3D Gaussian Splatting

Also known as 3DGS

Latest papers 729

130 papers in the last four weeks, up 40% on the four weeks before. 0.9% of all new papers.

Sep 17, 2026

VGGT-GS SLAM: Uncalibrated Monocular Gaussian Splatting SLAM with Feed-Forward Priors

We present VGGT-GS SLAM, a monocular 3D Gaussian Splatting SLAM system designed for uncalibrated videos. Starting from feed-forward VGGT pose and depth priors, our system performs submap differentiable bundle adjustment that jointly refines camera poses and a 3D Gaussian map, while optimizing submap-shared intrinsics and radial--tangential distortion through analytic calibration Jacobians. To improve global consistency, we introduce Gaussian-native alignment (GNA) for camera-anchored scale refinement between sequential submaps and verification of loop-closure candidates. Extensive experiments on standard indoor benchmarks show consistent improvements in localization accuracy and strong rendering quality under uncalibrated settings, establishing a strong baseline for uncalibrated Gaussian SLAM.
Sep 16, 2026

ParticleSplat: Self-supervised Object-centric Latent Particle Splatting

We present ParticleSplat, a self-supervised object-centric learning method that decomposes scenes into a set of latent ''particles'' representing semantic entities through feedforward 3D Gaussian Splatting. Building on the Deep Latent Particles (DLP) framework, which represents images as a set of particles with attributes such as position, scale, and visual appearance, we address a key limitation of DLP: its inherently 2D nature, which prevents explicit 3D spatial and geometric reasoning that are critical for downstream tasks such as robotic manipulation. Leveraging the structural similarity between latent particles and 3D Gaussian primitives, we introduce a 3D latent particle space trained with a novel view synthesis objective. Our model jointly encodes multiple views with camera poses into a shared 3D object-centric latent space, then transforms particles into particle-aligned 3D Gaussians whose composition reconstructs the full scene. On simulated and real-world datasets, we show that this formulation inherently learns object masks without supervision and supports controllable 3D scene editing, such as moving objects by modifying particles in the latent space. We further establish that the learned 3D representation improves downstream performance on robotic manipulation tasks.
Sep 16, 2026

RGS: Reflection-aware Gaussian Splatting via Learning Geometry Continuity for Reflective Objects

Gaussian Splatting has significantly improved the quality of novel view synthesis with explicit Gaussian representation. However, we observed that existing 3D Gaussian Splatting methods (3DGS) often suffer from surface collapse issues on reflective regions, and thus produce inferior geometry and low-quality specular. In this work, we propose a physically-based deferred rendering framework, named Reflection-aware Gaussian Splatting (RGS), that can accurately model specular regions and improve novel view synthesis performance. Specifically, we found that a powerful 3D foundation model can provide a strong 3D geometric prior to foster correct geometric modeling. Based on this, we propose a cross-view shape consistency regularization to regularize the geometry surface with the large model prior and cross-view constraints. In this manner, our RGS can produce smoother geometric surfaces on reflective regions while reducing geometric hollows. To further improve rendering results on reflective regions, we present a reflection-aware densification strategy that is designed to capture specular variations across various views. With this strategy, our RGS is able to render novel views of objects in higher quality. Extensive experiments demonstrate our method consistently renders high-quality reflective objects, achieving state-of-the-art performance.
Sep 16, 2026

SemSafe-3DGS: Semantic Risk-Aware Active Navigation in Uncertain 3D Gaussian Splatting Maps

Autonomous robots operating in partially observed environments must navigate safely while acquiring observations that improve future planning. Existing safety formulations generally reason primarily about geometry. Consequently, geometrically similar scene elements may induce comparable control responses despite having different semantic consequences. We present a semantic risk aware safe-active perception framework for navigation in attributed 3D Gaussian maps. Semantic attributes modulate an Average Value-at-Risk collision clearance model through class dependent risk weights, allowing safety-critical Gaussian primitives to receive greater influence in the composite barrier. The resulting weighted clearances are aggregated into a control barrier function, while a trajectory-relevant active perception barrier promotes observations that reduce geometric map uncertainty along the robot's anticipated motion. Both objectives are integrated in a unified CBF-QP that enforces semantic risk-aware collision avoidance as a hard constraint while relaxing information acquisition when it conflicts with safety or task progress. Experiments demonstrate efficient safety constraint, improved navigation through active perception, semantic dependent trajectory adaptation, and real-robot execution under Ackermann dynamics.
Sep 16, 2026

Geometry beneath the Waves: Dense Priors for Sparse-View Underwater 3D Gaussian Splatting

