiency. As its adoption proliferates, safeguarding the copyright of explicit 3DGS assets has become paramount. However, existing invisible message embedding frameworks struggle to reconcile secure and high-capacity data embedding with intrinsic asset utility, often disrupting the native rendering pipeline or exhibiting vulnerability to structural perturbations. In this work, we present \textbf{\textit{Splats in Splats++}}, a unified and pipeline-agnostic steganography framework that seamlessly embeds high-capacity 3D/4D content directly within the native 3DGS representation. Grounded in a principled analysis of the frequency distribution of Spherical Harmonics (SH), we propose an importance-graded SH coefficient encryption scheme that achieves imperceptible embedding without compromising the original expressive power. To fundamentally resolve the geometric ambiguities that lead to message leakage, we introduce a \textbf{Hash-Grid Guided Opacity Mapping} mechanism. Coupled with a novel \textbf{Gradient-Gated Opacity Consistency Loss}, our formulation enforces a stringent spatial-attribute coupling between the original and hidden scenes, effectively projecting the discrete attribute mapping into a continuous, attack-resilient latent manifold. Extensive experiments demonstrate that our method substantially outperforms existing approaches, achieving up to \textbf{6.28 db} higher message fidelity, \textbf{3×\times} faster rendering, and exceptional robustness against aggressive 3D-targeted structural attacks (e.g., GSPure). Furthermore, our framework exhibits remarkable versatility, generalizing seamlessly to 2D image embedding, 4D dynamic scene steganography, and diverse downstream tasks.
Yijia Guo, Wenkai Huang, Tong Hu +9
Apr 16, 2026cs.CV

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

Recent advances in 3D Gaussian Splatting (3DGS) have enabled highly efficient and photorealistic novel view synthesis. However, segmenting objects accurately in 3DGS remains challenging due to the discrete nature of Gaussian representations, which often leads to aliasing and artifacts at object boundaries. In this paper, we introduce NG-GS, a novel framework for high-quality object segmentation in 3DGS that explicitly addresses boundary discretization. Our approach begins by automatically identifying ambiguous Gaussians at object boundaries using mask variance analysis. We then apply radial basis function (RBF) interpolation to construct a spatially continuous feature field, enhanced by multi-resolution hash encoding for efficient multi-scale representation. A joint optimization strategy aligns 3DGS with a lightweight NeRF module through alignment and spatial continuity losses, ensuring smooth and consistent segmentation boundaries. Extensive experiments on NVOS, LERF-OVS, and ScanNet benchmarks demonstrate that our method achieves state-of-the-art performance, with significant gains in boundary mIoU. Code is available at https://github.com/BJTU-KD3D/NG-GS.
Yi He, Tao Wang, Yi Jin +3
Mar 26, 2026cs.CV

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.
Moonyeon Jeong, Seunggi Min, Suhyeon Lee +1
Mar 23, 2026cs.CV

Drop-In Perceptual Optimization for 3D Gaussian Splatting

Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings. To address this, we systematically explore perceptual optimization strategies for 3DGS by searching over a diverse set of distortion losses. We conduct the first-of-its-kind large-scale human subjective study on 3DGS, involving 39,320 pairwise ratings across several datasets and 3DGS frameworks. A regularized version of Wasserstein Distortion, which we call WD-R, emerges as the clear winner, excelling at recovering fine textures without incurring a higher splat count. WD-R is preferred by raters more than 2.3×2.3\times over the original 3DGS loss, and 1.5×1.5\times over the current best method Perceptual-GS. WD-R also consistently achieves state-of-the-art LPIPS, DISTS, and FID scores across various datasets, and generalizes across recent frameworks, such as Mip-Splatting and Scaffold-GS, where replacing the original loss with WD-R consistently enhances perceptual quality within a similar resource budget (number of splats for Mip-Splatting, model size for Scaffold-GS), and leads to reconstructions being preferred by human raters 1.8×1.8\times and 3.6×3.6\times, respectively. We also find that this carries over to the task of 3DGS scene compression, with 50%\approx 50\% bitrate savings for comparable perceptual metric performance.
Ezgi Ozyilkan, Zhiqi Chen, Oren Rippel +2
Mar 17, 2026cs.CV

