3D Gaussian Splatting

Also known as 3DGS

Overview

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

Latest papers

1,034 papers101 papers in the last four weeks, down 22% on the four weeks before. 0.7% of all new papers.

Mar 20, 2026

StreetForward: Perceiving Dynamic Street with Feedforward Causal Attention

Feedforward reconstruction is crucial for autonomous driving applications, where rapid scene reconstruction enables efficient utilization of large-scale driving datasets in closed-loop simulation and other downstream tasks, eliminating the need for time-consuming per-scene optimization. We present StreetForward, a pose-free and tracker-free feedforward framework for dynamic street reconstruction. Building upon the alternating attention mechanism from Visual Geometry Grounded Transformer (VGGT), we propose a simple yet effective temporal mask attention module that captures dynamic motion information from image sequences and produces motion-aware latent representations. Static content and dynamic instances are represented uniformly with 3D Gaussian Splatting, and are optimized jointly by cross-frame rendering with spatio-temporal consistency, allowing the model to infer per-pixel velocities and produce high-fidelity novel views at new poses and times. We train and evaluate our model on the Waymo Open Dataset, demonstrating superior performance on novel view synthesis and depth estimation compared to existing methods. Furthermore, zero-shot inference on CARLA and other datasets validates the generalization capability of our approach. More visualizations are available on our project page: https://streetforward.github.io.
Mar 20, 2026

Zero Shot Deformation Reconstruction for Soft Robots Using a Flexible Sensor Array and Cage Based 3D Gaussian Modeling

We present a zero-shot deformation reconstruction framework for soft robots that operates without any visual supervision at inference time. In this work, zero-shot deformation reconstruction is defined as the ability to infer object-wide deformations on previously unseen soft robots without collecting object-specific deformation data or performing any retraining during deployment. Our method assumes access to a static geometric proxy of the undeformed object, which can be obtained from a STL model. During operation, the system relies exclusively on tactile sensing, enabling camera-free deformation inference. The proposed framework integrates a flexible piezoresistive sensor array with a geometry-aware, cage-based 3D Gaussian deformation model. Local tactile measurements are mapped to low-dimensional cage control signals and propagated to dense Gaussian primitives to generate globally consistent shape deformations. A graph attention network regresses cage displacements from tactile input, enforcing spatial smoothness and structural continuity via boundary-aware propagation. Given only a nominal geometric proxy and real-time tactile signals, the system performs zero-shot deformation reconstruction of unseen soft robots in bending and twisting motions, while rendering photorealistic RGB in real time. It achieves 0.67 IoU, 0.65 SSIM, and 3.48 mm Chamfer distance, demonstrating strong zero-shot generalization through explicit coupling of tactile sensing and structured geometric deformation.
Mar 19, 2026

Matryoshka Gaussian Splatting

The ability to render scenes at adjustable fidelity from a single model, known as level of detail (LoD), is crucial for practical deployment of 3D Gaussian Splatting (3DGS). Existing discrete LoD methods expose only a limited set of operating points, while concurrent continuous LoD approaches enable smoother scaling but often suffer noticeable quality degradation at full capacity, making LoD a costly design decision. We introduce Matryoshka Gaussian Splatting (MGS), a training framework that enables continuous LoD for standard 3DGS pipelines without sacrificing full-capacity rendering quality. MGS learns a single ordered set of Gaussians such that rendering any prefix, the first k splats, produces a coherent reconstruction whose fidelity improves smoothly with increasing budget. Our key idea is stochastic budget training: each iteration samples a random splat budget and optimises both the corresponding prefix and the full set. This strategy requires only two forward passes and introduces no architectural modifications. Experiments across four benchmarks and six baselines show that MGS matches the full-capacity performance of its backbone while enabling a continuous speed-quality trade-off from a single model. Extensive ablations on ordering strategies, training objectives, and model capacity further validate the designs.
Mar 19, 2026

Reconstruction Matters: Learning Geometry-Aligned BEV Representation through 3D Gaussian Splatting

