3D Gaussian Splats

Recent momentum

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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.

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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

Jan 22, 2026cs.CV

ThermoSplat: Cross-Modal 3D Gaussian Splatting with Feature Modulation and Geometry Decoupling

Multi-modal scene reconstruction integrating RGB and thermal infrared data is essential for robust environmental perception across diverse lighting and weather conditions. However, extending 3D Gaussian Splatting (3DGS) to multi-spectral scenarios remains challenging. Current approaches often struggle to fully leverage the complementary information of multi-modal data, typically relying on mechanisms that either tend to neglect cross-modal correlations or leverage shared representations that fail to adaptively handle the complex structural correlations and physical discrepancies between spectrums. To address these limitations, we propose ThermoSplat, a novel framework that enables deep spectral-aware reconstruction through active feature modulation and adaptive geometry decoupling. First, we introduce a Spectrum-Aware Adaptive Modulation that dynamically conditions shared latent features on thermal structural priors, effectively guiding visible texture synthesis with reliable cross-modal geometric cues. Second, to accommodate modality-specific geometric inconsistencies, we propose a Modality-Adaptive Geometric Decoupling scheme that learns independent opacity offsets and executes an independent rasterization pass for the thermal branch. Additionally, a hybrid rendering pipeline is employed to integrate explicit Spherical Harmonics with implicit neural decoding, ensuring both semantic consistency and high-frequency detail preservation. Extensive experiments on the RGBT-Scenes dataset demonstrate that ThermoSplat achieves state-of-the-art rendering quality across both visible and thermal spectrums.
Zhaoqi Su, Shihai Chen, Xinyan Lin +3
Jan 6, 2026cs.CV

SA-ResGS: Self-Augmented Residual 3D Gaussian Splatting for Next Best View Selection

We propose Self-Augmented Residual 3D Gaussian Splatting (SA-ResGS), a novel framework to stabilize uncertainty quantification and enhancing uncertainty-aware supervision in next-best-view (NBV) selection for active scene reconstruction. SA-ResGS improves both the reliability of uncertainty estimates and their effectiveness for supervision by generating Self-Augmented point clouds (SA-Points) via triangulation between a training view and a rasterized extrapolated view, enabling efficient scene coverage estimation. While improving scene coverage through physically guided view selection, SA-ResGS also addresses the challenge of under-supervised Gaussians, exacerbated by sparse and wide-baseline views, by introducing the first residual learning strategy tailored for 3D Gaussian Splatting. This targeted supervision enhances gradient flow in high-uncertainty Gaussians by combining uncertainty-driven filtering with dropout- and hard-negative-mining-inspired sampling. Our contributions are threefold: (1) a physically grounded view selection strategy that promotes efficient and uniform scene coverage; (2) an uncertainty-aware residual supervision scheme that amplifies learning signals for weakly contributing Gaussians, improving training stability and uncertainty estimation across scenes with diverse camera distributions; (3) an implicit unbiasing of uncertainty quantification as a consequence of constrained view selection and residual supervision, which together mitigate conflicting effects of wide-baseline exploration and sparse-view ambiguity in NBV planning. Experiments on active view selection demonstrate that SA-ResGS outperforms state-of-the-art baselines in both reconstruction quality and view selection robustness.
Kim Jun-Seong, Tae-Hyun Oh, Eduardo Pérez-Pellitero +1
Dec 19, 2025cs.CV

