Feed-Forward 3D Gaussian

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Period ending 2026-09-21

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

24 papers

Latest in Feed-Forward 3D Gaussian

Sep 14, 2026cs.CV

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.
Yunsu Jeong, Hyuk Heo, Youngsang Kwak +2
Aug 3, 2026cs.CV

DerainSplat: Feed-Forward Clean 3D Gaussian Splatting from Sparse Rainy Views

Although image deraining has advanced substantially, existing methods mainly focus on 2D image restoration. As spatial intelligence applications such as embodied AI and autonomous driving continue to emerge, reconstructing clean 3D scenes from sparse rainy views in a feed-forward manner becomes increasingly important. Existing feed-forward 3D Gaussian Splatting (3DGS) methods often assume clean inputs and collapse under rainy conditions. To this end, we present \textbf{\textit{DerainSplat}}, a feed-forward framework that reconstructs clean 3D scenes from only a few rainy views. To support this task, we build a large-scale multi-view derain dataset through a four-stage synthesis pipeline that sequentially models overcast illumination, depth-dependent haze, rain streaks, and lens raindrops, producing privileged weather factors. We introduce a weather net that predicts the weather factors from rainy context and yields two support maps. Scene support modulates cross-view cost-volume matching, while radiance support drives depth-aligned appearance fusion to fill corrupted pixels. The derived geometry evidence further attenuates Gaussian opacity to reduce spurious structures. A rainy cycle consistency re-renders clean views using the predicted factors and aligns them with rainy inputs. Extensive experiments show that \textbf{\textit{DerainSplat}} outperforms existing methods on various datasets, including RealEstate10K, ACID, Mip-NeRF360, and real-world rainy scenes, with strong cross-dataset generalization.
Fuzhen Jiang, Changyue Shi, Chuxiao Yang +3
Jul 27, 2026cs.CV

GenSplatCodec: Feed-Forward Gaussian Splatting Compression via One-Step Diffusion

Feed-forward 3D Gaussian Splatting (3DGS) enables scalable scene reconstruction without per-scene optimization, yet produces dense Gaussians that are costly to store and transmit. Existing feed-forward Gaussian compression methods formulate decoding as deterministic representation recovery, which becomes inadequate at low bitrates when high-frequency textures and view-dependent appearance are discarded. Although generative models offer a promising alternative, using them as standalone post-processing decouples generation from the transmitted scene structure, thereby compromising cross-view consistency. To address these limitations, we propose GenSplatCodec, a unified feed-forward Gaussian codec that reformulates low-bitrate Gaussian compression as geometry-guided generative decoding. We present a detail-aware feed-forward Gaussian coding scheme within a dual-stream formulation, where the resulting compact Gaussian structural stream is complemented by a lightweight reference appearance stream. We further introduce a geometry-guided one-step generative decoding approach that jointly exploits decoded structural and appearance cues through hierarchical geometry control to reconstruct high-fidelity and view-consistent novel views. Finally, we develop a three-stage optimization strategy that stabilizes the learning of the unified codec and adapts the generative decoder to codec-derived structural and appearance cues. Extensive experiments across multiple datasets demonstrate that GenSplatCodec consistently achieves superior rate-distortion (RD) performance over existing methods.
Qiang Hu, Zhenlong Wu, Lei Huang +3
Jul 20, 2026cs.CV

FF-ProCams: Feed-Forward Gaussian Splatting for Projector-Camera System

Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination. To resolve this accuracy-efficiency trade-off, we propose FF-ProCams, a Feed-Forward 3D Gaussian inverse-rendering framework for ProCams. A hybrid Mamba2-Transformer encoder aggregates cross-view geometric and photometric cues from sparse multi-view observations, and lightweight heads predict a relightable Gaussian representation in a single forward pass. We further design a projector-aware differentiable renderer to synthesize camera observations under arbitrary active illumination and ProCams poses. To enable feed-forward training, we construct a large-scale synthetic ProCams dataset covering diverse object geometries and surface materials. Experiments show FF-ProCams achieves high-fidelity projector-aware rendering, generalizes to unseen patterns, and supports novel projector-camera poses. Using only 8 input views, it outperforms optimization-based baselines with 297 views while reducing test-time reconstruction to 0.13 seconds (a three-to-five-order-of-magnitude speedup). The code and data are available at https://github.com/CPREgroup/FF-ProCams/.
Ziyao Wang, Yuqi Li, Wenxing Zheng +2
Jul 9, 2026cs.CV