Underwater 3D reconstruction remains challenging under sparse views, where scattering, absorption, and suspended particles degrade feature correspondences and geometric estimation. Although feed-forward geometry foundation models offer an alternative to conventional Structure-from-Motion, their direct application underwater produces noisy and fragmented geometry that limits subsequent 3D Gaussian Splatting (3DGS). We propose a sparse-view underwater reconstruction framework that adapts feed-forward geometry to underwater degradation and exploits its dense geometric priors for view synthesis. First, we adapt VGGT using LoRA and teacher--student distillation, training on synthetically degraded underwater images while preserving clean geometric supervision. This improves robustness to underwater appearance distortions without modifying the pretrained prediction heads. Second, the predicted dense geometry initialises an intermediate 3DGS representation that generates geometry-guided pseudo-views, increasing view overlap and strengthening feature tracks for subsequent RUSplatting optimisation. Experiments on SeaThru-NeRF and Submerged3D demonstrate improved reconstruction quality under sparse-view conditions. On SeaThru-NeRF, our method improves RUSplatting from 24.37 to 27.11 dB PSNR and increases SSIM from 0.7611 to 0.8634, while achieving the best average PSNR and LPIPS on Submerged3D. These results demonstrate the potential of domain-adapted geometric priors for robust sparse-view underwater 3D reconstruction.
Sep 16, 2026

CADSplat: Sparse-View 3D Gaussian Splatting Aided by CAD Models for Robust, Photorealistic Digital-Twin Reconstruction

We present CADSplat, a framework that reconstructs photorealistic, geometrically accurate digital twins from sparse (<15<15 views), wide-baseline posed images of an object by regularizing 3D Gaussian Splatting (3DGS) with an explicit CAD shape prior. Using such a prior requires finding a CAD model whose shape resembles the object depicted in the images and determining the pose of each camera relative to the object. We obtain both by matching segmented object silhouettes against silhouettes rendered from a CAD library and keeping the camera-to-object poses of the best-matching model. We then anchor 3D Gaussian primitives to the surface of the retrieved model and jointly optimize the 3DGS parameters, the camera-to-object registration, and a non-rigid deformation field to account for shape differences between the physical object and the CAD model. Across two real-world datasets, CADSplat outperforms unconstrained, few-shot, and mesh-texturing baselines and degrades gracefully to as few as 3 views. Our experiments show that most of the gain in rendering quality comes from how the splats are constrained---a fixed set of splats tied to a surface and moved by a single smooth deformation field---rather than from the CAD shape itself. The CAD model adds shape knowledge where views are scarcest, in the sparsest captures and on strongly self-occluded objects, and it places every camera in the object's own frame. This enables applications beyond novel-view synthesis, such as markerless augmented reality registration, per-image object pose estimation, physical simulations, and the transfer of part labels from the design to the reconstruction.
Sep 15, 2026

Wind on Trees: Testing Physical Grounding in Dynamic 4D Gaussian Splatting

Monocular reconstruction of wind-driven vegetation is severely underconstrained: motion along the viewing direction is largely unobservable, a moving canopy offers few reliable correspondences, and nearly the entire scene is dynamic, providing little static reference. Directly-learned deformation fields in 4D Gaussian Splatting therefore optimize photometric consistency rather than recover the motion that produced it. We replace that field with a physically parameterized deformation prior: one damped harmonic oscillator per rigid part, driven by the observed wind and integrated by differentiable RK4, supervised photometrically alone. To test whether such a prior is physically grounded rather than merely well fit, we build a controlled synthetic testbed of three procedurally generated trees spanning an order of magnitude in skeleton complexity, whose per-part natural frequency follows from its own geometry and whose damping ratio is a fixed constant, both held out of training. On it, we measure held-out views, temporal extrapolation, zero-shot transfer to unseen wind speeds, and recovery of the physical parameters themselves. The prior costs appearance fidelity on in-distribution views and extrapolates markedly better outside the training window and the training wind, while parameter recovery is far weaker than it first appears: frequency recovery survives an untrained null control on only the sparsest of the three trees, and damping is not recovered at all.
Sep 15, 2026