Bird's-Eye-View (BEV) perception serves as a cornerstone for autonomous driving, offering a unified spatial representation that fuses surrounding-view images to enable reasoning for various downstream tasks, such as semantic segmentation, 3D object detection, and motion prediction. However, most existing BEV perception frameworks adopt an end-to-end training paradigm, where image features are directly transformed into the BEV space and optimized solely through downstream task supervision. This formulation treats the entire perception process as a black box, often lacking explicit 3D geometric understanding and interpretability, leading to suboptimal performance. In this paper, we claim that an explicit 3D representation matters for accurate BEV perception, and we propose Splat2BEV, a Gaussian Splatting-assisted framework for BEV tasks. Splat2BEV aims to learn BEV feature representations that are both semantically rich and geometrically precise. We first pre-train a Gaussian generator that explicitly reconstructs 3D scenes from multi-view inputs, enabling the generation of geometry-aligned feature representations. These representations are then projected into the BEV space to serve as inputs for downstream tasks. Extensive experiments on nuScenes and argoverse dataset demonstrate that Splat2BEV achieves state-of-the-art performance and validate the effectiveness of incorporating explicit 3D reconstruction into BEV perception.
Mar 19, 2026

From ex(p) to poly: Gaussian Splatting with Polynomial Kernels

Recent advancements in Gaussian Splatting (3DGS) have introduced various modifications to the original kernel, resulting in significant performance improvements. However, many of these kernel changes are incompatible with existing datasets optimized for the original Gaussian kernel, presenting a challenge for widespread adoption. In this work, we address this challenge by proposing an alternative kernel that maintains compatibility with existing datasets while improving computational efficiency. Specifically, we replace the original exponential kernel with a polynomial approximation combined with a ReLU function. This modification allows for more aggressive culling of Gaussians, leading to enhanced performance across different 3DGS implementations. Our results show a notable performance improvement of 4 to 15% with negligible impact on image quality. We also provide a detailed mathematical analysis of the new kernel and discuss its potential benefits for 3DGS implementations on NPU hardware.
Mar 19, 2026

SwiftGS: Episodic Priors for Immediate Satellite Surface Recovery

Rapid, large-scale 3D reconstruction from multi-date satellite imagery is vital for environmental monitoring, urban planning, and disaster response, yet remains difficult due to illumination changes, sensor heterogeneity, and the cost of per-scene optimization. We introduce SwiftGS, a meta-learned system that reconstructs 3D surfaces in a single forward pass by predicting geometry-radiation-decoupled Gaussian primitives together with a lightweight SDF, replacing expensive per-scene fitting with episodic training that captures transferable priors. The model couples a differentiable physics graph for projection, illumination, and sensor response with spatial gating that blends sparse Gaussian detail and global SDF structure, and incorporates semantic-geometric fusion, conditional lightweight task heads, and multi-view supervision from a frozen geometric teacher under an uncertainty-aware multi-task loss. At inference, SwiftGS operates zero-shot with optional compact calibration and achieves accurate DSM reconstruction and view-consistent rendering at significantly reduced computational cost, with ablations highlighting the benefits of the hybrid representation, physics-aware rendering, and episodic meta-training.
Mar 19, 2026

Inst4DGS: Instance-Decomposed 4D Gaussian Splatting with Multi-Video Label Permutation Learning

We present Inst4DGS, an instance-decomposed 4D Gaussian Splatting (4DGS) approach with long-horizon per-Gaussian trajectories. While dynamic 4DGS has advanced rapidly, instance-decomposed 4DGS remains underexplored, largely due to the difficulty of associating inconsistent instance labels across independently segmented multi-view videos. We address this challenge by introducing per-video label-permutation latents that learn cross-video instance matches through a differentiable Sinkhorn layer, enabling direct multi-view supervision with consistent identity preservation. This explicit label alignment yields sharp decision boundaries and temporally stable identities without identity drift. To further improve efficiency, we propose instance-decomposed motion scaffolds that provide low-dimensional motion bases per object for long-horizon trajectory optimization. Experiments on Panoptic Studio and Neural3DV show that Inst4DGS jointly supports tracking and instance decomposition while achieving state-of-the-art rendering and segmentation quality. On the Panoptic Studio dataset, Inst4DGS improves PSNR from 26.10 to 28.36, and instance mIoU from 0.6310 to 0.9129, over the strongest baseline.
Mar 18, 2026

Semantic Segmentation and Depth Estimation for Real-Time Lunar Surface Mapping Using 3D Gaussian Splatting