StereoSplat+: Feed-Forward Stereo Gaussian Splatting with Diffusion-Assisted Progressive Inference

Recent advances in 3D Gaussian Splatting (3DGS) have enabled high-quality, render-ready scene representations for novel-view synthesis. However, most existing 3DGS pipelines rely on multi-view observations (or non-causal access to future frames) to achieve sufficient coverage, which is often unavailable in on-device robotics and AR settings where sensing is restricted to a single stereo rig. Recovering a high-quality 3DGS scene from one stereo observation, therefore, remains challenging due to occlusions, limited field of view, and missing geometry. We present StereoSplat+, a diffusion-enhanced feed-forward framework that enables causal reconstruction from a single stereo pair. Our method builds on two key components. First, we propose StereoSplat, an input-invariant feed-forward 3D Gaussian estimator that takes a variable number of posed stereo pairs as input and predicts high-quality 3D Gaussians. StereoSplat fuses complementary geometry cues via a cost-volume branch and a triplane-based 3D volume branch and leverages continuous pose encoding to generalize across view counts and camera configurations. Second, since multiple posed stereo pairs are typically unavailable at inference time, we introduce a diffusion-enhanced one-shot progressive inference scheme called StereoSplat+: starting from one stereo pair, we render novel stereo views from the predicted 3DGS, refine them with a one-step diffusion enhancer, and feed them back as additional inputs to update the 3DGS. Experiments on the KITTI-360 dataset show that StereoSplat+ improves novel-view rendering quality and geometry accuracy, especially in occluded regions and under strong view extrapolation, outperforming recent feed-forward 3DGS baselines.
Zihua Liu, Masatoshi Okutomi
Jul 6, 2026cs.CV

WildSplat: Feedforward Gaussian Splatting from Unposed In-the-Wild Images

While feedforward 3D reconstruction excels at efficient novel view synthesis, it typically falters when faced with scenes under varying illumination. To this end, we introduce WildSplat, the first feedforward 3D Gaussian Splatting framework capable of appearance-conditioned novel-view synthesis for unposed in-the-wild images. To handle inconsistent photometric conditions, we propose a dual-branch architecture that explicitly decouples geometry from appearance. The geometry branch extracts an appearance-invariant 3D structure and jointly predicts camera poses. To govern the rendering appearance, the appearance branch injects target appearance cues into the content features via a globally pre-modulated cross-attention mechanism. To further prevent feature entanglement, we introduce a joint multi-reference training strategy that stabilizes the training process. Extensive experiments show that WildSplat surpasses existing optimization-based and feedforward methods, achieving state-of-the-art performance in in-the-wild novel view synthesis and appearance editing from sparse inputs in a single forward pass.
Xiyu Zhang, Jingyu Zhuang, Hongjia Zhai +4
Jun 10, 2026cs.CV

Wild3R: Feed-Forward 3D Gaussian Splatting from Unconstrained Sparse Photo Collection

Feed-forward 3D Gaussian Splatting (3DGS) removes the need for time-consuming per-scene optimization required by traditional 3DGS. However, existing feed-forward approaches struggle with real-world photo collections that include diverse lighting conditions and transient objects. In this paper, we present Wild3R, a feed-forward approach for unconstrained sparse photo collections. The main bottleneck is the lack of training data that provides multiple viewpoints, a variety of illuminations, and transient variations necessary for learning robust scene representations. To address this, we introduce the WildCity dataset, which comprises 200 scenes, 170 lighting conditions, and transient objects, resulting in 337,500 images in total. By leveraging the dataset, our model learns appearance consistency across viewpoints conditioned on reference views, while removing transient content. Extensive experiments demonstrate that our method outperforms existing feed-forward approaches and achieves results competitive with prior per-scene optimization-based methods.
Yuto Furutani, Takashi Otonari, Kaede Shiohara +1
Jun 3, 2026cs.CV