ORCA: Occlusion-Aware Refinement and Completion for Novel View Synthesis

Novel-view synthesis from a single image is a fundamentally ambiguous problem. As the camera moves away from the input viewpoint, previously hidden regions become visible, exposing missing geometry and holes in the reconstructed scene. Existing methods often rely on generative models to complete such regions. However, many of these artifacts are small gaps near depth boundaries and do not require generating new scene content. In order to eliminate expensive process of generating image we introduce ORCA, an occlusion-aware method for reconstructing and completing explorable 3D scenes from a single image. ORCA first introduces 3D structure into a Gaussian-anchor representation using monocular depth while preserving the original camera-ray correspondence. During scene exploration, missing regions are handled based on their size and structure. Small disocclusions are repaired using RGB-D information already available in the reconstruction, while generative inpainting is reserved for larger regions that cannot be reliably recovered from the scene. New Gaussian anchors are added and optimized locally without modifying the existing representation. By reducing unnecessary reliance on generative inpainting, ORCA limits generation-induced hallucinations and better preserves the content and structure of the original scene. On DIV2K, ORCA improves novel-view quality over VistaDream across all reported metrics, increasing MUSIQ from 61.60 to 68.71 and CLIP-IQA from 0.474 to 0.574. These results show that many novel-view artifacts can be repaired effectively by reusing information already present in the reconstructed scene.
Sep 15, 2026

PanoGS-SLAM: Panoramic 3D Gaussian Splatting SLAM

Real-time dense SLAM is a core capability for robotics applications that require robust localization and high- quality mapping in dynamic or fast-changing environments. Recent 3D Gaussian Splatting (3DGS)-based SLAM methods have shown promising performance, but most are designed for narrow-FoV pinhole cameras, where limited angular coverage weakens pose observability and often leads to unstable photo- metric optimization under rapid motion and large viewpoint changes. We present PanoGS-SLAM, the first panoramic dense SLAM system built on 3D Gaussian Splatting. Our method per- forms differentiable rendering and pose optimization directly in the spherical domain, enabling omnidirectional photometric constraints for more stable tracking. To improve geometric consistency and robustness, we introduce (1) a sphere-consistent photometric loss that compensates for the area distortion of equirectangular projection, and (2) a depth-guided Gaussian initialization strategy that stabilizes incremental mapping in newly observed regions. Extensive experiments on both real and synthetic panoramic benchmarks (PALVIO and SynPano) show that PanoGS-SLAM consistently outperforms geometric and GS-based baselines in tracking accuracy and rendering quality, while achieving fast front-end convergence and real-time perfor- mance. In addition, controlled field-of-view experiments reveal a clear monotonic improvement in optimization conditioning and convergence stability as angular coverage increases, high- lighting the fundamental role of sensing geometry in shaping the optimization landscape of differentiable Gaussian-based SLAM. The source code will be made publicly available.
Sep 15, 2026

DecoGS: Adaptive Static-Dynamic Decoupling of 3D Gaussians for Free-Viewpoint Video Streaming

Streaming 3D reconstruction demands both speed and temporal fidelity, goals that existing methods undermine by updating every Gaussian every frame, even in static regions. We present DecoGS, a method for efficient online training of 3D Gaussians from streaming videos. Unlike prior methods that update the entire scene indiscriminately, DecoGS introduces an adaptive mechanism that selectively focuses optimization on spatiotemporal regions exhibiting motion or photometric changes. This targeted training strategy eliminates redundant updates that cause flickering and drift in nominally static regions, while enabling fast, high-fidelity scene updates. The pipeline further integrates region-aware Gaussian management through gradient gating and efficient visibility filtering to maintain temporal coherence and a compact memory footprint. On N3DV and MeetRoom, DecoGS achieves 34.55 and 31.60 dB PSNR respectively, outperforming all streaming and offline baselines, while rendering at 261 FPS with 70×70\times lower temporal flicker than the best prior method, requiring no large-scale pretraining.
Sep 15, 2026

Bi-FlowGS: Bridging Generative View Completion and Gaussian Geometry through Bidirectional Flow Co-Refinement

Sparse-view 3D scene reconstruction with 3D Gaussian Splatting (3DGS) is inherently underconstrained. Plausible renderings can also coexist with erroneous Gaussian geometry, as errors in positions or depths may be concealed by opacity, scale, and appearance; we term this failure mode Geometry Cheating. Existing regularization methods constrain geometry but remain limited to observed views, while video-diffusion-based methods complete unseen views yet mainly use them as RGB pseudo-supervision, underusing motion and temporal priors and lacking explicit geometry supervision. We present Bi-FlowGS, which uses optical flow to bridge generative view completion and Gaussian geometry regularization. Our plug-and-play Video-to-Geometry Flow Distillation (V2G) distills temporal correspondence priors from restored videos into Gaussian geometry to alleviate Geometry Cheating. Conversely, Geometry-to-Video Flow-Guided Restoration (G2V) uses the current 3DGS geometry to guide temporally consistent video restoration, providing more reliable generative supervision. Together, V2G and G2V form an implicit bidirectional co-refinement process, enabling restored videos and the optimized 3DGS scene to iteratively improve each other. Experiments demonstrate improved rendering quality and geometric consistency across wide-baseline and unbounded 360° benchmarks.
Sep 15, 2026

