3D Gaussian

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13 papers in the last 28 days · 0.2% of indexed attention

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Period ending 2026-09-21

4 new papers

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

Period ending 2026-09-14

6 new papers

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

Period ending 2026-09-07

4 new papers

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

141 papers

Latest in 3D Gaussian

Apr 29, 2026cs.CV

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

3D Gaussian Splatting (3DGS) achieves high-quality novel view synthesis with real-time rendering, but its storage cost remains prohibitive for practical deployment. Existing post-training compression methods still rely on many coupled hyperparameters across pruning, transformation, quantization, and entropy coding, making it difficult to control the final compressed size and fully exploit the rate-distortion trade-off. We propose MesonGS++, a size-aware post-training codec for 3D Gaussian compression. On the codec side, MesonGS++ combines joint importance-based pruning, octree geometry coding, attribute transformation, selective vector quantization for higher-degree spherical harmonics, and group-wise mixed-precision quantization with entropy coding. On the configuration side, it treats the reserve ratio and bit-width allocation as the dominant rate-distortion knobs and jointly optimizes them under a target storage budget via discrete sampling and 0--1 integer linear programming. We further propose a linear size estimator and a CUDA parallel quantization operator to accelerate the hyperparameter searching process. Extensive experiments show that MesonGS++ achieves over 34×\times compression while preserving rendering fidelity, outperforming state-of-the-art post-training methods and accurately meeting target size budgets. Remarkably, without any training, MesonGS++ can even surpass the PSNR of vanilla 3DGS at a 20×\times compression rate on the Stump scene. Our code is available at https://github.com/mmlab-sigs/mesongs_plus
Shuzhao Xie, Junchen Ge, Weixiang Zhang +10
Apr 27, 2026cs.CV

Multivariate Gaussian NeRF for Wide Field-of-View Ultrasound Reconstruction

Wide Field-of-View (WFoV) reconstruction enhances 3D ultrasound imaging by providing valuable anatomical context for segmentation models and visualization. Clinical ultrasound volumes are predominantly acquired using convex probes, which generate expanding, diverging acoustic beams to maximize anatomical coverage. Stitching these sweeps together traditionally introduces significant compounding artifacts and aliasing due to depth-dependent resolution changes. Here, we introduce Ultra-Wide-NeRF, a Multivariate 3D Gaussian (MVG) NeRF-based method for WFoV ultrasound reconstruction. By explicitly modeling the complex beam geometry using distance-dependent convex volumetric sampling and anisotropic 3D Gaussians, our method inherently mitigates these compounding artifacts and provides anti-aliasing. Beyond simply reconstructing a static 3D grid, our NeRF-based approach yields a continuous neural representation of the tissue, enabling the synthesis of high-fidelity novel views from arbitrary virtual trajectories. We validate Ultra-Wide-NeRF for intracardiac echocardiography on phantom and porcine datasets, demonstrating that our method expands the spatial context important in intraoperative navigation. Code will be open-sourced upon publication.
Patris Valera, Magdalena Wysocki, Felix Duelmer +4
Apr 27, 2026cs.CV

Light 'em Up: Enabling Few-Shot Low-Light 3D Gaussian Splatting with Multi-Scale Explicit Retinex Illumination Decoupling

Full 360∘^\circ novel view synthesis under low-light conditions remains challenging. Insufficient illumination, noise amplification, and view-dependent photometric inconsistencies prevent existing methods from jointly preserving geometric consistency and photorealism. Unsupervised approaches often exhibit color drift under large viewpoint variations, while supervised low-light enhancement models, though effective for 2D tasks, struggle to generalize to new scenes and typically require retraining. To address this issue, we propose MERID-GS, a Multi-Scale Explicit Retinex Illumination-Decoupled Gaussian framework for low-light 360∘^\circ synthesis. Based on Retinex theory, the method explicitly separates illumination and reflectance, and suppresses noise propagation while enhancing dark-region structures via a learnable gain and Illumination-State-Guided Frequency Gating. Combined with lightweight Reflection Head and 3D Gaussian Splatting, MERID-GS adapts to new scenes with only a few shots and enables stable low-light novel view synthesis from sparse-view observations. In addition, we construct a low-light multi-view dataset covering full 360∘^\circ scenes for joint evaluation. Thorough experiments across multiple datasets in this area demonstrate that MERID-GS achieves SOTA performance, exhibiting superior cross-scene generalization and view consistency. The source code and pre-trained models are available at https://github.com/YhuoyuH/MERID-GS..
YuHao Yin, Zongji Wang, Yuanben Zhang +3
Apr 26, 2026cs.CV