ZipSplat: Fewer Gaussians, Better Splats

Feed-forward 3D Gaussian Splatting methods reconstruct a scene from posed or pose-free images in a single forward pass, yet current approaches predict one Gaussian per input pixel, tying the representation budget to camera resolution rather than scene complexity. A flat wall and a richly textured object thus produce equally many Gaussians despite very different geometric needs. We propose ZipSplat, a token-based feed-forward model that decouples Gaussian placement from the pixel grid. A multi-view backbone extracts dense visual tokens, and k-means clustering compresses them into a compact set of scene tokens. Cross- and self-attention refine these tokens, and a lightweight MLP decodes each into a group of Gaussians with unconstrained 3D positions. Because clustering is applied at inference, a single trained model spans the quality-efficiency curve without retraining. ZipSplat operates without ground-truth poses or intrinsics, yet sets a new state of the art on DL3DV and RealEstate10K with ∼6×{\sim}6{\times} fewer Gaussians than pixel-aligned methods, surpassing the best pose-free baseline by 2.1dB and 1.2dB PSNR, respectively. It further generalizes zero-shot to Mip-NeRF360 and ScanNet++, outperforming all comparable baselines. Our project page is at https://veichta.com/zipsplat.
Alexander Veicht, Sunghwan Hong, Dániel Baráth +1
Jun 2, 2026cs.CV

FreeStreamGS: Online Feed-forward 3D Gaussian Splatting from Unposed Streaming Inputs

Feed-forward 3D Gaussian Splatting (3DGS) allows efficient and high-fidelity novel view synthesis (NVS) from an offline recorded image sequence. However, achieving online NVS from streaming and unposed image inputs remains challenging. Although online feed-forward geometric estimation methods have been proposed for streaming depth and point cloud recovery, they cannot be adapted to NVS due to severe rendering artifacts. This is because NVS demands stricter multi-view consistency in Gaussian scales and pose-geometry alignment; even minor deviations would accumulate over time and visibly degrade rendering quality. To this end, we propose FreeStreamGS, a robust online feed-forward framework for efficient and high-quality NVS. We introduce two key mechanisms: a Decoupled Intrinsic Recovery Head that removes cumulative camera intrinsic bias and prevents scene scale jitter during long-term streaming, and a Dynamic Point Refinement Offset strategy that relaxes rigid unprojection to correct coupled pose-depth drift. Extensive experiments show that FreeStreamGS achieves rendering quality competitive with state-of-the-art offline feed-forward 3DGS methods, despite operating without access to future frames.
Ruiyang Chen, Feiran Li, Chu Zhou +3
Jun 1, 2026cs.RO

Learning Action-Conditional and Object-Centric Gaussian Splatting World Models for Rigid Objects

World models enable intelligent agents to predict the consequences of their actions on the environment. In this paper, we propose Multi Rigid Object Gaussian World Model (MRO-GWM), a novel model that learns action-conditional dynamics of rigid objects in 3D. By representing the scene by object-centric Gaussians, we can represent arbitrary object shapes and multi-object scenes. We develop a novel spatio-temporal transformer architecture that predicts future rigid body motion from a history of object Gaussians and future actions. Objects are represented by their Gaussians in a canonical frame, which allows for describing object motion as rigid body transformation. Our model is trained on reconstructions from multiple viewpoints, which requires the model to handle partial observations of objects due to occlusions. We analyze prediction performance of our approach on synthetic datasets composed of typical household objects with multi-object dynamics and interactions by a robot end effector. We also evaluate our model in model-predictive control for non-prehensile manipulation in simulation.
Jens U. Kreber, Lukas Mack, Joerg Stueckler
May 28, 2026cs.CV

FRUC: Feedforward Dynamic Scene Reconstruction from Uncalibrated Collaborative Driving Views

We present FRUC, a feed-forward 3D Gaussian splatting framework for dynamic scene reconstruction from uncalibrated collaborative driving views. Existing multi-agent reconstruction frameworks are often hindered by rigid prerequisites, demanding precise spatial calibration and slow per-scene optimization. In this paper, we rethink this task by conceptualizing a distributed multi-vehicle network as a spatio-temporally unstructured ego-centric multi-camera system, where the core challenge lies in enhancing ego-centric occluded geometry through collaboration without degrading the ego's accurately observed visible geometry, while preserving reconstruction efficiency. For efficient reconstruction, FRUC is built upon a visual grounded geometric Transformer backbone to enable one-shot, calibration-free inference from a flexible number of multi-vehicle views. To achieve non-destructive geometric supplementation under uncalibrated cross-agent misalignment, FRUC first introduces an ego-centric causal occlusion field that explicitly derives occlusion evolution as latent priors by modeling agent-wise spatio-temporal correlations. Guided by these occlusion priors, it further formulates cross-agent integration as a deterministic residual denoising process via zero-initialized injection, turning challenging cross-agent fusion into bounded residual learning for robust collaborative blind-spot completion. Through extensive evaluations on the real-world V2XReal and UrbanIng-V2X datasets, FRUC is shown to be a new state-of-the-art for the scene reconstruction of dynamic collaborative driving environments, significantly outperforming existing methods in both rendering quality and efficiency.
Yihang Tao, Yu Guo, Zhengru Fang +2
May 26, 2026cs.CV