G3Splat: Geometrically Consistent Generalizable Gaussian Splatting

3D Gaussians have become a powerful scene representation for real-time splatting and high-quality novel-view synthesis. This has motivated generalizable splatting -- methods that adapt feed-forward geometry prediction networks to produce per-pixel Gaussians from a set of images. However, most generalizable splatting pipelines are supervised primarily through a view-synthesis loss to predict Gaussian orientation, anisotropic scale, opacity, and appearance in addition to their locations. We show that this learning objective is under-constrained. Models trained with view synthesis alone produce splats whose orientations and scales have no geometric connotation. The result is that, while producing decent view-synthesis performance, nearly all generalizable splatting methods produce geometrically inaccurate and misaligned Gaussians. We introduce G3Splat, a geometry-consistent generalizable splatting framework that addresses these degeneracies through differentiable geometric priors on the predicted 3D Gaussians, making the learning problem well-posed. These priors encourage the per-pixel splats to remain on their viewing rays and to orient themselves in accordance with local surfaces. Our priors are architecture-agnostic and can be incorporated into any previously studied geometric backbone for generalizable splatting, as well as different scene representations. We test G3Splat with both DUSt3R-style and VGGT-style backbones to predict pixel-aligned full-rank 3DGS as well as surfel-like 2DGS. Trained on RE10K, G3Splat produces Gaussian splats with significantly higher geometric fidelity than baselines, providing state-of-the-art novel-view depth, mesh reconstruction, and relative pose estimation performance while preserving novel-view synthesis quality, as evaluated on datasets such as ACID and ScanNet. Code and pretrained models are released on our project page.
Mehdi Hosseinzadeh, Shin-Fang Chng, Yi Xu +3
Dec 5, 2025cs.CV

SplatPainter: Interactive Authoring of 3D Gaussians from 2D Edits via Test-Time Training

The rise of 3D Gaussian Splatting has revolutionized photorealistic 3D asset creation, yet a critical gap remains for their interactive refinement and editing. Existing approaches based on diffusion or optimization are ill-suited for this task, as they are often prohibitively slow, destructive to the original asset's identity, or lack the precision for fine-grained control. To address this, we introduce SplatPainter, a state-aware feedforward model that enables continuous editing of 3D Gaussian assets from user-provided 2D view(s). Our method directly predicts updates to the attributes of a compact, feature-rich Gaussian representation and leverages Test-Time Training to create a state-aware, iterative workflow. The versatility of our approach allows a single architecture to perform diverse tasks, including high-fidelity local detail refinement, local paint-over, and consistent global recoloring, all at interactive speeds, paving the way for fluid and intuitive 3D content authoring.
Yang Zheng, Hao Tan, Kai Zhang +4
Nov 18, 2025cs.CV

Interaction-Aware 4D Gaussian Splatting for Dynamic Hand-Object Interaction Reconstruction

This paper focuses on a challenging setting of simultaneously modeling geometry and appearance of hand-object interaction scenes without any object priors. We follow the trend of dynamic 3D Gaussian Splatting based methods, and address several significant challenges. To model complex hand-object interaction with mutual occlusion and edge blur, we present interaction-aware hand-object Gaussians with newly introduced optimizable parameters aiming to adopt piecewise linear hypothesis for clearer structural representation. Moreover, considering the complementarity and tightness of hand shape and object shape during interaction dynamics, we incorporate hand information into object deformation field, constructing interaction-aware dynamic fields to model flexible motions. To further address difficulties in the optimization process, we propose a progressive strategy that handles dynamic regions and static background step by step. Correspondingly, explicit regularizations are designed to stabilize the hand-object representations for smooth motion transition, physical interaction reality, and coherent lighting. Experiments show that our approach surpasses existing dynamic 3D-GS-based methods and achieves state-of-the-art performance in reconstructing dynamic hand-object interaction.
Hao Tian, Chenyangguang Zhang, Rui Liu +2
Sep 29, 2025cs.CV

Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as an efficient approach for achieving photorealistic rendering. Recent MLP-based variants further improve visual fidelity but introduce substantial decoding overhead during rendering. To alleviate computation cost, several pruning strategies and level-of-detail (LOD) techniques have been introduced, aiming to effectively reduce the number of Gaussian primitives in large-scale scenes. However, our analysis reveals that significant redundancy still remains due to the lack of occlusion awareness. In this work, we propose Proxy-GS, a novel pipeline that exploits a proxy to introduce Gaussian occlusion awareness from any view. At the core of our approach is a fast proxy system capable of producing precise occlusion depth maps at a resolution of 1000x1000 under 1ms. This proxy serves two roles: first, it guides the culling of anchors and Gaussians to accelerate rendering speed. Second, it guides the densification towards surfaces during training, avoiding inconsistencies in occluded regions, and improving the rendering quality. In heavily occluded scenarios, such as the MatrixCity Streets dataset, Proxy-GS not only equips MLP-based Gaussian splatting with stronger rendering capability but also achieves faster rendering speed. Specifically, it achieves more than 2.5x speedup over Octree-GS, and consistently delivers substantially higher rendering quality. Code will be public upon acceptance.
Yuanyuan Gao, Yuning Gong, Yifei Liu +6
Sep 5, 2025cs.CV