Navigation and mapping on the lunar surface require robust perception under challenging conditions, including poorly textured environments, high-contrast lighting, and limited computational resources. This paper presents a real-time mapping framework that integrates dense perception models with a 3D Gaussian Splatting (3DGS) representation. We first benchmark several models on synthetic datasets generated with the LuPNT simulator, selecting a stereo dense depth estimation model based on Gated Recurrent Units for its balance of speed and accuracy in depth estimation, and a convolutional neural network for its superior performance in detecting semantic segments. Using ground truth poses to decouple the local scene understanding from the global state estimation, our pipeline reconstructs a 120-meter traverse with a geometric height accuracy of approximately 3 cm, outperforming a traditional point cloud baseline without LiDAR. The resulting 3DGS map enables novel view synthesis and serves as a foundation for a full SLAM system, where its capacity for joint map and pose optimization would offer significant advantages. Our results demonstrate that combining semantic segmentation and dense depth estimation with learned map representations is an effective approach for creating detailed, large-scale maps to support future lunar surface missions.
Mar 18, 2026

AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priors

We present AHOY, a method for reconstructing complete, animatable 3D Gaussian avatars from in-the-wild monocular video despite heavy occlusion. Existing methods assume unoccluded input-a fully visible subject, often in a canonical pose-excluding the vast majority of real-world footage where people are routinely occluded by furniture, objects, or other people. Reconstructing from such footage poses fundamental challenges: large body regions may never be observed, and multi-view supervision per pose is unavailable. We address these challenges with four contributions: (i) a hallucination-as-supervision pipeline that uses identity-finetuned diffusion models to generate dense supervision for previously unobserved body regions; (ii) a two-stage canonical-to-pose-dependent architecture that bootstraps from sparse observations to full pose-dependent Gaussian maps; (iii) a map-pose/LBS-pose decoupling that absorbs multi-view inconsistencies from the generated data; (iv) a head/body split supervision strategy that preserves facial identity. We evaluate on YouTube videos and on multi-view capture data with significant occlusion and demonstrate state-of-the-art reconstruction quality. We also demonstrate that the resulting avatars are robust enough to be animated with novel poses and composited into 3DGS scenes captured using cell-phone video. Our project page is available at https://miraymen.github.io/ahoy/
Mar 18, 2026

CrowdGaussian: Reconstructing High-Fidelity 3D Gaussians for Human Crowd from a Single Image

Single-view 3D human reconstruction has garnered significant attention in recent years. Despite numerous advancements, prior research has concentrated on reconstructing 3D models from clear, close-up images of individual subjects, often yielding subpar results in the more prevalent multi-person scenarios. Reconstructing 3D human crowd models is a highly intricate task, laden with challenges such as: 1) extensive occlusions, 2) low clarity, and 3) numerous and various appearances. To address this task, we propose CrowdGaussian, a unified framework that directly reconstructs multi-person 3D Gaussian Splatting (3DGS) representations from single-image inputs. To handle occlusions, we devise a self-supervised adaptation pipeline that enables the pretrained large human model to reconstruct complete 3D humans with plausible geometry and appearance from heavily occluded inputs. Furthermore, we introduce Self-Calibrated Learning (SCL). This training strategy enables single-step diffusion models to adaptively refine coarse renderings to optimal quality by blending identity-preserving samples with clean/corrupted image pairs. The outputs can be distilled back to enhance the quality of multi-person 3DGS representations. Extensive experiments demonstrate that CrowdGaussian generates photorealistic, geometrically coherent reconstructions of multi-person scenes.
Mar 18, 2026

UniSem: Generalizable Semantic 3D Reconstruction from Sparse Unposed Images

Semantic-aware 3D reconstruction from sparse, unposed images remains challenging for feed-forward 3D Gaussian Splatting (3DGS). Existing methods often predict an over-complete set of Gaussian primitives under sparse-view supervision, leading to unstable geometry and inferior depth quality. Meanwhile, they rely solely on 2D segmenter features for semantic lifting, which provides weak 3D-level and limited generalizable supervision, resulting in incomplete 3D semantics in novel scenes. To address these issues, we propose UniSem, a unified framework that jointly improves depth accuracy and semantic generalization via two key components. First, Error-aware Gaussian Dropout (EGD) performs error-guided capacity control by suppressing redundancy-prone Gaussians using rendering error cues, producing meaningful, geometrically stable Gaussian representations for improved depth estimation. Second, we introduce a Mix-training Curriculum (MTC) that progressively blends 2D segmenter-lifted semantics with the model's own emergent 3D semantic priors, implemented with object-level prototype alignment to enhance semantic coherence and completeness. Extensive experiments on ScanNet and Replica show that UniSem achieves superior performance in depth prediction and open-vocabulary 3D segmentation across varying numbers of input views. Notably, with 16-view inputs, UniSem reduces depth Rel by 15.2% and improves open-vocabulary segmentation mAcc by 3.7% over strong baselines.
Mar 18, 2026

Does it matter which Gaussians you pick in 4D Gaussian streaming?