NanoGS: Training-Free Gaussian Splat Simplification

3D Gaussian Splat (3DGS) enables high-fidelity, real-time novel view synthesis by representing scenes with large sets of anisotropic primitives, but often requires millions of Splats, incurring significant storage and transmission costs. Most existing compression methods rely on GPU-intensive post-training optimization with calibrated images, limiting practical deployment. We introduce \textbf{NanoGS}, a training-free and lightweight framework for Gaussian Splat simplification. Instead of relying on image-based rendering supervision, NanoGS formulates simplification as local pairwise merging over a sparse spatial graph. The method approximates a pair of Gaussians with a single primitive using mass preserved moment matching and evaluates merge quality through a principled merge cost between the original mixture and its approximation. By restricting merge candidates to local neighborhoods and selecting compatible pairs efficiently, NanoGS produces compact Gaussian representations while preserving scene structure and appearance. NanoGS operates directly on existing Gaussian Splat models, runs efficiently on CPU, and preserves the standard 3DGS parameterization, enabling seamless integration with existing rendering pipelines. Experiments demonstrate that NanoGS substantially reduces primitive count while maintaining high rendering fidelity, providing an efficient and practical solution for Gaussian Splat simplification. Our project website is available at \href{https://saliteta.github.io/NanoGS/}{https://saliteta.github.io/NanoGS/}.
Butian Xiong, Rong Liu, Tiantian Zhou +3
Mar 16, 2026cs.CV

KGS-GCN: Kinematics-Driven Gaussian Splatting and Probabilistic Topology for Skeleton-Based Action Recognition

Skeleton-based action recognition is widely applied in sensor-based systems, including human-computer interaction and intelligent surveillance. However, typical sensors produce sparse and discrete joint coordinates, often leading to the loss of fine-grained spatiotemporal information during dynamic movements. Furthermore, predefined physical topologies restrict modeling potential long-range dependencies. To address these challenges, we propose KGS-GCN, which integrates kinematics-driven Gaussian splatting and probabilistic topology within a graph convolutional network. A Gaussian splatting module constructs anisotropic covariance matrices by extracting instantaneous joint velocity vectors, rendering sparse skeleton sequences into multi-view continuous heatmaps rich in spatiotemporal semantics. Additionally, a probabilistic topology construction strategy transcends physical connectivity limitations by utilizing the Bhattacharyya distance to quantify statistical correlations between joint Gaussian distributions, generating an adaptive prior adjacency matrix. Finally, the lightweight multi-view rendering branch and topological GCN backbone are unified through a visual context gating mechanism, enabling seamless fusion of continuous dynamic cues with structural priors while maintaining high computational efficiency, requiring only 1.4M parameters and 1.3 GFLOPs. Extensive experiments on multiple benchmark datasets demonstrate that KGS-GCN significantly enhances the modeling of complex spatiotemporal dynamics and achieves competitive performance at low computational cost, establishing an efficient paradigm for improving the perceptual robustness of low-fidelity sensor data.
Yuhan Chen, Yicui Shi, Guofa Li +4
Mar 10, 2026cs.CV

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

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, subsequently extending into numerous spatial AI applications. However, most existing 3DGS methods operate in isolation, focusing on specific domains. In this paper, we introduce X-GS, an extensible framework that integrates previously isolated 3DGS methods into the perception module of a VLM for spatial tasks, with two major components: the Perceiver\textit{Perceiver} and the Thinker\textit{Thinker}. The Perceiver\textit{Perceiver} performs online 3DGS-based SLAM with semantic distillation and outputs semantic Gaussians from unposed video streams. It leverages recent vision foundation models for stronger geometric priors, and we introduce three novel optimizations to improve semantic distillation efficiency. The Thinker\textit{Thinker} interfaces diverse VLMs with these semantic Gaussians, unlocking spatial multimodal capabilities such as 3D visual grounding and scene captioning. Experimental results on diverse benchmarks demonstrate the efficiency and newly unlocked multimodal capabilities of the X-GS framework.
Yueen Ma, Zenglin Xu, Irwin King
Mar 9, 2026cs.CV

