3D Gaussian Splatting

Recent momentum

emerging

0 papers in the last 28 days · 0.0% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

Weekly history

Recent digests

What was published in this field, kept on the site without email delivery.

Period ending 2026-09-21

22 new papers

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

Period ending 2026-09-14

28 new papers

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

Period ending 2026-09-07

15 new papers

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

Inside this field

Focused directions

704 papers

Latest in 3D Gaussian Splatting

Apr 22, 2026cs.CV

GSCompleter: A Distillation-Free Plugin for Metric-Aware 3D Gaussian Splatting Completion in Seconds

3D Gaussian Splatting (3DGS) has revolutionized high-fidelity neural rendering with its explicit representation and efficiency. However, reconstructing scenes from sparse viewpoints suffers from severe geometric voids and floaters due to limited coverage. Current scene completion methods typically rely on an iterative "Repair-then-Distill" paradigm, which is computationally intensive, prone to unstable optimization, and susceptible to overfitting. To address these limitations, we propose GSCompleter, a distillation-free plugin that shifts scene completion to a stable "Generate-then-Register" workflow. Specifically, GSCompleter synthesizes visually plausible 2D reference images and explicitly lifts them into 3D Gaussian primitives with a consistent metric scale via a robust Stereo-Anchor View Selection mechanism. These newly generated primitives are then seamlessly integrated into the global scene using a novel Ray-Constrained Registration strategy. By replacing unstable distillation with rapid geometric registration, GSCompleter exhibits superior 3DGS completion performance across three benchmarks, enhancing both quality and efficiency over various baselines and achieving new state-of-the-art (SOTA) results.
Ao Gao, Jingyu Gong, Xin Tan +3
Apr 21, 2026cs.CV

Gaussians on a Diet: High-Quality Memory-Bounded 3D Gaussian Splatting Training

3D Gaussian Splatting (3DGS) has revolutionized novel view synthesis with high-quality rendering through continuous aggregations of millions of 3D Gaussian primitives. However, it suffers from a substantial memory footprint, particularly during training due to uncontrolled densification, posing a critical bottleneck for deployment on memory-constrained edge devices. While existing methods prune redundant Gaussians post-training, they fail to address the peak memory spikes caused by the abrupt growth of Gaussians early in the training process. To solve the training memory consumption problem, we propose a systematic memory-bounded training framework that dynamically optimizes Gaussians through iterative growth and pruning. In other words, the proposed framework alternates between incremental pruning of low-impact Gaussians and strategic growing of new primitives with an adaptive Gaussian compensation, maintaining a near-constant low memory usage while progressively refining rendering fidelity. We comprehensively evaluate the proposed training framework on various real-world datasets under strict memory constraints, showing significant improvements over existing state-of-the-art methods. Particularly, our proposed method practically enables memory-efficient 3DGS training on NVIDIA Jetson AGX Xavier, achieving similar visual quality with up to 80% lower peak training memory consumption than the original 3DGS.
Yangming Zhang, Jian Xu, Chaojian Li +7
Apr 21, 2026cs.CV

FluSplat: Sparse-View 3D Editing without Test-Time Optimization

Recent advances in text-guided image editing and 3D Gaussian Splatting (3DGS) have enabled high-quality 3D scene manipulation. However, existing pipelines rely on iterative edit-and-fit optimization at test time, alternating between 2D diffusion editing and 3D reconstruction. This process is computationally expensive, scene-specific, and prone to cross-view inconsistencies. We propose a feed-forward framework for cross-view consistent 3D scene editing from sparse views. Instead of enforcing consistency through iterative 3D refinement, we introduce a cross-view regularization scheme in the image domain during training. By jointly supervising multi-view edits with geometric alignment constraints, our model produces view-consistent results without per-scene optimization at inference. The edited views are then lifted into 3D via a feedforward 3DGS model, yielding a coherent 3DGS representation in a single forward pass. Experiments demonstrate competitive editing fidelity and substantially improved cross-view consistency compared to optimization-based methods, while reducing inference time by orders of magnitude.
Haitao Huang, Shin-Fang Chng, Huangying Zhan +2
Apr 21, 2026math.PR

Phase Transitions in the Fluctuations of Functionals of Random Neural Networks

We establish central and non-central limit theorems for sequences of functionals of the Gaussian output of an infinitely-wide random neural network on the d-dimensional sphere . We show that the asymptotic behaviour of these functionals as the depth of the network increases depends crucially on the fixed points of the covariance function, resulting in three distinct limiting regimes: convergence to the same functional of a limiting Gaussian field, convergence to a Gaussian distribution, convergence to a distribution in the Qth Wiener chaos. Our proofs exploit tools that are now classical (Hermite expansions, Diagram Formula, Stein-Malliavin techniques), but also ideas which have never been used in similar contexts: in particular, the asymptotic behaviour is determined by the fixed-point structure of the iterative operator associated with the covariance, whose nature and stability governs the different limiting regimes.
Simmaco Di Lillo, Leonardo Maini, Domenico Marinucci
Apr 21, 2026cs.CV