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

Reconstructing realistic underwater scenes from underwater video remains a meaningful yet challenging task in the multimedia domain. The inherent spatiotemporal degradations in underwater imaging, including caustics, flickering, attenuation, and backscattering, frequently result in inaccurate geometry and appearance in existing 3D reconstruction methods. While a few recent works have explored underwater degradation-aware reconstruction, they often address either spatial or temporal degradation alone, falling short in more real-world underwater scenarios where both types of degradation occur. We propose MarineSTD-GS, a novel 3D Gaussian Splatting-based framework that explicitly models both temporal and spatial degradations for realistic underwater scene reconstruction. Specifically, we introduce two paired Gaussian primitives: Intrinsic Gaussians represent the true scene, while Degraded Gaussians render the degraded observations. The color of each Degraded Gaussian is physically derived from its paired Intrinsic Gaussian via a Spatiotemporal Degradation Modeling (SDM) module, enabling self-supervised disentanglement of realistic appearance from degraded images. To ensure stable training and accurate geometry, we further propose a Depth-Guided Geometry Loss and a Multi-Stage Optimization strategy. We also construct a simulated benchmark with diverse spatial and temporal degradations and ground-truth appearances for comprehensive evaluation. Experiments on both simulated and real-world datasets show that MarineSTD-GS robustly handles spatiotemporal degradations and outperforms existing methods in novel view synthesis with realistic, water-free scene appearances.
Shaohua Liu, Ning Gao, Zuoya Gu +3
Apr 24, 2026cs.CV

NRGS: Neural Regularization for Robust 3D Semantic Gaussian Splatting

We propose a neural regularization method that refines the noisy 3D semantic field produced by lifting multi-view inconsistent 2D features, in order to obtain an accurate and robust 3D semantic Gaussian Splatting. The 2D features extracted from vision foundation models suffer from multi-view inconsistency due to a lack of cross-view constraints. Lifting these inconsistent features directly into 3D Gaussians results in a noisy semantic field, which degrades the performance of downstream tasks. Previous methods either focus on obtaining consistent multi-view features in the preprocessing stage or aim to mitigate noise through improved optimization strategies, often at the cost of increased preprocessing time or expensive computational overhead. In contrast, we introduce a variance-aware conditional MLP that operates directly on the 3D Gaussians, leveraging their geometric and appearance attributes to correct semantic errors in 3D space. Experiments on different datasets show that our method enhances the accuracy of lifted semantics, providing an efficient and effective approach to robust 3D semantic Gaussian Splatting.
Zaiyan Yang, Xinpeng Liu, Heng Guo +3
Apr 23, 2026cs.CV

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

While 3D Gaussian Splatting (3DGS) achieves real-time photorealistic rendering, its performance degrades significantly when training images contain transient objects that violate multi-view consistency. Existing methods face a circular dependency: accurate transient detection requires a well-reconstructed static scene, while clean reconstruction itself depends on reliable transient masks. We address this challenge with DualSplat, a Failure-to-Prior framework that converts first-pass reconstruction failures into explicit priors for a second reconstruction stage. We observe that transients, which appear in only a subset of views, often manifest as incomplete fragments during conservative initial training. We exploit these failures to construct object-level pseudo-masks by combining photometric residuals, feature mismatches, and SAM2 instance boundaries. These pseudo-masks then guide a clean second-pass 3DGS optimization, while a lightweight MLP refines them online by gradually shifting from prior supervision to self-consistency. Experiments on RobustNeRF and NeRF On-the-go show that DualSplat outperforms existing baselines, demonstrating particularly clear advantages in transient-heavy scenes and transient regions.
Xu Wang, Zhiru Wang, Shiyun Xie +2
Apr 21, 2026cs.CV

An Object-Centered Data Acquisition Method for 3D Gaussian Splatting using Mobile Phones

Data acquisition through mobile phones remains a challenge for 3D Gaussian Splatting (3DGS). In this work we target the object-centered scenario and enable reliable mobile acquisition by providing on-device capture guidance and recording onboard sensor signals for offline reconstruction. After the calibration step, the device orientations are aligned to a baseline frame to obtain relative poses, and the optical axis of the camera is mapped to an object-centered spherical grid for uniform viewpoint indexing. To curb polar sampling bias, we compute area-weighted spherical coverage in real-time and guide the user's motion accordingly. We compare the proposed method with RealityScan and the free-capture strategy. Our method achieves superior reconstruction quality using fewer input images compared to free capture and RealityScan. Further analysis shows that the proposed method is able to obtain more comprehensive and uniform viewpoint coverage during object-centered acquisition.
Yuezhe Zhang, Luqian Bai, Mengting Yu +3
Apr 21, 2026cs.CV