DelowlightSplat: Feed-Forward Gaussian Splatting for Lowlight 3D Scene Reconstruction

Novel-view synthesis and 3D reconstruction from sparse posed images are central to robotics and AR/VR. Yet, feed-forward 3D Gaussian reconstruction fails under lowlight due to noise, color shifts, and unreliable correspondence. We propose DelowlightSplat, a lowlight-aware feed-forward Gaussian splatting framework for clean novel-view rendering. We build a controllable multi-view lowlight benchmark by degrading only context views while keeping target views clean. We introduce a lightweight Lowlight Adapter for residual enhancement to improve matchability, and couple it with cost-volume-based multi-view inference to directly predict clean 3D Gaussians. Experiments show that DelowlightSplat significantly outperforms previous feed-forward method and two-stage pipeline under lowlight conditions.
Fuzhen Jiang, Zengtian Xie, Zhuoran Li
May 25, 2026cs.CV

CodecSplat: Ultra-Compact Latent Coding for Feed-Forward 3D Gaussian Splatting

While feed-forward 3D Gaussian splatting reconstructs renderable Gaussian primitives from sparse context views without per-scene optimization, existing pipelines do not provide a compact scene representation for storage or transmission. A natural solution is to apply existing 3DGS compression methods to the generated Gaussian primitives. However, this approach operates on the final irregular 3D representation and is decoupled from the internal feature-to-Gaussian generation process, which limits compression efficiency. To address this, we introduce CodecSplat, an ultra-compact latent coding framework for feed-forward 3D Gaussian splatting. CodecSplat first encodes an intermediate 2D Gaussian-generation feature into an entropy-coded scene bitstream. At the decoder, the latent feature is reconstructed and used to predict depth and Gaussian parameters, which are then mapped to 3D Gaussian primitives. Note that, by integrating compression into the feed-forward Gaussian generation pipeline, CodecSplat avoids inefficient compression over irregular 3D Gaussian primitives and allows the codec to exploit the structured intermediate feature representation. We instantiate CodecSplat on a feed-forward Gaussian splatting backbone with depth-guided multi-view feature refinement and a hierarchical learned feature codec. On DL3DV and RealEstate10K datasets, CodecSplat achieves 23.56-26.36 dB and 24.76-27.05 dB PSNR with only 20.00-107.77 KiB and 3.37-12.51 KiB per scene, respectively. This is roughly one order of magnitude smaller than compressing feed-forward generated Gaussian primitives, while preserving controllable rate-distortion behavior.
Pengpeng Yu, Runqing Jiang, Qi Zhang +3
May 21, 2026cs.CV

No Pose, No Problem in 4D: Feed-Forward Dynamic Gaussians from Unposed Multi-View Videos

Recent feed-forward 3D gaussian splatting methods have made dramatic progress on individual aspects of 3D scene reconstruction, but no existing method jointly addresses dynamic content, multi-view input, and unknown camera poses in a single feed-forward pass. Methods that handle dynamics either require accurate camera poses or accept only monocular input; pose-free multi-view methods address only static scenes; and per-scene optimization methods bridge some of these gaps but at minutes-to-hours cost per scene. We introduce NoPo4D, the first feed-forward system that addresses this empty quadrant. Building on a pretrained geometry backbone and recent 4D Gaussian frameworks, NoPo4D introduces a velocity decomposition that splits Gaussian motion into per-pixel image-plane shifts and depth changes, allowing direct supervision from pseudo ground-truth optical flow on the 2D component. This sidesteps both the differentiable rendering that couples prior posed methods to pose accuracy and the 3D motion ground truth that prior pose-free methods require. The system is rounded out by a bidirectional motion encoder for cross-view and cross-frame feature aggregation, and view-dependent opacity that mitigates cross-view and cross-timestep Gaussian misalignments. On four multi-view dynamic benchmarks, NoPo4D consistently outperforms prior feed-forward baselines, and with an optional post-optimization stage surpasses per-scene optimization methods, while running orders of magnitude faster.
Matteo Balice, Yanik Kunzi, Chenyangguang Zhang +3
May 20, 2026cs.RO