TransSplat: Unbalanced Semantic Transport for Language-Driven 3DGS Editing

Language-driven 3D Gaussian Splatting (3DGS) editing provides a more convenient approach for modifying complex scenes in VR/AR. Standard pipelines typically adopt a two-stage strategy: first editing multiple 2D views, and then optimizing the 3D representation to match these edited observations. Existing methods mainly improve view consistency through multi-view feature fusion, attention filtering, or iterative recalibration. However, they fail to explicitly address a more fundamental issue: the semantic correspondence between edited 2D evidence and 3D Gaussians. To tackle this problem, we propose TransSplat, which formulates language-driven 3DGS editing as a multi-view unbalanced semantic transport problem. Specifically, our method establishes correspondences between visible Gaussians and view-specific editing prototypes, thereby explicitly characterizing the semantic relationship between edited 2D evidence and 3D Gaussians. It further recovers a cross-view shared canonical 3D edit field to guide unified 3D appearance updates. In addition, we use transport residuals to suppress erroneous edits in non-target regions, mitigating edit leakage and improving local control precision. Qualitative and quantitative results show that, compared with existing 3D editing methods centered on enhancing view consistency, TransSplat achieves superior performance in local editing accuracy and structural consistency.
Yanhui Chen, Jiahong Li, Jingchao Wang +3
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.GR

SketchFaceGS: Real-Time Sketch-Driven Face Editing and Generation with Gaussian Splatting

3D Gaussian representations have emerged as a powerful paradigm for digital head modeling, achieving photorealistic quality with real-time rendering. However, intuitive and interactive creation or editing of 3D Gaussian head models remains challenging. Although 2D sketches provide an ideal interaction modality for fast, intuitive conceptual design, they are sparse, depth-ambiguous, and lack high-frequency appearance cues, making it difficult to infer dense, geometrically consistent 3D Gaussian structures from strokes - especially under real-time constraints. To address these challenges, we propose SketchFaceGS, the first sketch-driven framework for real-time generation and editing of photorealistic 3D Gaussian head models from 2D sketches. Our method uses a feed-forward, coarse-to-fine architecture. A Transformer-based UV feature-prediction module first reconstructs a coarse but geometrically consistent UV feature map from the input sketch, and then a 3D UV feature enhancement module refines it with high-frequency, photorealistic detail to produce a high-fidelity 3D head. For editing, we introduce a UV Mask Fusion technique combined with a layer-by-layer feature-fusion strategy, enabling precise, real-time, free-viewpoint modifications. Extensive experiments show that SketchFaceGS outperforms existing methods in both generation fidelity and editing flexibility, producing high-quality, editable 3D heads from sketches in a single forward pass.
Bo Li, Jiahao Kang, Yubo Ma +4
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 20, 2026cs.CV

A Comparative Evaluation of Geometric Accuracy in NeRF and Gaussian Splatting

Recent advances in neural rendering have introduced numerous 3D scene representations. Although standard computer vision metrics evaluate the visual quality of generated images, they often overlook the fidelity of surface geometry. This limitation is particularly critical in robotics, where accurate geometry is essential for tasks such as grasping and object manipulation. In this paper, we present an evaluation pipeline for neural rendering methods that focuses on geometric accuracy, along with a benchmark comprising 19 diverse scenes. Our approach enables a systematic assessment of reconstruction methods in terms of surface and shape fidelity, complementing traditional visual metrics.
Mikolaj Zielinski, Eryk Vykysaly, Bartlomiej Biesiada +3
Apr 20, 2026cs.CV

GS-STVSR: Ultra-Efficient Continuous Spatio-Temporal Video Super-Resolution via 2D Gaussian Splatting

Continuous Spatio-Temporal Video Super-Resolution (C-STVSR) aims to simultaneously enhance the spatial resolution and frame rate of videos by arbitrary scale factors, offering greater flexibility than fixed-scale methods that are constrained by predefined upsampling ratios. In recent years, methods based on Implicit Neural Representations (INR) have made significant progress in C-STVSR by learning continuous mappings from spatio-temporal coordinates to pixel values. However, these methods fundamentally rely on dense pixel-wise grid queries, causing computational cost to scale linearly with the number of interpolated frames and severely limiting inference efficiency. We propose GS-STVSR, an ultra-efficient C-STVSR framework based on 2D Gaussian Splatting (2D-GS) that drives the spatiotemporal evolution of Gaussian kernels through continuous motion modeling, bypassing dense grid queries entirely. We exploit the strong temporal stability of covariance parameters for lightweight intermediate fitting, design an optical flow-guided motion module to derive Gaussian position and color at arbitrary time steps, introduce a Covariance resampling alignment module to prevent covariance drift, and propose an adaptive offset window for large-scale motion. Extensive experiments on Vid4, GoPro, and Adobe240 show that GS-STVSR achieves state-of-the-art quality across all benchmarks. Moreover, its inference time remains nearly constant at conventional temporal scales (X2--X8) and delivers over X3 speedup at extreme scales X32, demonstrating strong practical applicability.
Mingyu Shi, Xin Di, Long Peng +8
Apr 20, 2026cs.CV

E3VS-Bench: A Benchmark for Viewpoint-Dependent Active Perception in 3D Gaussian Splatting Scenes