Evaluating Mesh Reconstruction Methods for Crop Phenotyping

Phenotyping an agricultural crop is crucial for studying its entire life cycle, as it provides vital insights to improve yield and, ultimately, food production. Doing the same for crops grown on remote sites is a challenge for the specialists who cannot be available on-site. 3D reconstruction techniques offer a promising solution to this problem by enabling crop digitization, allowing specialists to access the resulting 3D crop models from anywhere at any time. In this work, we evaluate recent 3D reconstruction pipelines for crop phenotyping. We focus on 7 mesh reconstruction pipelines and measure the fidelity and consistency of their outputs qualitatively and quantitatively. Our results suggest that the meshes produced by the GGGS, PGSR, and 2DGS are preferable to the other pipelines, owing to their quantitative metrics and visually pleasing outputs. The GGGS pipeline is better than the second-best pipeline (2DGS) by about 27% on the radar chart with 5 dimensions, namely, User ratings, Chamfer distance, LPIPS, PSNR, and SSIM.
Sep 15, 2026

Robust 3D Reconstruction from Multi-View Optical Satellite Imagery via Reliability-Aware Height-Evidence Fusion in Gaussian Splatting

Robust 3D reconstruction from multi-view optical satellite imagery requires fusing complementary but sometimes conflicting geometric evidence. Digital surface models (DSMs) are the primary elevation representations for satellite-based 3D reconstruction, making reliable height estimation essential. However, in a Gaussian scene representation jointly optimized from multiple views, Gaussian responses at different elevations can support competing height hypotheses at the same rendered location, while conventional alpha-weighted elevation aggregation may produce intermediate elevations that do not correspond to physical surfaces. To address this challenge, we formulate DSM reconstruction as a reliability-aware height-hypothesis fusion problem and propose HLC-GS, a reliability-aware Height-Layer Consistency Gaussian Splatting framework for multi-view satellite 3D reconstruction. HLC-GS organizes projected Gaussian responses into candidate height hypotheses and evaluates their relative support using layer competition and Gaussian footprint support. A continuous height-layer risk map guides dominant-layer reliability correction and secondary-layer suppression during optimization. The proposed training strategy regulates conflicting Gaussian responses within the shared representation to improve the reliability of reconstructed surface elevations. Experiments on seven scenes from the DFC2019 and IARPA2016 datasets demonstrate improved DSM reconstruction accuracy. Compared with EOGS, HLC-GS reduces the average DSM MAE from 1.46m to 1.18m and RMSE from 2.78m to 2.58m, while increasing PAG2.5_{2.5} from 86.09% to 88.61%, with comparable computational cost.
Sep 14, 2026

The Neverwhere Visual Parkour Benchmark Suite

State-of-the-art visual locomotion controllers are increasingly capable at handling complex visual environments, making evaluating their real-world performance before deployment increasingly difficult. This work intends to narrow this train/evaluation gap by developing a collection of hyper-photo-realistic, closed-loop evaluation environments - The Neverwhere Benchmark Suite - comprised of over sixty 3D Gaussian Splatting reconstructions of urban indoor and outdoor scenes. Our goal is to encourage large-scale and reproducible robot evaluation by making it easier to create and integrate Gaussian splats-based reconstructions into simulated continuous testing setups. We also underscore the potential pitfalls of relying exclusively on 3D Gaussian-generated data for training, by providing policy checkpoints trained over multiple Neverwhere scenes and their performance when evaluated in novel scenes. Our analysis illustrates the necessity of sourcing diverse data to ensure performance. Code and data are available on the project page: https://ziyc.github.io/neverwhere-bench/.
Sep 14, 2026

Racing in Volume with Flow Ensembles

Streaming 4D reconstruction has been demonstrated only indoors, on dense camera rigs surrounding subjects that move at human pace. Outdoor 4D reconstruction exists but relies either on cameras mounted on the moving vehicle itself, or on limited-coverage arrays observing quasi-static subjects offline. The case that actually matters for spectators is a fast-moving subject, watched from a sparse ring of allocentric cameras, streaming. No method targets this, and no benchmark exists to evaluate one. To this end, we introduce FastFlowGS, a streaming 4D Gaussian Splatting method for reconstructing fast-moving subjects from a small set of fixed external cameras, and Monaco4D, a photorealistic Unreal Engine 5 benchmark for high-speed outdoor reconstruction. FastFlowGS fuses sparse matches, semi-dense tracks, and dense optical flow by lifting each signal to 3D with geometric uncertainty and combining them through a Kalman-style temporal update. Monaco4D provides Formula 1 sequences under varied illumination from trackside, onboard, and drone viewpoints with dense ground truth. On CMU-Panoptic, FastFlowGS exceeds the strongest baseline by 12.6% VMAF at 35% greater efficiency. On Monaco4D, where existing streaming methods degrade severely, it improves dynamic-region PSNR by up to 18.6% with 28.3% lower per-frame optimization time. Dataset and additional details can be found at https://humansensinglab.github.io/monaco4d/.
Sep 14, 2026