GaussianDream: A Feed-Forward 3D Gaussian World Model for Robotic Manipulation

Vision-language-action (VLA) policies have advanced language-conditioned robotic manipulation by transferring semantic priors from pretrained vision-language models to action generation. However, standard action-imitation learning often lacks sufficient modeling of explicit 3D spatial information, dense geometric supervision, and future environment evolution, all critical for precise robotic interaction. To address this, we propose \textbf{GaussianDream}, a feed-forward 3D Gaussian world-model plug-in. Specifically, we introduce learnable GaussianDream Queries in the encoder, enabling the model to capture current-frame 3D spatial structure and short-horizon future evolution. During training, the latent GaussianDream prefix is processed by a static reconstruction head and a future prediction head to produce current 3D Gaussian scene states and future Gaussian evolution states. The current branch is supervised by RGB rendering and depth, while the future branch uses future RGB, depth, and pseudo 3D scene-flow signals. During inference, GaussianDream discards all auxiliary heads and retains only the learned prefix to condition action generation, without test-time Gaussian reconstruction or future prediction. Experimental results demonstrate that GaussianDream achieves state-of-the-art performance across multiple robotic manipulation benchmarks, reaching \textbf{98.4%} on LIBERO, \textbf{54.8%} on RoboCasa Human-50, and \textbf{50.0%} on real-robot tasks. Compared with existing 3D-enhanced VLA methods, GaussianDream achieves strong accuracy while providing higher inference efficiency than video-based world-model approaches.
Zijian Zhang, Yuqing Jiang, Qian Cheng +6
May 19, 2026cs.CV

Feed-Forward Gaussian Splatting from Sparse Aerial Views

Reconstructing large-scale urban scenes from sparse aerial views is a crucial yet challenging task. Due to biased top-down and shallow-oblique camera poses, sparse aerial captures exhibit strong evidence imbalance: roofs and open regions are repeatedly observed, while facades, distant buildings, and occluded structures receive little multi-view support. Existing feed-forward 3D Gaussian Splatting methods directly regress a deterministic representation from sparse inputs, but this often leads to ghosting, melted facades, and stretched textures. Recent pseudo-view and video-based generative reconstruction methods use additional supervision or generative priors. However, they often lack a clear separation between observed geometry and prior-driven content, which can lead to plausible but inconsistent structures. We propose AnyCity, an observation-grounded generative reconstruction framework for sparse aerial urban scenes. AnyCity first predicts an observation-supported geometry latent to anchor reliable structures, and then uses scaffold-conditioned aerial completion tokens to predict a gated residual update for weakly constrained content before Gaussian decoding. During training, dense-to-sparse distillation transfers structural cues from dense-view reconstruction, while an aerial-adapted video diffusion prior provides fine-grained urban appearance cues through gated token conditioning. Observation-preserving objectives keep the refined representation consistent with input-supported geometry. At inference time, AnyCity reconstructs the final 3D Gaussian scene from sparse aerial views in a single feed-forward pass, achieving coherent urban novel-view synthesis with second-level inference. Experiments on synthetic, aerial-domain, UAV-textured, and real-world scenes show consistent improvements over feed-forward baselines.
Dongli Wu, Zhuoxiao Li, Tongyan Hua +4
May 13, 2026cs.CV

Z-Order Transformer for Feed-Forward Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in photorealistic novel view synthesis. However, traditional 3DGS relies on a slow, iterative optimization process, which limits its use in scenarios demanding real-time results. To overcome this bottleneck, recent feed-forward methods aim to predict Gaussian attributes directly from images, but they often struggle with the redundancy of Gaussian primitives and rendering quality. In this work, we introduce a transformer-based architecture specifically designed for feed-forward Gaussian Splatting. Our key insight is that spatial and semantic relationships among Gaussians can be effectively captured through a sparse attention mechanism, enabled by a Z-order strategy that organizes the unstructured Gaussian set into a spatially coherent sequence. Furthermore, we incorporate this Z-order strategy to adaptively suppress redundancy while preserving critical structural details. This allows the transformer to efficiently model context, compress Gaussian primitives, and predict Gaussian attributes in a single forward pass. Comprehensive experiments demonstrate that our method achieves fast and high-quality novel view synthesis with fewer Gaussian primitives.
Can Wang, Lei Liu, Wei Jiang +1
May 13, 2026cs.CV