Visual search in 3D environments requires embodied agents to actively explore their surroundings and acquire task-relevant evidence. However, existing visual search and embodied AI benchmarks, including EQA, typically rely on static observations or constrained egocentric motion, and thus do not explicitly evaluate fine-grained viewpoint-dependent phenomena that arise under unrestricted 5-DoF viewpoint control in real-world 3D environments, such as visibility changes caused by vertical viewpoint shifts, revealing contents inside containers, and disambiguating object attributes that are only observable from specific angles. To address this limitation, we introduce {E3VS-Bench}, a benchmark for embodied 3D visual search where agents must control their viewpoints in 5-DoF to gather viewpoint-dependent evidence for question answering. E3VS-Bench consists of 99 high-fidelity 3D scenes reconstructed using 3D Gaussian Splatting and 2,014 question-driven episodes. 3D Gaussian Splatting enables photorealistic free-viewpoint rendering that preserves fine-grained visual details (e.g., small text and subtle attributes) often degraded in mesh-based simulators, thereby allowing the construction of questions that cannot be answered from a single view and instead require active inspection across viewpoints in 5-DoF. We evaluate multiple state-of-the-art VLMs and compare their performance with humans. Despite strong 2D reasoning ability, all models exhibit a substantial gap from humans, highlighting limitations in active perception and coherent viewpoint planning specifically under full 5-DoF viewpoint changes.
Koya Sakamoto, Taiki Miyanishi, Daichi Azuma +6
Apr 20, 2026cs.CV

Voronoi-guided Bilateral 2D Gaussian Splatting for Arbitrary-Scale Hyperspectral Image Super-Resolution

Most existing hyperspectral image super-resolution methods require modifications for different scales, limiting their flexibility in arbitrary-scale reconstruction. 2D Gaussian splatting provides a continuous representation that is compatible with arbitrary-scale super-resolution. Existing methods often rely on rasterization strategies, which may limit flexible spatial modeling. Extending them to hyperspectral image super-resolution remains challenging, as the task requires adaptive spatial reconstruction while preserving spectral fidelity. This paper proposes GaussianHSI, a Gaussian-Splatting-based framework for arbitrary-scale hyperspectral image super-resolution. We develop a Voronoi-Guided Bilateral 2D Gaussian Splatting for spatial reconstruction. After predicting a set of Gaussian functions to represent the input, it associates each target pixel with relevant Gaussian functions through Voronoi-guided selection. The target pixel is then reconstructed by aggregating the selected Gaussian functions with reference-aware bilateral weighting, which considers both geometric relevance and consistency with low-resolution features. We further introduce a Spectral Detail Enhancement module to improve spectral reconstruction. Extensive experiments on benchmark datasets demonstrate the effectiveness of GaussianHSI over state-of-the-art methods for arbitrary-scale hyperspectral image super-resolution.
Jie Zhang, Jinkun You, Shi Chen +1
Apr 18, 2026cs.CV

Instant Colorization of Gaussian Splats

Gaussian Splatting has recently become one of the most popular frameworks for photorealistic 3D scene reconstruction and rendering. While current rasterizers allow for efficient mappings of 3D Gaussian splats onto 2D camera views, this work focuses on mapping 2D image information (e.g. color, neural features or segmentation masks) efficiently back onto an existing scene of Gaussian splats. This 'opposite' direction enables applications ranging from scene relighting and stylization to 3D semantic segmentation, but also introduces challenges, such as view-dependent colorization and occlusion handling. Our approach tackles these challenges using the normal equation to solve a visibility-weighted least squares problem for every Gaussian and can be implemented efficiently with existing differentiable rasterizers. We demonstrate the effectiveness of our approach on scene relighting, feature enrichment and 3D semantic segmentation tasks, achieving up to an order of magnitude speedup compared to gradient descent-based baselines.
Daniel Lieber, Alexander Mock, Nils Wandel
Apr 18, 2026cs.LG

L1 Regularization Paths in Linear Models by Parametric Gaussian Message Passing

The paper considers the computation of L1 regularization paths in a state space setting, which includes L1 regularized Kalman smoothing, linear SVM, LASSO, and more. The paper proposes two new algorithms, which are duals of each other; the first algorithm applies to L1 regularization of independent variables while the second applies to L1 regularization of dependent variables. The heart of the proposed algorithms is parametric Gaussian message passing (i.e., Kalman-type forward-backward recursions) in the pertinent factor graphs. The proposed methods are broadly applicable, they (usually) require only matrix multiplications, and their complexity can be competitive with prior methods in some cases.
Yun-Peng Li, Hans-Andrea Loeliger
Apr 18, 2026cs.CV

LAGS: Low-Altitude Gaussian Splatting with Groupwise Heterogeneous Graph Learning

Low-altitude Gaussian splatting (LAGS) facilitates 3D scene reconstruction by aggregating aerial images from distributed drones. However, as LAGS prioritizes maximizing reconstruction quality over communication throughput, existing low-altitude resource allocation schemes become inefficient. This inefficiency stems from their failure to account for image diversity introduced by varying viewpoints. To fill this gap, we propose a groupwise heterogeneous graph neural network (GW-HGNN) for LAGS resource allocation. GW-HGNN explicitly models the non-uniform contribution of different image groups to the reconstruction process, thus automatically balancing data fidelity and transmission cost. The key insight of GW-HGNN is to transform LAGS losses and communication constraints into graph learning costs for dual-level message passing. Experiments on real-world LAGS datasets demonstrate that GW-HGNN significantly outperforms state-of-the-art benchmarks across key rendering metrics, including PSNR, SSIM, and LPIPS. Furthermore, GW-HGNN reduces computational latency by approximately 100x compared to the widely-used MOSEK solver, achieving millisecond-level inference suitable for real-time deployment.
Yikun Wang, Yujie Wan, Wei Zuo +4
Apr 17, 2026cs.CV

Incoherent Deformation, Not Capacity: Diagnosing and Mitigating Overfitting in Dynamic Gaussian Splatting