AdaGScale: Viewpoint-Adaptive Gaussian Scaling in 3D Gaussian Splatting to Reduce Gaussian-Tile Pairs

Reducing the number of Gaussian-tile pairs is one of the most promising approaches to improve 3D Gaussian Splatting (3D-GS) rendering speed on GPUs. However, the importance difference existing among Gaussian-tile pairs has never been considered in the previous works. In this paper, we propose AdaGScale, a novel viewpoint-adaptive Gaussian scaling technique for reducing the number of Gaussian-tile pairs. AdaGScale is based on the observation that the peripheral tiles located far from Gaussian center contribute negligibly to pixel color accumulation. This suggests an opportunity for reducing the number of Gaussian-tile pairs based on color contribution. AdaGScale efficiently estimates the color contribution in the peripheral region of each Gaussian during a preprocessing stage and adaptively scales its size based on the peripheral score. As a result, Gaussians with lower importance intersect with fewer tiles during the intersection test, which improves rendering speed while maintaining image quality. The adjusted size is used only for tile intersection test, and the original size is retained during color accumulation to preserve visual fidelity. Experimental results show that AdaGScale achieves a geometric mean speedup of 13.8x over original 3D-GS on a GPU, with only about 0.5 dB degradation in PSNR on city-scale scenes.
Joongho Jo, Hyerin Lim, Hanjun Choi +1
Apr 16, 2026cs.CV

TokenGS: Decoupling 3D Gaussian Prediction from Pixels with Learnable Tokens

In this work, we revisit several key design choices of modern Transformer-based approaches for feed-forward 3D Gaussian Splatting (3DGS) prediction. We argue that the common practice of regressing Gaussian means as depths along camera rays is suboptimal, and instead propose to directly regress 3D mean coordinates using only a self-supervised rendering loss. This formulation allows us to move from the standard encoder-only design to an encoder-decoder architecture with learnable Gaussian tokens, thereby unbinding the number of predicted primitives from input image resolution and number of views. Our resulting method, TokenGS, demonstrates improved robustness to pose noise and multiview inconsistencies, while naturally supporting efficient test-time optimization in token space without degrading learned priors. TokenGS achieves state-of-the-art feed-forward reconstruction performance on both static and dynamic scenes, producing more regularized geometry and more balanced 3DGS distribution, while seamlessly recovering emergent scene attributes such as static-dynamic decomposition and scene flow.
Jiawei Ren, Michal Jan Tyszkiewicz, Jiahui Huang +1
Mar 26, 2026cs.CV

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

We present ViewSplat, a view-adaptive 3D Gaussian splatting network for novel view synthesis from unposed images. While recent feed-forward 3D Gaussian splatting has significantly accelerated 3D scene reconstruction by bypassing per-scene optimization, a fundamental fidelity gap remains. We attribute this gap to the limited capacity of single-step feed-forward networks to regress static Gaussian primitives that satisfy all viewpoints. To address this limitation, we shift the paradigm from static primitive regression to view-adaptive splatting. Instead of a rigid Gaussian representation, our pipeline learns a view-adaptive latent representation. Specifically, ViewSplat initially predicts base Gaussian primitives alongside the weights of scene-conditioned View MLPs. During rendering, these MLPs take target-view coordinates as input and predict view-dependent residual updates for each Gaussian attribute (i.e., 3D position, scale, rotation, opacity, and color). This mechanism, which we term view-adaptive splatting, allows each primitive to rectify initial estimation errors, effectively capturing high-fidelity appearances. Extensive experiments demonstrate that ViewSplat achieves state-of-the-art fidelity while maintaining fast inference and real-time rendering; our large backbone variant runs at 15 FPS during inference and 90 FPS during rendering. Our project page is available at https://cvlab-uos.github.io/ViewSplat.
Moonyeon Jeong, Seunggi Min, Suhyeon Lee +1
Mar 18, 2026cs.CV

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.
Ashim Dahal, Rabab Abdelfattah, Nick Rahimi
Feb 22, 2026cs.CV