CoRe-GS: Coarse-to-Refined Gaussian Splatting with Semantic Object Focus

Fast and efficient photorealistic 3D reconstruction with (semantic) Gaussian Splatting (GS) is crucial for time-critical robotic perception and navigation, where robots may need to rapidly reconstruct and inspect specific points of interest (POIs), such as in search-and-rescue scenarios. Existing semantic GS methods prioritize reconstruction and segmentation quality while uniformly optimizing entire scenes, often overlooking runtime constraints crucial for real-world deployment. Moreover, object extraction often suffers from floaters and incomplete reconstructions, while post-optimization approaches often produce incomplete POIs. We propose CoRe-GS, a coarse-to-refined, task-driven approach that first creates a segmentation-ready GS representation through lightweight late-stage semantic refinement, then selectively refines only the views and Gaussians associated with the POI. A color-based filtering strategy further suppresses segmentation-induced floaters. On LERF-Mask, our representation achieves competitive mIoU with 6-8x fewer optimization steps. On NeRDS 360 and SCRREAM, CoRe-GS reduces time-to-POI by 91-95% over full-scene semantic GS while improving reconstruction quality and reducing floaters. Across all benchmarks, it is 44-76% faster than post-optimization object extraction, demonstrating that task-aware refinement can deliver efficient, high-quality POI reconstruction for time-critical robotic perception and operation.
Hannah Schieber, Dominik Frischmann, Victor Schaack +4
Aug 25, 2025cs.CV

GSVisLoc: Generalizable Visual Localization for Gaussian Splatting Scene Representations

We introduce GSVisLoc, a visual localization method designed for 3D Gaussian Splatting (3DGS) scene representations. Given a 3DGS model of a scene and a query image, our goal is to estimate the camera's position and orientation. We accomplish this by robustly matching scene features to image features. Scene features are produced by downsampling and encoding the 3D Gaussians while image features are obtained by encoding image patches. Our algorithm proceeds in three steps, starting with coarse matching, then fine matching, and finally by applying pose refinement for an accurate final estimate. Importantly, our method leverages the explicit 3DGS scene representation for visual localization without requiring modifications, retraining, or additional reference images. We evaluate GSVisLoc on both indoor and outdoor scenes, demonstrating competitive localization performance on standard benchmarks while outperforming existing 3DGS-based baselines. Moreover, our approach generalizes effectively to novel scenes without additional training.
Fadi Khatib, Dror Moran, Guy Trostianetsky +3
Aug 1, 2025cs.CV

PointGauss: Point Cloud-Guided Multi-Object Segmentation for Gaussian Splatting

While 3D Gaussian Splatting (3DGS) has established new standards for high-fidelity 3D scene modeling, interpreting massive, unstructured Gaussian primitives into meaningful geospatial entities remains a critical challenge for remote sensing and urban applications. Existing 2D-to-3D distillation methods suffer from projection ambiguities, geometric inconsistencies, and computational bottlenecks when applied to complex, large-scale topographies. Furthermore, current benchmarks lack natively aligned 2D-3D ground truth tailored for splatting-based representations. To address these limitations, we propose \textit{PointGauss}, a unified 3D-native framework for robust semantic parsing and instance segmentation. By treating Gaussian primitives as unstructured point sets, PointGauss leverages Point Transformer V3 (PTv3) to extract scale-invariant geometric features directly from Gaussian attributes, effectively resolving projection ambiguities. To ensure scalability in building-scale scenes, we introduce an adaptive region-of-interest cropping strategy and an instance-aware distance-constrained rasterization pipeline for pixel-level, view-consistent projection. Additionally, we present \textbf{SplatSeg-360}, the first rigorous cross-scale benchmark tailored for 3DGS, comprising 32 complex scenes with full 360^\circ coverage and over 6,300 natively aligned 2D-3D masks. Extensive experiments demonstrate that PointGauss operates in real-time and achieves state-of-the-art performance. Notably, it attains approximately 90% 3D-mIoU in large-scale building scenarios and roughly 80% 2D-mIoU in view-consistent 2D instance segmentation, outperforming baseline methods by 16%. (\href{https://github.com/hbycswt/pointgauss#}{Code})
Wentao Sun, Yiping Chen, John S. Zelek +1
Jun 8, 2025cs.GR