Dynamic 3D Gaussian Splatting methods achieve strong training-view PSNR on monocular video but generalize poorly: on the D-NeRF benchmark we measure an average train-test PSNR gap of 6.18 dB, rising to 11 dB on individual scenes. We report two findings that together account for most of that gap. Finding 1 (the role of splitting). A systematic ablation of the Adaptive Density Control pipeline (split, clone, prune, frequency, threshold, schedule) shows that splitting is responsible for over 80% of the gap: disabling split collapses the cloud from 44K to 3K Gaussians and the gap from 6.18 dB to 1.15 dB. Across all threshold-varying ablations, gap is log-linear in count (r = 0.995, bootstrap 95% CI [0.99, 1.00]), which suggests a capacity-based explanation. Finding 2 (the role of deformation coherence). We show that the capacity explanation is incomplete. A local-smoothness penalty on the per-Gaussian deformation field -- Elastic Energy Regularization (EER) -- reduces the gap by 40.8% while growing the cloud by 85%. Measuring per-Gaussian strain directly on trained checkpoints, EER reduces mean strain by 99.72% (median 99.80%) across all 8 scenes; on 8/8 scenes the median Gaussian under EER is less strained than the 1st-percentile (best-behaved) Gaussian under baseline. Alongside EER, we evaluate two further regularizers: GAD, a loss-rate-aware densification threshold, and PTDrop, a jitter-weighted Gaussian dropout. GAD+EER reduces the gap by 48%; adding PTDrop and a soft growth cap reaches 57%. We confirm that coherence generalizes to (a) a different deformation architecture (Deformable-3DGS, +40.6% gap reduction at re-tuned lambda), and (b) real monocular video (4 HyperNeRF scenes, reducing the mean PSNR gap by 14.9% at the same lambda as D-NeRF, with near-zero quality cost). The overfitting in dynamic 3DGS is driven by incoherent deformation, not parameter count.
Ahmad Droby
Apr 17, 2026eess.SP

Planar Gaussian Splatting with Bilinear Spatial Transformer for Wireless Radiance Field Reconstruction

Wireless radiance field (WRF) reconstruction aims to learn a continuous, queryable representation of radio frequency characteristics over 3D space and direction, from which specific quantities, such as the spatial power spectrum (SPS) at a receiver given a transmitter position, can be predicted. While Gaussian splatting (GS)-based method has surpassed Neural Radiance Fields (NeRF)-based method for this task, existing adaptations largely transplant vision pipelines, limiting physical interpretability and accuracy. We introduce BiSplat-WRF, a planar GS framework that retains the expressiveness of 3D GS while removing unnecessary projections and incorporating global EM coupling and mutual scattering among primitives. Each primitive is a 2D planar Gaussian with 3D coordinates, rendered directly on the angular domain of the SPS. A bilinear spatial transformer (BST) aggregates inter-primitive relations on an angular grid and, via attention, captures long-range electromagnetic dependencies, thereby enforcing globally aware EM interactions that reflect the complex physics of the wireless environment. On spatial spectrum synthesis task, BiSplat-WRF surpasses NeRF-based and prior GS-based baselines with respect to the Structural Similarity Index (SSIM); comprehensive ablation studies validate the contribution of BST. We also provide a larger BiSplat-WRF+ variant that further increases SSIM at a higher computation cost, serving as a strong reference for future studies.
Jinghan Zhang, Xitao Gong, Qi Wang +2
Apr 17, 2026cs.CV

Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction

Recent years have witnessed the rapid emergence of 3D Gaussian splatting (3DGS) as a powerful approach for 3D reconstruction and novel view synthesis. Its explicit representation with Gaussian primitives enables fast training, real-time rendering, and convenient post-processing such as editing and surface reconstruction. However, 3DGS suffers from a critical drawback: the number of primitives grows drastically for scenes with high-frequency appearance details, since each primitive can represent only a single color, requiring multiple primitives for every sharp color transition. To overcome this limitation, we propose neural Gabor splatting, which augments each Gaussian primitive with a lightweight multi-layer perceptron that models a wide range of color variations within a single primitive. To further control primitive numbers, we introduce a frequency-aware densification strategy that selects mismatch primitives for pruning and cloning based on frequency energy. Our method achieves accurate reconstruction of challenging high-frequency surfaces. We demonstrate its effectiveness through extensive experiments on both standard benchmarks, such as Mip-NeRF360 and High-Frequency datasets (e.g., checkered patterns), supported by comprehensive ablation studies.
Haato Watanabe, Nobuyuki Umetani
Apr 17, 2026cs.CV

CLOTH-HUGS: Cloth Aware Human Gaussian Splatting

We present Cloth-HUGS, a Gaussian Splatting based neural rendering framework for photorealistic clothed human reconstruction that explicitly disentangles body and clothing. Unlike prior methods that absorb clothing into a single body representation and struggle with loose garments and complex deformations, Cloth-HUGS represents the performer using separate Gaussian layers for body and cloth within a shared canonical space. The canonical volume jointly encodes body, cloth, and scene primitives and is deformed through SMPL-driven articulation with learned linear blend skinning weights. To improve cloth realism, we initialize cloth Gaussians from mesh topology and apply physics-inspired constraints, including simulation-consistency, ARAP regularization, and mask supervision. We further introduce a depth-aware multi-pass rendering strategy for robust body-cloth-scene compositing, enabling real-time rendering at over 60 FPS. Experiments on multiple benchmarks show that Cloth-HUGS improves perceptual quality and geometric fidelity over state-of-the-art baselines, reducing LPIPS by up to 28% while producing temporally coherent cloth dynamics.
Sadia Mubashshira, Nazanin Amini, Kevin Desai
Apr 17, 2026cs.CV