Transforming harmonic coefficients for 3D splat compression

We address the problem of color attribute compression for 3D splats. We show that all images generated by 3D splats are linear in the coefficients for each color channel, each spherical harmonic, and each splat, and we identify a basis for the space of all such images. We identify an inner product for the coefficient space that induces the squared error loss on images. We show that orthonormalizing the coefficients with respect to this innner product before coding can yield over 2 dB gain.
Sep 14, 2026

Tele360: Real-Time Feed-Forward Human Reconstruction from Sparse Unposed Cameras

Live free-viewpoint visualization of real humans is critical for immersive communication and interactive digital experiences. Existing methods either rely on computationally expensive optimization or require calibrated cameras and low-resolution inputs, making real-time high-resolution deployment impractical. In this work, we present Tele360, the first real-time feed-forward system for dynamic human reconstruction and live free-viewpoint visualization from sparse, unposed RGB streams. Our system jointly estimates camera poses and reconstructs a dynamic 3D Gaussian representation for each time instance in a single forward pass. To achieve this, we start by designing a lightweight sparsity-aware multi-view transformer backbone that tokenizes foreground human regions while preserving global context through a shared scene token. We then employ a fully transformer-based Gaussian decoder to mitigate convolution-induced over-smoothing while keeping decoding sparse and efficient. In addition, we introduce a hybrid feature pyramid that injects multi-scale appearance cues into geometry prediction. We further introduce a lightweight differentiable Levenberg-Marquardt camera refinement layer to enhance multi-view consistency and geometric alignment. Moreover, to stabilize learning under sparse, unposed inputs, we transfer multi-view geometry priors from a large visual-geometry foundation model via teacher-student distillation. Finally, the predicted Gaussian maps are streamed with video codecs to remote devices for interactive free-viewpoint rendering. Extensive experiments show that Tele360 achieves state-of-the-art visual quality on studio benchmarks while supporting real-time 2K input-to-rendering at over 25 FPS on a single consumer GPU. Additional captured sequences illustrate its performance across varied subjects, clothing, and motions under our multi-camera setup.
Sep 14, 2026

What Makes a 3D Scene Editable? A Factorized Benchmark of Fidelity, Locality, Consistency, and Preservation

Neural 3D scene editing is often evaluated by semantic alignment alone, although a convincing result may alter unrelated content or become inconsistent across views. We introduce EditBench3D, a representation-agnostic benchmark that treats editing as controlled information replacement. It evaluates four complementary properties: instruction fidelity, spatial locality, cross-view consistency, and preservation of non-target content. The protocol combines visibility-aware 3D target supports, paired descriptions, held-out cameras, and five edit families covering appearance, material, geometry, and object-level changes. We evaluate eight representative NeRF, 3D Gaussian Splatting, hybrid, and proxy-based editors on 240 scene-edit pairs. The study shows that semantic fidelity is only weakly associated with the other editing properties, and that no single method is optimal across all dimensions. Explicit Gaussian editors offer a strong overall balance, whereas direct proxy manipulation provides the most conservative edits at the cost of open-ended fidelity. These findings support reporting editability as a multi-objective profile rather than a single semantic score.
Sep 12, 2026

SkyAnchor: Updating Metric-scale Aerial 3D Gaussian Scenes from Unposed Ground-View Sequences

We study how to update a pre-built aerial scene with a newly captured, unposed ground-view sequence. The aerial scene already contains a reliable metric Structure-from-Motion (SfM) reconstruction and a pre-trained 3D Gaussian Splatting (3DGS) model, whereas the ground-view sequence is collected later to add street-level appearance but has unknown camera poses and global scale. Registering this sequence to the aerial SfM reconstruction is challenging because single-image cross-view localization is brittle and long trajectories are prone to drift. To address these challenges, we present SkyAnchor, which treats the existing aerial scene as a fixed scaffold for ground-view registration and scene update instead of jointly reconstructing aerial and ground imagery from scratch. It first localizes short groups of consecutive ground frames against geometrically verified aerial support, producing sparse anchor poses. It then recovers the full ground trajectory with anchor-constrained submaps, fixing the front and rear anchor poses during incremental registration and bundle adjustment. Finally, it inserts filtered ground Gaussians while preserving the aerial view, followed by lightweight joint refinement. Experiments on seven real aerial--ground scenes show accurate metric ground trajectories and updated 3D Gaussian scenes with strong aerial- and ground-view rendering quality.
Sep 11, 2026