Efficient 3D Gaussian Splatting with Axis-Shared Rasterization and Order-independent Transmittance

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, combining high-quality reconstruction with efficient rendering. It has been widely adopted in domains such as AR/VR, robotics, and autonomous driving. However, achieving real-time performance on resource-constrained platforms remains challenging due to strict power and area budgets. Prior accelerators improve hardware performance but still overlook key inefficiencies, including insufficient rasterization efficiency, poor sorting scalability, and pipeline imbalance. This paper presents an architecture-algorithm co-design to address these challenges. First, we propose axis-shared rasterization, which precomputes and reuses common terms along the X- and Y-axes, reducing multiply-and-accumulate (MAC) operations by up to 38% while preserving high parallelism. Second, we develop a novel order-independent transmittance method that removes the need for explicit sorting by leveraging a lightweight multilayer perceptron (MLP) to directly approximate the transmittance of each Gaussian, enabling efficient alpha blending with negligible quality loss. Third, we design a unified reconfigurable PE array that supports both rasterization and MLP inference, sustaining high utilization without costly sorting hardware. Our experiments demonstrate that our design preserves rendering quality while achieving a 1.33 to 1.88x speedup over state-of-the-art 3DGS accelerators. Our code is open source at https://github.com/WangZhican/ISCA26_3DGS_Acc.
Zhican Wang, Guanghui He, Lingjun Gao +6
Feb 13, 2025cs.CR

X-SG2^2S: Safe and Generalizable Gaussian Splatting with X-dimensional Watermarks

3D Gaussian Splatting (3DGS) has been widely used in 3D reconstruction and 3D generation. However, the rapid adoption of 3D Gaussian Splatting raises growing concerns about information leakage and unauthorized use, urging the exploration of effective watermarking techniques. However, existing methods are limited by low capacity, fragility under geometric perturbations, and the infeasible requirement for costly fine-tuning or pipeline modifications, motivating the need for a generalizable, feed-forward framework capable of robust multi-modal embedding with minimal intrusion. In this paper, we propose a new framework X-SG2^2S which can simultaneously inject 1D to 3D watermarks for copyright protection, while keeping the high fidelity of original 3DGS scenes. Specifically, we first split the watermarks into message patches. A self-adaptive gate is developed to select the injection positions of the watermark messages. Then, we use an XD (multi-dimensional) injection head to inject multi-modal messages into sorted 3DGS points. To restore watermarking messages, a learnable gate is developed to recognize the watermarked locations, from which our XD-extraction heads are used to restore hidden messages. X-SG2^2S is the first framework to unify 1D-to-3D watermarking and enable simultaneous multi-modal watermark embedding in 3DGS, achieving this with minimal rendering interference and zero modifications to parameters or pipelines. Extensive experiments demonstrate that X-SG2^2S effectively preserves consistency between the watermark and the original 3DGS, exhibits robustness against model degradation, and maintains accurate judgment capabilities.
Zihang Cheng, Wentao Bao, Huiping Zhuang +6
Nov 30, 2023cs.CV

SparseGS: Sparse View Synthesis using 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently enabled real-time rendering of unbounded 3D scenes for novel view synthesis. However, this technique requires dense training views to accurately reconstruct 3D geometry. A limited number of input views will significantly degrade reconstruction quality, resulting in artifacts such as "floaters" and "background collapse" at unseen viewpoints. In this work, we introduce SparseGS, an efficient training pipeline designed to address the limitations of 3DGS in scenarios with sparse training views. SparseGS incorporates depth priors, novel depth rendering techniques, and a pruning heuristic to mitigate floater artifacts, alongside an Unseen Viewpoint Regularization module to alleviate background collapses. Our extensive evaluations on the Mip-NeRF360, LLFF, and DTU datasets demonstrate that SparseGS achieves high-quality reconstruction in both unbounded and forward-facing scenarios, with as few as 12 and 3 input images, respectively, while maintaining fast training and real-time rendering capabilities.
Haolin Xiong, Sairisheek Muttukuru, Hanyuan Xiao +4