Splats in Splats++: Robust and Generalizable 3D Gaussian Splatting Steganography

3D Gaussian Splatting (3DGS) has recently redefined the paradigm of 3D reconstruction, striking an unprecedented balance between visual fidelity and computational efficiency. As its adoption proliferates, safeguarding the copyright of explicit 3DGS assets has become paramount. However, existing invisible message embedding frameworks struggle to reconcile secure and high-capacity data embedding with intrinsic asset utility, often disrupting the native rendering pipeline or exhibiting vulnerability to structural perturbations. In this work, we present \textbf{\textit{Splats in Splats++}}, a unified and pipeline-agnostic steganography framework that seamlessly embeds high-capacity 3D/4D content directly within the native 3DGS representation. Grounded in a principled analysis of the frequency distribution of Spherical Harmonics (SH), we propose an importance-graded SH coefficient encryption scheme that achieves imperceptible embedding without compromising the original expressive power. To fundamentally resolve the geometric ambiguities that lead to message leakage, we introduce a \textbf{Hash-Grid Guided Opacity Mapping} mechanism. Coupled with a novel \textbf{Gradient-Gated Opacity Consistency Loss}, our formulation enforces a stringent spatial-attribute coupling between the original and hidden scenes, effectively projecting the discrete attribute mapping into a continuous, attack-resilient latent manifold. Extensive experiments demonstrate that our method substantially outperforms existing approaches, achieving up to \textbf{6.28 db} higher message fidelity, \textbf{3×\times} faster rendering, and exceptional robustness against aggressive 3D-targeted structural attacks (e.g., GSPure). Furthermore, our framework exhibits remarkable versatility, generalizing seamlessly to 2D image embedding, 4D dynamic scene steganography, and diverse downstream tasks.
Yijia Guo, Wenkai Huang, Tong Hu +9
Apr 17, 2026cs.RO

GaussianFlow SLAM: Monocular Gaussian Splatting SLAM Guided by GaussianFlow

Gaussian splatting has recently gained traction as a compelling map representation for SLAM systems, enabling dense and photo-realistic scene modeling. However, its application to monocular SLAM remains challenging due to the lack of reliable geometric cues from monocular input. Without geometric supervision, mapping or tracking could fall in local-minima, resulting in structural degeneracies and inaccuracies. To address this challenge, we propose GaussianFlow SLAM, a monocular 3DGS-SLAM that leverages optical flow as a geometry-aware cue to guide the optimization of both the scene structure and camera poses. By encouraging the projected motion of Gaussians, termed GaussianFlow, to align with the optical flow, our method introduces consistent structural cues to regularize both map reconstruction and pose estimation. Furthermore, we introduce normalized error-based densification and pruning modules to refine inactive and unstable Gaussians, thereby contributing to improved map quality and pose accuracy. Experiments conducted on public datasets demonstrate that our method achieves superior rendering quality and tracking accuracy compared with state-of-the-art algorithms. The source code is available at: https://github.com/url-kaist/gaussianflow-slam.
Dong-Uk Seo, Jinwoo Jeon, Eungchang Mason Lee +1
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
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
Apr 16, 2026cs.CV

Hybrid Latents: Geometry-Appearance-Aware Surfel Splatting

We introduce a hybrid Gaussian-hash-grid radiance representation for reconstructing 2D Gaussian scene models from multi-view images. Similar to NeST splatting, our approach reduces the entanglement between geometry and appearance common in NeRF-based models, but adds per-Gaussian latent features alongside hash-grid features to bias the optimizer toward a separation of low- and high-frequency scene components. This explicit frequency-based decomposition reduces the tendency of high-frequency texture to compensate for geometric errors. Encouraging Gaussians with hard opacity falloffs further strengthens the separation between geometry and appearance, improving both geometry reconstruction and rendering efficiency. Finally, probabilistic pruning combined with a sparsity-inducing BCE opacity loss allows redundant Gaussians to be turned off, yielding a minimal set of Gaussians sufficient to represent the scene. Using both synthetic and real-world datasets, we compare against the state of the art in Gaussian-based novel-view synthesis and demonstrate superior reconstruction fidelity with an order of magnitude fewer primitives.
Neel Kelkar, Simon Niedermayr, Klaus Engel +1
Apr 16, 2026cs.CV

One-shot Compositional 3D Head Avatars with Deformable Hair

We propose a compositional method for constructing a complete 3D head avatar from a single image. Prior one-shot holistic approaches frequently fail to produce realistic hair dynamics during animation, largely due to inadequate decoupling of hair from the facial region, resulting in entangled geometry and unnatural deformations. Our method explicitly decouples hair from the face, modeling these components using distinct deformation paradigms while integrating them into a unified rendering pipeline. Furthermore, by leveraging image-to-3D lifting techniques, we preserve fine-grained textures from the input image to the greatest extent possible, effectively mitigating the common issue of high-frequency information loss in generalized models. Specifically, given a frontal portrait image, we first perform hair removal to obtain a bald image. Both the original image and the bald image are then lifted to dense, detail-rich 3D Gaussian Splatting (3DGS) representations. For the bald 3DGS, we rig it to a FLAME mesh via non-rigid registration with a prior model, enabling natural deformation that follows the mesh triangles during animation. For the hair component, we employ semantic label supervision combined with a boundary-aware reassignment strategy to extract a clean and isolated set of hair Gaussians. To control hair deformation, we introduce a cage structure that supports Position-Based Dynamics (PBD) simulation, allowing realistic and physically plausible transformations of the hair Gaussian primitives under head motion, gravity, and inertial effects. Striking qualitative results, including dynamic animations under diverse head motions, gravity effects, and expressions, showcase substantially more realistic hair behavior alongside faithfully preserved facial details, outperforming state-of-the-art one-shot methods in perceptual realism.
Yuan Sun, Xuan Wang, WeiLi Zhang +3
Apr 16, 2026cs.CV