Anchor-driven 4D Gaussian streaming methods such as Instant Gaussian Stream (IGS) update a dynamic scene each frame from a compact set of Gaussian anchors, chosen by default with Farthest Point Sampling (FPS) at a fixed budget of 8,1928{,}192. Because these anchors act as control points that drive the whole scene through linear blend skinning, the rule used to choose them ought to affect reconstruction quality. We test this by holding the IGS pipeline fixed and changing only the sampler, comparing FPS, random, uniform, an opacity-scale heuristic, and a learned policy across budgets and refinement settings on N3DV and MeetingRoom. At deployment budgets the sampler has no measurable effect: a cheap random or uniform sampler at 4,0964{,}096 anchors matches FPS@8192 within measurement error, the default budget is over-provisioned, and the result holds on a second backbone (3DGStream). The learned policy is mixed rather than consistently better: it can improve the N3DV validation set at tight budgets, but does not give a stable cross-dataset rule, and selection is never the bottleneck because refinement dominates runtime. We will release our full sweep and evaluation protocol as a sampler benchmark.
Mar 17, 2026

Rethinking Pose Refinement in 3D Gaussian Splatting under Pose Prior and Geometric Uncertainty

3D Gaussian Splatting (3DGS) has recently emerged as a powerful scene representation and is increasingly used for visual localization and pose refinement. However, despite its high-quality differentiable rendering, the robustness of 3DGS-based pose refinement remains highly sensitive to both the initial camera pose and the reconstructed geometry. In this work, we take a closer look at these limitations and identify two major sources of uncertainty: (i) pose prior uncertainty, which often arises from regression or retrieval models that output a single deterministic estimate, and (ii) geometric uncertainty, caused by imperfections in the 3DGS reconstruction that propagate errors into PnP solvers. Such uncertainties can distort reprojection geometry and destabilize optimization, even when the rendered appearance still looks plausible. To address these uncertainties, we introduce a relocalization framework that combines Monte Carlo pose sampling with Fisher Information-based PnP optimization. Our method explicitly accounts for both pose and geometric uncertainty and requires no retraining or additional supervision. Across diverse indoor and outdoor benchmarks, our approach consistently improves localization accuracy and significantly increases stability under pose and depth noise.
Mar 17, 2026

ProgressiveAvatars: Progressive Animatable 3D Gaussian Avatars

In practical real-time XR and telepresence applications, network and computing resources fluctuate frequently. Therefore, a progressive 3D representation is needed. To this end, we propose ProgressiveAvatars, a progressive avatar representation built on a hierarchy of 3D Gaussians grown by adaptive implicit subdivision on a template mesh. 3D Gaussians are defined in face-local coordinates to remain animatable under varying expressions and head motion across multiple detail levels. The hierarchy expands when screen-space signals indicate a lack of detail, allocating resources to important areas. Leveraging importance ranking, ProgressiveAvatars supports incremental loading and rendering, adding new Gaussians as they arrive while preserving previous content, thus achieving smooth quality improvements across varying bandwidths. ProgressiveAvatars enables progressive delivery and progressive rendering under fluctuating network bandwidth and varying compute and memory resources.
Mar 17, 2026

OGScene3D: Incremental Open-Vocabulary 3D Gaussian Scene Graph Mapping for Scene Understanding