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

Generalizable 3D Gaussian Splatting has recently emerged as an efficient approach for novel-view synthesis, enabling feed-forward synthesis from only a few input views. However, existing pixel-wise feed-forward methods suffer from over-bright renderings when the number of input views varies during inference, as well as insufficient supervision for accurate Gaussian scale estimation, which leads to hole artifacts, particularly in high-resolution renderings. To address these issues, we identify that the over-brightness is caused by the varying number of overlapping Gaussians and propose a simple alpha normalization strategy to maintain brightness consistency across different number of input views. In addition, we introduce an auxiliary 3D sampling-based regularizer to improve Gaussian scale estimation, thereby mitigating hole artifacts in high-resolution rendering. Experiments on benchmark datasets demonstrate that our method significantly improves baseline models under varying input-view and high-resolution rendering settings.
Hoang Chuong Nguyen, Renjie Wu, Jose M. Alvarez +1
May 10, 2026cs.CV

ConFixGS: Learning to Fix Feedforward 3D Gaussian Splatting with Confidence-Aware Diffusion Priors in Driving Scenes

Feedforward 3D Gaussian Splatting (3DGS) often struggles in trajectory-based sparse-view driving scenes. Existing Gaussian repair methods mainly target optimization-based 3DGS, while diffusion-based repair is typically restricted to iterative refinement near observed viewpoints, leaving feedforward 3DGS repair underexplored. We propose ConFixGS, a plug-and-play method that learns to fix feedforward 3DGS with confidence-aware diffusion priors. Starting from a pretrained feedforward model, ConFixGS generates diffusion-enhanced local pseudo-targets and validates them through reprojection-based cross-checking against support views. The resulting dense confidence maps guide refinement, enhancing reliable details while suppressing hallucinated or inconsistent evidence. On Waymo, nuScenes, and KITTI, ConFixGS improves challenging novel view synthesis, with PSNR gains of up to 3.68 dB and FID reduced by nearly half. Our results highlight confidence-aware fusion of generative priors and support-view consistency as a key principle for robust feedforward 3D driving scene reconstruction.
Rui Song, Tianhui Cai, Markus Gross +5
Apr 23, 2026cs.CV

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

We propose WildSplatter, a feed-forward 3D Gaussian Splatting (3DGS) model for unconstrained images with unknown camera parameters and varying lighting conditions. 3DGS is an effective scene representation that enables high-quality, real-time rendering; however, it typically requires iterative optimization and multi-view images captured under consistent lighting with known camera parameters. WildSplatter is trained on unconstrained photo collections and jointly learns 3D Gaussians and appearance embeddings conditioned on input images. This design enables flexible modulation of Gaussian colors to represent significant variations in lighting and appearance. Our method reconstructs 3D Gaussians from sparse input views in under one second, while also enabling appearance control under diverse lighting conditions. Experimental results demonstrate that our approach outperforms existing pose-free 3DGS methods on challenging real-world datasets with varying illumination.
Yuki Fujimura, Takahiro Kushida, Kazuya Kitano +2
Apr 16, 2026cs.CV

GlobalSplat: Efficient Feed-Forward 3D Gaussian Splatting via Global Scene Tokens

The efficient spatial allocation of primitives serves as the foundation of 3D Gaussian Splatting, as it directly dictates the synergy between representation compactness, reconstruction speed, and rendering fidelity. Previous solutions, whether based on iterative optimization or feed-forward inference, suffer from significant trade-offs between these goals, mainly due to the reliance on local, heuristic-driven allocation strategies that lack global scene awareness. Specifically, current feed-forward methods are largely pixel-aligned or voxel-aligned. By unprojecting pixels into dense, view-aligned primitives, they bake redundancy into the 3D asset. As more input views are added, the representation size increases and global consistency becomes fragile. To this end, we introduce GlobalSplat, a framework built on the principle of align first, decode later. Our approach learns a compact, global, latent scene representation that encodes multi-view input and resolves cross-view correspondences before decoding any explicit 3D geometry. Crucially, this formulation enables compact, globally consistent reconstructions without relying on pretrained pixel-prediction backbones or reusing latent features from dense baselines. Utilizing a coarse-to-fine training curriculum that gradually increases decoded capacity, GlobalSplat natively prevents representation bloat. On RealEstate10K and ACID, our model achieves competitive novel-view synthesis performance while utilizing as few as 16K Gaussians, significantly less than required by dense pipelines, obtaining a light 4MB footprint. Further, GlobalSplat enables significantly faster inference than the baselines, operating under 78 milliseconds in a single forward pass. Project page is available at https://r-itk.github.io/globalsplat/
Roni Itkin, Noam Issachar, Yehonatan Keypur +3
Mar 22, 2026cs.CV