ConeGaussian: Anti-Aliased Gaussian Ray-Tracing for Generic Central Cameras

In rendering, a camera is a sampling operator that maps each finite pixel to a bundle of rays. Different camera models change the geometry of this bundle, thus making a unified and faithful rendering formulation challenging. Consequently, Gaussian ray tracing supports generic cameras (with optical center) through their inverse ray mappings, yet typically reduces every pixel to a single center ray. This ignores the camera-dependent pixel footprint, causing aliasing under minification, while unconstrained Gaussians expose unsupported frequencies under magnification. We present ConeGaussian, a camera-model-agnostic anti-aliasing framework for Gaussian ray-based rendering. Instead of defining the pixel filter on a camera-specific image plane, ConeGaussian constructs an anisotropic footprint directly from neighboring rays produced by the camera's native inverse mapping. We derive a closed-form response under a locally linear, depth-local, moment-matched approximation of the finite pixel footprint, while the same geometry defines a per-Gaussian training-frequency floor. Notably, by construction, our filtering principle can be used unmodified across calibrated central camera models and multiple Gaussian ray-rendering backbones. Additionally, unlike in mip-splatting, our scene-space frequency floor and filtering enable trivial composition at render time, allowing us to remove excess blurring. On pinhole and strongly distorted fisheye captures, ConeGaussian consistently improves two distinct ray-based backbones, by up to 4.3 dB at 1/8 resolution, and reduces fisheye LPIPS by 30% where perspective screen-plane footprint formulations are not directly applicable.
Sep 11, 2026

MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling

Accurate head modeling requires a stable yet expressive geometric representation. Existing Gaussian-based head avatars commonly rely on parametric templates (e.g., FLAME) for Gaussian initialization and deformation, but these templates lack personalized priors and struggle to represent structures such as hair and clothing. To address this issue, we propose MGAvatar, a Gaussian-mesh hybrid representation that jointly models geometry and appearance through two Gaussian-mesh binding modes. Specifically, we introduce vertex-bound Gaussians and constrain their learnable parameters, enabling progressive mesh deformation to represent complex head geometry, while a pose-dependent offset module accounts for non-rigid deformations. Once geometry is stabilized, MGAvatar switches to face-bound Gaussians for appearance modeling. To improve appearance consistency across novel poses and viewpoints, we introduce a view-conditioned neural color field that alleviates artifacts caused by independently optimized Gaussian colors. In addition, we design a Gaussian offset network to predict Gaussian offset maps in the observation space, providing greater flexibility for face-bound Gaussians to capture dynamic facial textures. Extensive experiments on multi-view and monocular videos show that MGAvatar outperforms existing methods in rendering quality, producing high-fidelity head avatars with rich texture details.
Sep 11, 2026

NOVA-GS: Noise-Aware View-Consistent Gaussian Splatting for Low-Light Novel View Synthesis

Reconstructing 3D scenes under real-world low-light conditions remains challenging due to severe sensor noise, low signal-to-noise ratios, and degraded photometric consistency, which destabilize geometry estimation and novel view synthesis. Existing approaches often rely on well-lit reference data for reliable Structure-from-Motion (SfM) initialization under degraded inputs or apply per-view enhancement methods that introduce cross-view inconsistencies. To address these limitations, we propose \textbf{NOVA-GS}, a unified noise-aware framework for low-light 3D Gaussian Splatting that subsumes enhancement, denoising, and geometry optimization within a single process. Our method leverages VGGT-based feed-forward estimation to obtain robust camera poses and geometry directly from degraded inputs, eliminating the need for SfM. Building on this initialization, NOVA-GS integrates three coupled components: a structure-aware enhancement module for exposure correction, a self-supervised denoising module with blind-spot masking for pseudo-supervision, and a consistency-driven Gaussian Splatting optimization enforcing cross-view geometric coherence. We further introduce a noise-guided spherical harmonic regularization to suppress view-dependent artifacts in noisy regions. Extensive experiments on diverse real-world low-light datasets demonstrate improved geometric fidelity, color consistency, and robustness without requiring paired supervision or well-lit references. https://shaurya2524.github.io/nova-gs/
Sep 11, 2026

Is Gaussian Splatting Becoming Neural Again? A Taxonomy and Controlled Study of Learned Parameterization