NG-GS: NeRF-Guided 3D Gaussian Splatting Segmentation

Recent advances in 3D Gaussian Splatting (3DGS) have enabled highly efficient and photorealistic novel view synthesis. However, segmenting objects accurately in 3DGS remains challenging due to the discrete nature of Gaussian representations, which often leads to aliasing and artifacts at object boundaries. In this paper, we introduce NG-GS, a novel framework for high-quality object segmentation in 3DGS that explicitly addresses boundary discretization. Our approach begins by automatically identifying ambiguous Gaussians at object boundaries using mask variance analysis. We then apply radial basis function (RBF) interpolation to construct a spatially continuous feature field, enhanced by multi-resolution hash encoding for efficient multi-scale representation. A joint optimization strategy aligns 3DGS with a lightweight NeRF module through alignment and spatial continuity losses, ensuring smooth and consistent segmentation boundaries. Extensive experiments on NVOS, LERF-OVS, and ScanNet benchmarks demonstrate that our method achieves state-of-the-art performance, with significant gains in boundary mIoU. Code is available at https://github.com/BJTU-KD3D/NG-GS.
Yi He, Tao Wang, Yi Jin +3
Apr 9, 2026cs.CV

GaussiAnimate: Rig Animatable Categories with Level of Dynamics

We propose Skelebones, a Scaffold-Skin Rigging System built on three steps: (1) Bones compress temporally consistent Gaussian or mesh sequences into free-form bones with smooth skinning weights, approximating non-rigid deformations via linear blend skinning (LBS); (2) Skeleton extracts the Mean Curvature Skeleton (MCS) from the canonical shape and temporally refines its topology and kinematics into a compact skeletal structure; and (3) Binding connects the skeleton and bones through non-parametric Partwise Motion Matching (PartMM), which synthesizes novel bone motions by matching, retrieving, and blending existing ones. Together, these steps compress the dynamics of 4D shapes into compact skelebones that are simultaneously controllable and expressive. The resulting representation is category-agnostic, meaning template-free; motion-adaptive, with dynamic topology; and topology-correct, with a skeleton consistent with the surface geometry. PartMM requires no learning. We validate our method on both synthetic and real-world datasets, achieving substantial reanimation improvements on unseen poses: a 17.3 dB PSNR gain over LBS on DNA-Rendering and a 45.6 dB gain over Bag-of-Bones on ActorsHQ, while preserving high rendering fidelity for characters with complex non-rigid dynamics. PartMM generalizes robustly to both Gaussian and mesh representations, excelling in low-data regimes of approximately 1,000 frames, with a 48.4 RMSE improvement over LBS and improvements of more than 20 over GRU- and MLP-based methods. Code will be publicly released at https://cookmaker.cn/gaussianimate/.
Jiaxin Wang, Dongxin Lyu, Zeyu Cai +4
Apr 3, 2026cs.CV

GP-4DGS: Probabilistic 4D Gaussian Splatting from Monocular Video via Variational Gaussian Processes

We present GP-4DGS, a novel framework that integrates Gaussian Processes (GPs) into 4D Gaussian Splatting (4DGS) for principled probabilistic modeling of dynamic scenes. While existing 4DGS methods focus on deterministic reconstruction, they are inherently limited in capturing motion ambiguity and lack mechanisms to assess prediction reliability. By leveraging the kernel-based probabilistic nature of GPs, our approach introduces three key capabilities: (i) uncertainty quantification for motion predictions, (ii) motion estimation for unobserved or sparsely sampled regions, and (iii) temporal extrapolation beyond observed training frames. To scale GPs to the large number of Gaussian primitives in 4DGS, we design spatio-temporal kernels that capture the correlation structure of deformation fields and adopt variational Gaussian Processes with inducing points for tractable inference. Our experiments show that GP-4DGS enhances reconstruction quality while providing reliable uncertainty estimates that effectively identify regions of high motion ambiguity. By addressing these challenges, our work takes a meaningful step toward bridging probabilistic modeling and neural graphics.
Mijeong Kim, Jungtaek Kim, Bohyung Han
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 23, 2026cs.CV