Open-vocabulary scene understanding is crucial for robotic applications, enabling robots to comprehend complex 3D environmental contexts and supporting various downstream tasks such as navigation and manipulation. However, existing methods require pre-built complete 3D semantic maps to construct scene graphs for scene understanding, which limits their applicability in robotic scenarios where environments are explored incrementally. To address this challenge, we propose OGScene3D, an open-vocabulary scene understanding system that achieves accurate 3D semantic mapping and scene graph construction incrementally. Our system employs a confidence-based Gaussian semantic representation that jointly models semantic predictions and their reliability, enabling robust scene modeling. Building on this representation, we introduce a hierarchical 3D semantic optimization strategy that achieves semantic consistency through local correspondence establishment and global refinement, thereby constructing globally consistent semantic maps. Moreover, we design a long-term global optimization method that leverages temporal memory of historical observations to enhance semantic predictions. By integrating 2D-3D semantic consistency with Gaussian rendering contribution, this method continuously refines the semantic understanding of the entire scene. Furthermore, we develop a progressive graph construction approach that dynamically creates and updates both nodes and semantic relationships, allowing continuous updating of the 3D scene graphs. Extensive experiments on widely used datasets and real-world scenes demonstrate the effectiveness of our OGScene3D on open-vocabulary scene understanding.
Mar 17, 2026

Leveling3D: Leveling Up 3D Reconstruction with Feed-Forward 3D Gaussian Splatting and Geometry-Aware Generation

Feed-forward 3D reconstruction has revolutionized 3D vision, providing a powerful baseline for downstream tasks such as novel-view synthesis with 3D Gaussian Splatting. Previous works explore fixing the corrupted rendering results with a diffusion model. However, they lack geometric concern and fail at filling the missing area on the extrapolated view. In this work, we introduce Leveling3D, a novel pipeline that integrates feed-forward 3D reconstruction with geometrical-consistent generation to enable holistic simultaneous reconstruction and generation. We propose a geometry-aware leveling adapter, a lightweight technique that aligns internal knowledge in the diffusion model with the geometry prior from the feed-forward model. The leveling adapter enables generation on the artifact area of the extrapolated novel views caused by underconstrained regions of the 3D representation. Specifically, to learn a more diverse distributed generation, we introduce the palette filtering strategy for training, and a test-time masking refinement to prevent messy boundaries along the fixing regions. More importantly, the enhanced extrapolated novel views from Leveling3D could be used as the inputs for feed-forward 3DGS, leveling up the 3D reconstruction. We achieve SOTA performance on public datasets, including tasks such as novel-view synthesis and depth estimation.
Mar 17, 2026

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 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 https://saliteta.github.io/NanoGS/.
Mar 16, 2026

Feed-forward Gaussian Registration for Head Avatar Creation and Editing

We present MATCH (Multi-view Avatars from Topologically Corresponding Heads), a multi-view Gaussian registration method for high-quality head avatar creation and editing. State-of-the-art multi-view head avatar methods require time-consuming head tracking followed by expensive avatar optimization, often resulting in a total creation time of more than one day. MATCH, in contrast, directly predicts Gaussian splat textures in correspondence from calibrated multi-view images in just 0.5 seconds per frame, without requiring data preprocessing. The learned intra-subject correspondence across frames enables fast creation of personalized head avatars, while correspondence across subjects supports applications such as expression transfer, optimization-free tracking, semantic editing, and identity interpolation. We establish these correspondences end-to-end using a transformer-based model that predicts Gaussian splat textures in the fixed UV layout of a template mesh. To achieve this, we introduce a novel registration-guided attention block, where each UV-map token attends exclusively to image tokens depicting its corresponding mesh region. This design improves efficiency and performance compared to dense cross-view attention. MATCH outperforms existing methods in novel-view synthesis, geometry registration, and head avatar generation, while making avatar creation 10 times faster than the closest competing baseline. The code and model weights are available on the project website.
Mar 16, 2026

NavGSim: High-Fidelity Gaussian Splatting Simulator for Large-Scale Navigation

Simulating realistic environments for robots is widely recognized as a critical challenge in robot learning, particularly in terms of rendering and physical simulation. This challenge becomes even more pronounced in navigation tasks, where trajectories often extend across multiple rooms or entire floors. In this work, we present NavGSim, a Gaussian Splatting-based simulator designed to generate high-fidelity, large-scale navigation environments. Built upon a hierarchical 3D Gaussian Splatting framework, NavGSim enables photorealistic rendering in expansive scenes spanning hundreds of square meters. To simulate navigation collisions, we introduce a Gaussian Splatting-based slice technique that directly extracts navigable areas from reconstructed Gaussians. Additionally, for ease of use, we provide comprehensive NavGSim APIs supporting multi-GPU development, including tools for custom scene reconstruction, robot configuration, policy training, and evaluation. To evaluate NavGSim's effectiveness, we train a Vision-Language-Action (VLA) model using trajectories collected from NavGSim and assess its performance in both simulated and real-world environments. Our results demonstrate that NavGSim significantly enhances the VLA model's scene understanding, enabling the policy to handle diverse navigation queries effectively.
Mar 16, 2026