Three-dimensional Gaussian Splatting (3DGS) combines explicit primitives with efficient rasterization, yet recent systems increasingly use neural networks to generate or share Gaussian parameters. We characterize this trend along five axes: attribute decoding, spatial sharing, view-conditioned decoding, topology generation, and amortized inference. An analysis of 19 representative methods shows that these choices address different limitations and cannot be reduced to a binary neural label. We also isolate three forms of neural parameterization in a controlled mip-NeRF 360 study. Sharing appearance and opacity improves reconstruction quality, while decoding geometric structure offers no further gain. The evidence favors selective neuralization: shared functions help when they capture reusable correlations without sacrificing the local geometric freedom of explicit splats.
Sep 11, 2026

VS-Splat: Voxel-Selective feed-forward Gaussian Splatting for end-to-end 3D object reconstruction from sparse-views

Feed-forward Gaussian splatting models have demonstrated remarkable effectiveness in reconstructing three-dimensional (3D) objects from a few two-dimensional (2D) images, even if they are unseen. As existing methods typically predict Gaussian primitives uniformly across the 3D space, most primitives are placed in non-object regions. This may hinder the representation of fine object details. This paper proposes a Voxel-Selective Gaussian Splatting model (VS-Splat), a new end-to-endfeed-forward Gaussian splatting framework that predicts many primitives only within selected voxels that are likely to belong to an object, without 3D structural supervision. To achieve this, we propose a new learnable voxel selection approach that identifies object-centric voxels only with 2D rendering supervision. Our sparse-view rendering experiments with three benchmark datasets show that proposed VS-Splat outperforms several state-of-the-art methods. We further demonstrate its effectiveness as a backbone for an existing densification method and show that anoptional extension improves its robustness to inaccurate camera pose estimates.
Sep 10, 2026

LangStreet: Persistent Language Fields for Anchor-Decoded Street Gaussians

Language Gaussian fields implicitly assume that the primitive carrying semantics remains identifiable across views. This assumption breaks in scalable anchor-decoded representations, where persistent anchors generate view-conditioned child Gaussians whose geometry and appearance vary with the camera. We introduce Ours, a persistent language field for such structured Gaussian scenes. Our key idea is semantic ownership: transient children route observations, while persistent decoder slots and their parent anchors own the language field. We use alpha-compositing responsibilities to accumulate additive directional evidence at slots; these statistics marginalize exactly to anchors. We then complete weakly supported slots with anchor-aligned evidence while preserving the anchor direction, and represent slot detail through low-rank residuals in anchor-relative semantic coordinates. Our primary model, Ours (base), stores anchor features together with compact slot residuals. Ours (light) retains only anchor features, whereas Ours (max) stores the full-dimensional completed slot features explicitly. Without scene-specific semantic optimization, Ours (base) nearly matches Ours (max) across KITTI, Virtual KITTI, and Waymo. On KITTI, it achieves 34.19 2D mIoU with a 2.72 GiB effective feature footprint, compared with 34.20 mIoU and 12.90 GiB for Ours (max). The same accuracy-storage trend holds on Virtual KITTI and Waymo. These results show that language fields on view-conditioned splats require persistent semantic ownership, conserved evidence, and a hierarchy that balances stability, detail, and representation cost. Our code, checkpoints, and benchmark suite will be publicly available.
Sep 10, 2026

Tri-DehazeGS: Scene--Medium Decoupled Gaussian Splatting with Transmittance-Aware Optimization

Recovering clean 3D scenes from hazy multi-view images is challenging because haze attenuates scene radiance and introduces atmospheric scattering. Recent scattering-aware Gaussian Splatting methods introduce physical haze models into reconstruction, but they often apply degradation in image space or bind medium-related variables to Gaussian primitives, which can entangle clean scene radiance with atmospheric effects. Moreover, low-transmittance regions provide weakened supervision for Gaussian optimization, causing distant or dense-haze areas to be under-reconstructed. We argue that clean reconstruction under haze requires both scene--medium disentanglement and transmittance-aware optimization rebalancing. To this end, we propose Tri-DehazeGS, a scene--medium decoupled Gaussian Splatting framework. It represents the clean scene with Gaussian primitives, models the participating medium using an independent view-shared tri-plane field, and composes hazy observations through a physical scattering model. We further introduce Medium-Decoupled Transmittance Gradient Compensation (MD-TGC), which compensates haze-suppressed gradients after medium freezing without altering forward rendering. Experiments on real and synthetic haze benchmarks show that Tri-DehazeGS improves clean novel-view reconstruction. Code is available at https://github.com/aptx46/Tri-DehazeGS.
Sep 9, 2026