F4Splat: Feed-Forward Predictive Densification for Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting methods enable single-pass reconstruction and real-time rendering. However, they typically adopt rigid pixel-to-Gaussian or voxel-to-Gaussian pipelines that uniformly allocate Gaussians, leading to redundant Gaussians across views. Moreover, they lack an effective mechanism to control the total number of Gaussians while maintaining reconstruction fidelity. To address these limitations, we present F4Splat, which performs Feed-Forward predictive densification for Feed-Forward 3D Gaussian Splatting, introducing a densification-score-guided allocation strategy that adaptively distributes Gaussians according to spatial complexity and multi-view overlap. Our model predicts per-region densification scores to estimate the required Gaussian density and allows explicit control over the final Gaussian budget without retraining. This spatially adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, producing compact yet high-quality 3D representations. Extensive experiments demonstrate that our model achieves superior novel-view synthesis performance compared to prior uncalibrated feed-forward methods, while using significantly fewer Gaussians.
Injae Kim, Chaehyeon Kim, Minseong Bae +2
Mar 10, 2026cs.CV

ReCoSplat: Online Feed-Forward Gaussian Splatting via Render-and-Compare

Online novel view synthesis requires a model to reconstruct a scene causally from a stream of observations while keeping it renderable at every moment. We present ReCoSplat, an online feed-forward Gaussian Splatting model supporting both posed and unposed inputs, with or without camera intrinsics. While assembling local Gaussians with camera poses scales better than canonical-space prediction, stable training requires ground-truth poses, creating a distribution mismatch when predicted poses are used at inference. To address this, we introduce a Render-and-Compare (ReCo) module. ReCo renders the accumulated scene from the viewpoint of the incoming observation, comparing the render with the observation to produce a stable conditioning signal that helps bridge the mismatch. To support long sequences, we propose a hybrid KV-cache compression strategy combining early-layer truncation with chunk-level selective retention, reducing the KV cache size by over 90% for 100 or more frames. ReCoSplat achieves state-of-the-art performance among online methods while processing 256-view streams at an average input throughput of 45.1 FPS, with an end-of-stream throughput of 41.1 FPS on an RTX 6000 Ada GPU. Code and pretrained models are released at https://freemancheng.com/ReCoSplat .
Freeman Cheng, Botao Ye, Xueting Li +3
Sep 23, 2025cs.CV

VolSplat: Rethinking Feed-Forward 3D Gaussian Splatting with Voxel-Aligned Prediction

Feed-forward 3D Gaussian Splatting (3DGS) has emerged as a highly effective solution for novel view synthesis. Existing methods predominantly rely on a \emph{pixel-aligned} Gaussian prediction paradigm, where each 2D pixel is mapped to a 3D Gaussian. We rethink this widely adopted formulation and identify several inherent limitations: it renders the reconstructed 3D models heavily dependent on the number of input views, leads to view-biased density distributions, and introduces alignment errors, particularly when source views contain occlusions or low texture. To address these challenges, we introduce VolSplat, a new multi-view feed-forward paradigm that replaces pixel alignment with voxel-aligned Gaussians. By directly predicting Gaussians from a predicted 3D voxel grid, it overcomes pixel alignment's reliance on error-prone 2D feature matching, ensuring robust multi-view consistency. Furthermore, it enables adaptive control over density based on 3D scene complexity, yielding more faithful Gaussians, improved geometric consistency, and enhanced novel-view rendering quality. Experiments on widely used benchmarks demonstrate that VolSplat achieves state-of-the-art performance, while producing more plausible and view-consistent results. The video results, code and trained models are available on our project page: https://lhmd.top/volsplat.
Weijie Wang, Yeqing Chen, Zeyu Zhang +9