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

3D Gaussian Splatting (3DGS) has emerged as a powerful paradigm for real-time and high-fidelity 3D reconstruction from posed images. However, recent studies reveal its vulnerability to adversarial corruptions in input views, where imperceptible yet consistent perturbations can drastically degrade rendering quality, increase training and rendering time, and inflate memory usage, even leading to server denial-of-service. In our work, to mitigate this issue, we begin by analyzing the distinct behaviors of adversarial perturbations in the low- and high-frequency components of input images using wavelet transforms. Based on this observation, we design a simple yet effective frequency-aware defense strategy that reconstructs training views by filtering high-frequency noise while preserving low-frequency content. This approach effectively suppresses adversarial artifacts while maintaining the authenticity of the original scene. Notably, it does not significantly impair training on clean data, achieving a desirable trade-off between robustness and performance on clean inputs. Through extensive experiments under a wide range of attack intensities on multiple benchmarks, we demonstrate that our method substantially enhances the robustness of 3DGS without access to clean ground-truth supervision. By highlighting and addressing the overlooked vulnerabilities of 3D Gaussian Splatting, our work paves the way for more robust and secure 3D reconstructions.
Yiran Qiao, Yiren Lu, Yunlai Zhou +4
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 27, 2025cs.CV

Gaussians on Fire: High-Frequency Reconstruction of Flames

We propose a method to reconstruct dynamic fire in 3D from a limited set of camera views with a Gaussian-based spatiotemporal representation. Capturing and reconstructing fire and its dynamics is highly challenging due to its volatile nature, transparent quality, and multitude of high-frequency features. Despite these challenges, we aim to reconstruct fire from only three views, which consequently requires solving for under-constrained geometry. We solve this by separating the static background from the dynamic fire region by combining dense multi-view stereo images with monocular depth priors. The fire is initialized as a 3D flow field, obtained by fusing per-view dense optical flow projections. To capture the high frequency features of fire, each 3D Gaussian encodes a lifetime and linear velocity to match the dense optical flow. To ensure sub-frame temporal alignment across cameras we employ a custom hardware synchronization pattern -- allowing us to reconstruct fire with affordable commodity hardware. Our quantitative and qualitative validations across numerous reconstruction experiments demonstrate robust performance for diverse and challenging real fire scenarios.
Jakob Nazarenus, Dominik Michels, Wojtek Palubicki +4
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 21, 2025cs.CV

SPFSplatV2: Efficient Self-Supervised Pose-Free 3D Gaussian Splatting from Sparse Views

We introduce SPFSplatV2, an efficient feed-forward framework for 3D Gaussian splatting from sparse multi-view images, requiring no ground-truth poses during training or inference. The framework employs a shared feature extraction backbone to jointly predict 3D Gaussian primitives and camera poses in a canonical space from unposed inputs. To enable efficient and accurate pose estimation, we introduce a masked attention mechanism for target-view pose prediction and a reprojection loss that enforces pixel-aligned Gaussian primitives, providing stronger geometric constraints. We further demonstrate the compatibility of our training framework with different reconstruction architectures, resulting in two model variants. Remarkably, despite the absence of pose supervision, our method achieves state-of-the-art performance in both in-domain and out-of-domain novel view synthesis, even under extreme viewpoint changes and limited image overlap. It also surpasses many methods that rely on geometric supervision in relative pose estimation. By eliminating dependence on ground-truth poses, our method offers the scalability to leverage larger and more diverse datasets. Code and pretrained models will be available on our project page: https://ranrhuang.github.io/spfsplatv2/.
Ranran Huang, Krystian Mikolajczyk
Aug 20, 2025cs.CV

GaussianArt: Unified Modeling of Geometry and Motion for Articulated Objects

Reconstructing articulated objects is essential for building digital twins of interactive environments. However, prior methods typically decouple geometry and motion by first reconstructing object shape in distinct states and then estimating articulation through post-hoc alignment. This separation complicates the reconstruction pipeline and restricts scalability, especially for objects with complex, multi-part articulation. We introduce a unified representation that jointly models geometry and motion using articulated 3D Gaussians. This formulation improves robustness in motion decomposition and supports articulated objects with up to 20 parts, significantly outperforming prior approaches that often struggle beyond 2--3 parts due to brittle initialization. To systematically assess scalability and generalization, we propose MPArt-90, a new benchmark consisting of 90 articulated objects across 20 categories, each with diverse part counts and motion configurations. Extensive experiments show that our method consistently achieves superior accuracy in part-level geometry reconstruction and motion estimation across a broad range of object types. We further demonstrate applicability to downstream tasks such as robotic simulation and human-scene interaction modeling, highlighting the potential of unified articulated representations in scalable physical modeling.
Licheng Shen, Saining Zhang, Honghan Li +4
Jul 15, 2025cs.CV

Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling

Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.
Hayeon Kim, Ji Ha Jang, Se Young Chun
Apr 19, 2025cs.GR

SEGA: Drivable 3D Gaussian Head Avatar from a Single Image

Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
Chen Guo, Zhuo Su, Liao Wang +8
Oct 2, 2024cs.CV

MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesis

Recent works in volume rendering, \textit{e.g.} NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
Xiaobiao Du, Yida Wang, Xin Yu