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

3D Gaussian Splatting (3DGS) achieves real-time novel-view synthesis by optimizing millions of anisotropic Gaussians, yet its training remains expensive, with the backward pass dominating runtime in the post-densification refinement phase. We observe substantial update redundancy in this phase: many sampled views have near-plateaued losses and provide diminishing gradient benefits, but standard training still runs full backpropagation. We propose SkipGS with a novel view-adaptive backward gating mechanism for efficient post-densification training. SkipGS always performs the forward pass to update per-view loss statistics, and selectively skips backward passes when the sampled view's loss is consistent with its recent per-view baseline, while enforcing a minimum backward budget for stable optimization. On Mip-NeRF 360, compared to 3DGS, SkipGS reduces end-to-end training time by 23.1%, driven by a 42.0% reduction in post-densification time, with comparable reconstruction quality. Because it only changes when to backpropagate without modifying the renderer, representation, or loss, SkipGS is plug-and-play and compatible with other complementary efficiency strategies, enabling additive speedups. Code is available at https://github.com/ASU-ESIC-FAN-Lab/SkipGS.
Jingxing Li, Yongjae Lee, Deliang Fan
Feb 22, 2026cs.CV

DefenseSplat: Enhancing the Robustness of 3D Gaussian Splatting via Frequency-Aware Filtering

3D Gaussian Splatting (3DGS) has emerged as a powerful paradigm for real-time and high-fidelity 3D reconstruction from posed images. However, recent studies reveal its vulnerability to adversarial corruptions in input views, where imperceptible yet consistent perturbations can drastically degrade rendering quality, increase training and rendering time, and inflate memory usage, even leading to server denial-of-service. In our work, to mitigate this issue, we begin by analyzing the distinct behaviors of adversarial perturbations in the low- and high-frequency components of input images using wavelet transforms. Based on this observation, we design a simple yet effective frequency-aware defense strategy that reconstructs training views by filtering high-frequency noise while preserving low-frequency content. This approach effectively suppresses adversarial artifacts while maintaining the authenticity of the original scene. Notably, it does not significantly impair training on clean data, achieving a desirable trade-off between robustness and performance on clean inputs. Through extensive experiments under a wide range of attack intensities on multiple benchmarks, we demonstrate that our method substantially enhances the robustness of 3DGS without access to clean ground-truth supervision. By highlighting and addressing the overlooked vulnerabilities of 3D Gaussian Splatting, our work paves the way for more robust and secure 3D reconstructions.
Yiran Qiao, Yiren Lu, Yunlai Zhou +4
Feb 12, 2026cs.RO

ReaDy-Go: Real-to-Sim Dynamic 3D Gaussian Splatting Simulation for Environment-Specific Visual Navigation with Moving Obstacles

Visual navigation models often struggle in real-world dynamic environments due to limited robustness to the sim-to-real gap and the difficulty of training policies tailored to target deployment environments (e.g., households, restaurants, and factories). Although real-to-sim navigation simulation using 3D Gaussian Splatting (GS) can mitigate these challenges, prior GS-based works have considered only static scenes or non-photorealistic human obstacles built from simulator assets, despite the importance of safe navigation in dynamic environments. To address these issues, we propose ReaDy-Go, a novel real-to-sim simulation pipeline that synthesizes photorealistic dynamic scenarios in target environments by augmenting a reconstructed static GS scene with dynamic human GS obstacles, and trains navigation policies using the generated datasets. The pipeline provides three key contributions: (1) a dynamic GS simulator that integrates static scene GS with a human animation module, enabling the insertion of animatable human GS avatars and the synthesis of plausible human motions from 2D trajectories, (2) a navigation dataset generation framework that leverages the simulator along with a robot expert planner designed for dynamic GS representations and a human planner, and (3) robust navigation policies to both the sim-to-real gap and moving obstacles. The proposed simulator generates thousands of photorealistic navigation scenarios with animatable human GS avatars from arbitrary viewpoints. ReaDy-Go outperforms baselines across target environments in both simulation and real-world experiments, demonstrating improved navigation performance even after sim-to-real transfer and in the presence of moving obstacles. Moreover, zero-shot sim-to-real deployment in an unseen environment indicates its generalization potential. Project page: https://syeon-yoo.github.io/ready-go-site/.
Seungyeon Yoo, Youngseok Jang, Dabin Kim +3