LiDAR-EVS: Enhance Extrapolated View Synthesis for 3D Gaussian Splatting with Pseudo-LiDAR Supervision

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time LiDAR and camera synthesis in autonomous driving simulation. However, simulating LiDAR with 3DGS remains challenging for extrapolated views beyond the training trajectory, as existing methods are typically trained on single-traversal sensor scans, suffer from severe overfitting and poor generalization to novel ego-vehicle paths. To enable reliable simulation of LiDAR along unseen driving trajectories without external multi-pass data, we present LiDAR-EVS, a lightweight framework for robust extrapolated-view LiDAR simulation in autonomous driving. Designed to be plug-and-play, LiDAR-EVS readily extends to diverse LiDAR sensors and neural rendering baselines with minimal modification. Our framework comprises two key components: (1) pseudo extrapolated-view point cloud supervision with multi-frame LiDAR fusion, view transformation, occlusion curling, and intensity adjustment; (2) spatially-constrained dropout regularization that promotes robustness to diverse trajectory variations encountered in real-world driving. Extensive experiments demonstrate that LiDAR-EVS achieves SOTA performance on extrapolated-view LiDAR synthesis across three datasets, making it a promising tool for data-driven simulation, closed-loop evaluation, and synthetic data generation in autonomous driving systems.
Mar 16, 2026

E2EGS: Event-to-Edge Gaussian Splatting for Pose-Free 3D Reconstruction

The emergence of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS) has advanced novel view synthesis (NVS). These methods, however, require high-quality RGB inputs and accurate corresponding poses, limiting robustness under real-world conditions such as fast camera motion or adverse lighting. Event cameras, which capture brightness changes at each pixel with high temporal resolution and wide dynamic range, enable precise sensing of dynamic scenes and offer a promising solution. However, existing event-based NVS methods either assume known poses or rely on depth estimation models that are bounded by their initial observations, failing to generalize as the camera traverses previously unseen regions. We present E2EGS, a pose-free framework operating solely on event streams. Our key insight is that edge information provides rich structural cues essential for accurate trajectory estimation and high-quality NVS. To extract edges from noisy event streams, we exploit the distinct spatio-temporal characteristics of edges and non-edge regions. The event camera's movement induces consistent events along edges, while non-edge regions produce sparse noise. We leverage this through a patch-based temporal coherence analysis that measures local variance to extract edges while robustly suppressing noise. The extracted edges guide structure-aware Gaussian initialization and enable edge-weighted losses throughout initialization, tracking, and bundle adjustment. Extensive experiments on both synthetic and real datasets demonstrate that E2EGS achieves superior reconstruction quality and trajectory accuracy, establishing a fully pose-free paradigm for event-based 3D reconstruction.
Mar 15, 2026

Direct Object-Level Reconstruction via Probabilistic Gaussian Splatting

Object-level 3D reconstruction play important roles across domains such as cultural heritage digitization, industrial manufacturing, and virtual reality. However, existing Gaussian Splatting-based approaches generally rely on full-scene reconstruction, in which substantial redundant background information is introduced, leading to increased computational and storage overhead. To address this limitation, we propose an efficient single-object 3D reconstruction method based on 2D Gaussian Splatting. By directly integrating foreground-background probability cues into Gaussian primitives and dynamically pruning low-probability Gaussians during training, the proposed method fundamentally focuses on an object of interest and improves the memory and computational efficiency. Our pipeline leverages probability masks generated by YOLO and SAM to supervise probabilistic Gaussian attributes, replacing binary masks with continuous probability values to mitigate boundary ambiguity. Additionally, we propose a dual-stage filtering strategy for training's startup to suppress background Gaussians. And, during training, rendered probability masks are conversely employed to refine supervision and enhance boundary consistency across views. Experiments conducted on the MIP-360, T&T, and NVOS datasets demonstrate that our method exhibits strong self-correction capability in the presence of mask errors and achieves reconstruction quality comparable to standard 3DGS approaches, while requiring only approximately 1/10 of their Gaussian amount. These results validate the efficiency and robustness of our method for single-object reconstruction and highlight its potential for applications requiring both high fidelity and computational efficiency.
Mar 15, 2026