Drop-In Perceptual Optimization for 3D Gaussian Splatting

Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings. To address this, we systematically explore perceptual optimization strategies for 3DGS by searching over a diverse set of distortion losses. We conduct the first-of-its-kind large-scale human subjective study on 3DGS, involving 39,320 pairwise ratings across several datasets and 3DGS frameworks. A regularized version of Wasserstein Distortion, which we call WD-R, emerges as the clear winner, excelling at recovering fine textures without incurring a higher splat count. WD-R is preferred by raters more than 2.3×2.3\times over the original 3DGS loss, and 1.5×1.5\times over the current best method Perceptual-GS. WD-R also consistently achieves state-of-the-art LPIPS, DISTS, and FID scores across various datasets, and generalizes across recent frameworks, such as Mip-Splatting and Scaffold-GS, where replacing the original loss with WD-R consistently enhances perceptual quality within a similar resource budget (number of splats for Mip-Splatting, model size for Scaffold-GS), and leads to reconstructions being preferred by human raters 1.8×1.8\times and 3.6×3.6\times, respectively. We also find that this carries over to the task of 3DGS scene compression, with ≈50%\approx 50\% bitrate savings for comparable perceptual metric performance.
Ezgi Ozyilkan, Zhiqi Chen, Oren Rippel +2
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 18, 2026cs.CV

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

We present AHOY, a method for reconstructing complete, animatable 3D Gaussian avatars from in-the-wild monocular video despite heavy occlusion. Existing methods assume unoccluded input-a fully visible subject, often in a canonical pose-excluding the vast majority of real-world footage where people are routinely occluded by furniture, objects, or other people. Reconstructing from such footage poses fundamental challenges: large body regions may never be observed, and multi-view supervision per pose is unavailable. We address these challenges with four contributions: (i) a hallucination-as-supervision pipeline that uses identity-finetuned diffusion models to generate dense supervision for previously unobserved body regions; (ii) a two-stage canonical-to-pose-dependent architecture that bootstraps from sparse observations to full pose-dependent Gaussian maps; (iii) a map-pose/LBS-pose decoupling that absorbs multi-view inconsistencies from the generated data; (iv) a head/body split supervision strategy that preserves facial identity. We evaluate on YouTube videos and on multi-view capture data with significant occlusion and demonstrate state-of-the-art reconstruction quality. We also demonstrate that the resulting avatars are robust enough to be animated with novel poses and composited into 3DGS scenes captured using cell-phone video. Our project page is available at https://miraymen.github.io/ahoy/
Aymen Mir, Riza Alp Guler, Xiangjun Tang +2
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
Mar 17, 2026cs.LG

High-Dimensional Gaussian Mean Estimation under Realizable Contamination

We study mean estimation for a Gaussian distribution with identity covariance in Rd\mathbb{R}^d under a missing data scheme termed realizable εε-contamination model. In this model an adversary can choose a function r(x)r(x) between 0 and εε and each sample xx goes missing with probability r(x)r(x). Recent work Ma et al., 2024 proposed this model as an intermediate-strength setting between Missing Completely At Random (MCAR) -- where missingness is independent of the data -- and Missing Not At Random (MNAR) -- where missingness may depend arbitrarily on the sample values and can lead to non-identifiability issues. That work established information-theoretic upper and lower bounds for mean estimation in the realizable contamination model. Their proposed estimators incur runtime exponential in the dimension, leaving open the possibility of computationally efficient algorithms in high dimensions. In this work, we establish an information-computation gap in the Statistical Query model (and, as a corollary, for Low-Degree Polynomials and PTF tests), showing that algorithms must either use substantially more samples than information-theoretically necessary or incur exponential runtime. We complement our SQ lower bound with an algorithm whose sample-time tradeoff nearly matches our lower bound. Together, these results qualitatively characterize the complexity of Gaussian mean estimation under εε-realizable contamination.
Ilias Diakonikolas, Daniel M. Kane, Thanasis Pittas
Mar 17, 2026cs.LG

Optimal uncertainty bounds for multivariate kernel regression under bounded noise: A Gaussian process-based dual function

Non-conservative uncertainty bounds are essential for making reliable predictions about latent functions from noisy data, and thus, a key enabler for safe learning-based control. In this domain, kernel methods such as Gaussian process regression are established techniques, thanks to their inherent uncertainty quantification mechanism. Still, existing bounds either pose strong assumptions on the underlying noise distribution, are conservative, do not directly apply in the multi-output case, or are difficult to integrate into downstream tasks. This paper addresses these limitations by presenting a tight, deterministic bound for multi-output functions in Reproducing Kernel Hilbert Spaces (RKHSs) subject to bounded noise. It is obtained through an unconstrained, duality-based formulation, which shares the same structure as classic Gaussian process confidence bounds, and can thus be straightforwardly integrated into downstream optimization pipelines. We show that the proposed bound generalizes existing results and illustrate its application using an example inspired by quadrotor dynamics learning.
Amon Lahr, Anna Scampicchio, Johannes Köhler +1
Mar 17, 2026cs.CV

NanoGS: Training-Free Gaussian Splat Simplification

3D Gaussian Splat (3DGS) enables high-fidelity, real-time novel view synthesis by representing scenes with large sets of anisotropic primitives, but often requires millions of Splats, incurring significant storage and transmission costs. Most existing compression methods rely on GPU-intensive post-training optimization with calibrated images, limiting practical deployment. We introduce \textbf{NanoGS}, a training-free and lightweight framework for Gaussian Splat simplification. Instead of relying on image-based rendering supervision, NanoGS formulates simplification as local pairwise merging over a sparse spatial graph. The method approximates a pair of Gaussians with a single primitive using mass preserved moment matching and evaluates merge quality through a principled merge cost between the original mixture and its approximation. By restricting merge candidates to local neighborhoods and selecting compatible pairs efficiently, NanoGS produces compact Gaussian representations while preserving scene structure and appearance. NanoGS operates directly on existing Gaussian Splat models, runs efficiently on CPU, and preserves the standard 3DGS parameterization, enabling seamless integration with existing rendering pipelines. Experiments demonstrate that NanoGS substantially reduces primitive count while maintaining high rendering fidelity, providing an efficient and practical solution for Gaussian Splat simplification. Our project website is available at \href{https://saliteta.github.io/NanoGS/}{https://saliteta.github.io/NanoGS/}.
Butian Xiong, Rong Liu, Tiantian Zhou +3
Mar 16, 2026cs.CV