Shape-guided Gaussian Splatting for Sparse-View X-ray 3D Reconstruction

Sparse-view X-ray 3D reconstruction is essential for reducing radiation exposure, but recovering a density field from a handful of X-ray projections is severely ill-posed. Recently, 3D Gaussian Splatting has achieved state-of-the-art performance in sparse-view reconstruction by representing the volume using explicit, optimized primitives, but it requires dozens of projected views. With fewer views, reconstruction quality degrades severely since the explicit primitives are optimized freely without any anatomical information. Anatomical structures, in contrast, share similar geometry and density across a population. Their variations are bounded within a limited range that statistical shape models can capture. This paper proposes a shape-guided Gaussian splatting framework for sparse-view X-ray 3D reconstructions. Our contribution lies in driving Gaussian positions toward anatomically valid configurations, alongside atlas-based density regularization. Our method ensures anatomically consistent reconstruction and improves PSNR by 2.83 dB over a state-of-the-art Gaussian splatting baseline with as few as 5 views. Code Available: https://github.com/polyshape-lab/ShapeGuidedGaussian
Sep 9, 2026

View-Structured Conformal Prediction for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) renders novel views in real time, but an uncertainty heatmap does not certify that a rendered view meets a certain prediction coverage. We treat novel-view synthesis as structured regression and ask that, with probability at least 1−α1-α, RGB prediction boxes cover at least a 1−β1-β fraction of pixels in a new view. We propose View-Structured Conformal Prediction (VSCP). It splits the pre-calibration scale into a spatial shape from the renderer and a transferable view-difficulty factor, which predicts the smallest view-wise multiplier that shape needs. A held-out quantile over views (View-CP) then gives finite-sample validity even when transferring to new scenes. The same factorization makes the analysis exact: a conformity score is the ratio of oracle to predicted view difficulty, and excess width separates into a test-side and a calibration-side term. Across 13 real scenes, pixel-pooled calibration reaches 89.9% marginal pixel coverage but only 61.4% view-event coverage at a 90% target, while View-CP reaches 91.7--92.0%. At matched coverage VSCP cuts width by 22.1% against a constant scale, and matches a ten-model ensemble's 21.0% reduction using only one model per scene and four rather than ten rasterization passes per query. VSCP also improves on the closest single-model baseline, the 3DGS-U field, by 4.7 points (p=0.0225p=0.0225). The view predictor transfers from bounded source families to all nine unbounded Mip-NeRF360 scenes. There the full scale beats the constant scale with 20.7% width saving on all nine scenes. It also keeps an 18.3% saving under a different densification backbone and runs at 216--280 FPS on an RTX4090.
Sep 9, 2026

LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis but produces millions of primitives through adaptive densification, leading to significant storage overhead. Learned-mask pruning methods such as LP-3DGS address this by assigning each Gaussian a learnable mask to identify and prune redundant primitives. However, we identify a limitation of this paradigm: the steep slope of the Gumbel-Sigmoid activation drives mask values to the extremes within the short mask-training window, before the importance ranking has stabilized, producing a sharply bimodal distribution from which that ranking can no longer be reliably recovered. We propose LinearMask-GS, which replaces Gumbel-Sigmoid with a linear increment activation that keeps mask values in a mid-confidence regime throughout mask training, producing a stable, unimodal mask distribution whose ranking tracks importance. On Mip-NeRF 360, our method achieves 3.6x and 1.6x Gaussian reductions over 3DGS and LP-3DGS, respectively, while maintaining or improving rendering quality. For outdoor scenes, it yields a 1.6x reduction (from 2.18M to 1.36M) with notable gains in PSNR (+0.38 dB), SSIM (+0.025), and LPIPS (-0.029).
Sep 9, 2026

RouteBridge: Reliability-Routed Bidirectional Distillation Between Neural Radiance Fields and 3D Gaussian Splatting

Neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS) encode a scene with complementary inductive biases, but existing cross-representation distillation typically fixes one representation as teacher for the entire scene. A globally fixed teacher can propagate local reconstruction errors. We present RouteBridge, a bidirectional framework that selects the teaching direction for each ray. Its reliability estimator combines photometric residuals with representation-specific geometric evidence and routes supervision from NeRF to 3DGS, from 3DGS to NeRF, or abstains. A renderer-independent interface transfers color, opacity, and normalized depth without shared features or point correspondence. On mip-NeRF 360, the NeRF and 3DGS exports reach 28.56 and 28.77 dB, respectively. The 3DGS export improves over 3DGS by 1.56 dB and over NeRF-GS by 0.45 dB while reducing LPIPS to 0.207. On static three-view DTU, RouteBridge obtains 21.12 dB. Ablations show that both adaptive routing and geometric ray targets contribute to the improvement.