4D Synchronized Fields: Motion-Language Gaussian Splatting for Temporal Scene Understanding

Current 4D representations decouple geometry, motion, and semantics: reconstruction methods discard interpretable motion structure; language-grounded methods attach semantics after motion is learned, blind to how objects move; and motion-aware methods encode dynamics as opaque per-point residuals without object-level organization. We propose 4D Synchronized Fields, a 4D Gaussian representation that learns object-factored motion in-loop during reconstruction and synchronizes language to the resulting kinematics through a per-object conditioned field. Each Gaussian trajectory is decomposed into shared object motion plus an implicit residual, and a kinematic-conditioned ridge map predicts temporal semantic variation, yielding a single representation in which reconstruction, motion, and semantics are structurally coupled and enabling open-vocabulary temporal queries that retrieve both objects and moments. On HyperNeRF, 4D Synchronized Fields achieves 28.52 dB mean PSNR, the highest among all language-grounded and motion-aware baselines, within 1.5 dB of reconstruction-only methods. On targeted temporal-state retrieval, the kinematic-conditioned field attains 0.884 mean accuracy, 0.815 mean vIoU, and 0.733 mean tIoU, surpassing 4D LangSplat (0.620, 0.433, and 0.439 respectively) and LangSplat (0.415, 0.304, and 0.262). Ablation confirms that kinematic conditioning is the primary driver, accounting for +0.45 tIoU over a static-embedding-only baseline. 4D Synchronized Fields is the only method that jointly exposes interpretable motion primitives and temporally grounded language fields from a single trained representation. Code will be released.
Mar 15, 2026

S2GS: Streaming Semantic Gaussian Splatting for Online Scene Understanding and Reconstruction

Existing offline feed-forward methods for joint scene understanding and reconstruction on long image streams often repeatedly perform global computation over an ever-growing set of past observations, causing runtime and GPU memory to increase rapidly with sequence length and limiting scalability. We propose Streaming Semantic Gaussian Splatting (S2GS), a strictly causal, incremental 3D Gaussian semantic field framework: it does not leverage future frames and continuously updates scene geometry, appearance, and instance-level semantics without reprocessing historical frames, enabling scalable online joint reconstruction and understanding. S2GS adopts a geometry-semantic decoupled dual-backbone design: the geometry branch performs causal modeling to drive incremental Gaussian updates, while the semantic branch leverages a 2D foundation vision model and a query-driven decoder to predict segmentation masks and identity embeddings, further stabilized by query-level contrastive alignment and lightweight online association with an instance memory. Experiments show that S2GS matches or outperforms strong offline baselines on joint reconstruction-and-understanding benchmarks, while significantly improving long-horizon scalability: it processes 1,000+ frames with much slower growth in runtime and GPU memory, whereas offline global-processing baselines typically run out of memory at around 80 frames under the same setting.
Mar 14, 2026

PhyGaP: Physically-Grounded Gaussians with Polarization Cues

Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated great success in modeling reflective 3D objects and their interaction with the environment via deferred rendering (DR). However, existing methods often struggle with correctly reconstructing physical attributes such as albedo and reflectance, and therefore they do not support high-fidelity relighting. Observing that this limitation stems from the lack of shape and material information in RGB images, we present PhyGaP, a physically-grounded 3DGS method that leverages polarization cues to facilitate precise reflection decomposition and visually consistent relighting of reconstructed objects. Specifically, we design a polarimetric deferred rendering (PolarDR) process to model polarization by reflection, and a self-occlusion-aware environment map building technique (GridMap) to resolve indirect lighting of non-convex objects. We validate on multiple synthetic and real-world scenes, including those featuring only partial polarization cues, that PhyGaP not only excels in reconstructing the appearance and surface normal of reflective 3D objects (~2 dB in PSNR and 45.7% in Cosine Distance better than existing RGB-based methods on average), but also achieves state-of-the-art inverse rendering and relighting capability. Our code will be released soon.
Mar 14, 2026

RetimeGS: Continuous-Time Reconstruction of 4D Gaussian Splatting

Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.
Mar 13, 2026

Spectral Defense Against Resource-Targeting Attack in 3D Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS) deliver high-quality rendering, yet the Gaussian representation exposes a new attack surface, the resource-targeting attack. This attack poisons training images, excessively inducing Gaussian growth to cause resource exhaustion. Although efficiency-oriented methods such as smoothing, thresholding, and pruning have been explored, these spatial-domain strategies operate on visible structures but overlook how stealthy perturbations distort the underlying spectral behaviors of training data. As a result, poisoned inputs introduce abnormal high-frequency amplifications that mislead 3DGS into interpreting noisy patterns as detailed structures, ultimately causing unstable Gaussian overgrowth and degraded scene fidelity. To address this, we propose Spectral Defense in Gaussian and image fields. We first design a 3D frequency filter to selectively prune Gaussians exhibiting abnormally high frequencies. Since natural scenes also contain legitimate high-frequency structures, directly suppressing high frequencies is insufficient, and we further develop a 2D spectral regularization on renderings, distinguishing naturally isotropic frequencies while penalizing anisotropic angular energy to constrain noisy patterns. Experiments show that our defense builds robust, accurate, and secure 3DGS, suppressing overgrowth by up to 5.92×5.92\times, reducing memory by up to 3.66×3.66\times, and improving speed by up to 4.34×4.34\times under attacks.
Mar 13, 2026

Catalyst4D: High-Fidelity 3D-to-4D Scene Editing via Dynamic Propagation

Recent advances in 3D scene editing using NeRF and 3DGS enable high-quality static scene editing. In contrast, dynamic scene editing remains challenging, as methods that directly extend 2D diffusion models to 4D often produce motion artifacts, temporal flickering, and inconsistent style propagation. We introduce Catalyst4D, a framework that transfers high-quality 3D edits to dynamic 4D Gaussian scenes while maintaining spatial and temporal coherence. At its core, Anchor-based Motion Guidance (AMG) builds a set of structurally stable and spatially representative anchors from both original and edited Gaussians. These anchors serve as robust region-level references, and their correspondences are established via optimal transport to enable consistent deformation propagation without cross-region interference or motion drift. Complementarily, Color Uncertainty-guided Appearance Refinement (CUAR) preserves temporal appearance consistency by estimating per-Gaussian color uncertainty and selectively refining regions prone to occlusion-induced artifacts. Extensive experiments demonstrate that Catalyst4D achieves temporally stable, high-fidelity dynamic scene editing and outperforms existing methods in both visual quality and motion coherence.
Mar 13, 2026

LR-SGS: Robust LiDAR-Reflectance-Guided Salient Gaussian Splatting for Self-Driving Scene Reconstruction

Recent 3D Gaussian Splatting (3DGS) methods have demonstrated the feasibility of self-driving scene reconstruction and novel view synthesis. However, most existing methods either rely solely on cameras or use LiDAR only for Gaussian initialization or depth supervision, while the rich scene information contained in point clouds, such as reflectance, and the complementarity between LiDAR and RGB have not been fully exploited, leading to degradation in challenging self-driving scenes, such as those with high ego-motion and complex lighting. To address these issues, we propose a robust and efficient LiDAR-reflectance-guided Salient Gaussian Splatting method (LR-SGS) for self-driving scenes, which introduces a structure-aware Salient Gaussian representation, initialized from geometric and reflectance feature points extracted from LiDAR and refined through a salient transform and improved density control to capture edge and planar structures. Furthermore, we calibrate LiDAR intensity into reflectance and attach it to each Gaussian as a lighting-invariant material channel, jointly aligned with RGB to enforce boundary consistency. Extensive experiments on the Waymo Open Dataset demonstrate that LR-SGS achieves superior reconstruction performance with fewer Gaussians and shorter training time. In particular, on Complex Lighting scenes, our method surpasses OmniRe by 1.18 dB PSNR.
Mar 12, 2026

AstroSplat: Physics-Based Gaussian Splatting for Rendering and Reconstruction of Small Celestial Bodies

Image-based surface reconstruction and characterization are crucial for missions to small celestial bodies (e.g., asteroids), as it informs mission planning, navigation, and scientific analysis. Recent advances in Gaussian splatting enable high-fidelity neural scene representations but typically rely on a spherical harmonic intensity parameterization that is strictly appearance-based and does not explicitly model material properties or light-surface interactions. We introduce AstroSplat, a physics-based Gaussian splatting framework that integrates planetary reflectance models to improve the autonomous reconstruction and photometric characterization of small-body surfaces from in-situ imagery. The proposed framework is validated on real imagery taken by NASA's Dawn mission, where we demonstrate superior rendering performance and surface reconstruction accuracy compared to the typical spherical harmonic parameterization.