GeoNVS: Geometry Grounded Video Diffusion for Novel View Synthesis

Novel view synthesis requires strong 3D geometric consistency and the ability to generate visually coherent images across diverse viewpoints. While recent camera-controlled video diffusion models show promising results, they often suffer from geometric distortions and limited camera controllability. To overcome these challenges, we introduce GeoNVS, a geometry-grounded novel-view synthesizer that enhances both geometric fidelity and camera controllability through explicit 3D geometric guidance. Our key innovation is the Gaussian Splat Feature Adapter (GS-Adapter), which lifts input-view diffusion features into 3D Gaussian representations, renders geometry-constrained novel-view features, and adaptively fuses them with diffusion features to correct geometrically inconsistent representations. Unlike prior methods that inject geometry at the input level, GS-Adapter operates in feature space, avoiding view-dependent color noise that degrades structural consistency. Its plug-and-play design enables zero-shot compatibility with diverse feed-forward geometry models without additional training, and can be adapted to other video diffusion backbones. Experiments across 9 scenes and 18 settings demonstrate state-of-the-art performance, achieving 11.3% and 14.9% improvements over SEVA and CameraCtrl, with up to 2x reduction in translation error and 7x in Chamfer Distance.
Minjun Kang, Inkyu Shin, Taeyeop Lee +3
Mar 16, 2026cs.CV

KGS-GCN: Kinematics-Driven Gaussian Splatting and Probabilistic Topology for Skeleton-Based Action Recognition

Skeleton-based action recognition is widely applied in sensor-based systems, including human-computer interaction and intelligent surveillance. However, typical sensors produce sparse and discrete joint coordinates, often leading to the loss of fine-grained spatiotemporal information during dynamic movements. Furthermore, predefined physical topologies restrict modeling potential long-range dependencies. To address these challenges, we propose KGS-GCN, which integrates kinematics-driven Gaussian splatting and probabilistic topology within a graph convolutional network. A Gaussian splatting module constructs anisotropic covariance matrices by extracting instantaneous joint velocity vectors, rendering sparse skeleton sequences into multi-view continuous heatmaps rich in spatiotemporal semantics. Additionally, a probabilistic topology construction strategy transcends physical connectivity limitations by utilizing the Bhattacharyya distance to quantify statistical correlations between joint Gaussian distributions, generating an adaptive prior adjacency matrix. Finally, the lightweight multi-view rendering branch and topological GCN backbone are unified through a visual context gating mechanism, enabling seamless fusion of continuous dynamic cues with structural priors while maintaining high computational efficiency, requiring only 1.4M parameters and 1.3 GFLOPs. Extensive experiments on multiple benchmark datasets demonstrate that KGS-GCN significantly enhances the modeling of complex spatiotemporal dynamics and achieves competitive performance at low computational cost, establishing an efficient paradigm for improving the perceptual robustness of low-fidelity sensor data.
Yuhan Chen, Yicui Shi, Guofa Li +4
Mar 15, 2026cs.CV

Direct Object-Level Reconstruction via Probabilistic Gaussian Splatting

Object-level 3D reconstruction play important roles across domains such as cultural heritage digitization, industrial manufacturing, and virtual reality. However, existing Gaussian Splatting-based approaches generally rely on full-scene reconstruction, in which substantial redundant background information is introduced, leading to increased computational and storage overhead. To address this limitation, we propose an efficient single-object 3D reconstruction method based on 2D Gaussian Splatting. By directly integrating foreground-background probability cues into Gaussian primitives and dynamically pruning low-probability Gaussians during training, the proposed method fundamentally focuses on an object of interest and improves the memory and computational efficiency. Our pipeline leverages probability masks generated by YOLO and SAM to supervise probabilistic Gaussian attributes, replacing binary masks with continuous probability values to mitigate boundary ambiguity. Additionally, we propose a dual-stage filtering strategy for training's startup to suppress background Gaussians. And, during training, rendered probability masks are conversely employed to refine supervision and enhance boundary consistency across views. Experiments conducted on the MIP-360, T&T, and NVOS datasets demonstrate that our method exhibits strong self-correction capability in the presence of mask errors and achieves reconstruction quality comparable to standard 3DGS approaches, while requiring only approximately 1/10 of their Gaussian amount. These results validate the efficiency and robustness of our method for single-object reconstruction and highlight its potential for applications requiring both high fidelity and computational efficiency.
Shuai Guo, Ao Guo, Junchao Zhao +5
Mar 11, 2026cs.RO

Rethinking Gaussian Trajectory Predictors: Calibrated Uncertainty for Safe Planning

Accurate trajectory prediction is critical for safe autonomous navigation in crowded environments. While many trajectory predictors output Gaussian distributions to represent the multi-modal distribution over future pedestrian positions, the reliability of their confidence levels often remains unaddressed. This limitation can lead to unsafe or overly conservative motion planning when the predictor is integrated with an uncertainty-aware planner. Existing Gaussian trajectory predictors primarily rely on the Negative Log-Likelihood loss, which is prone to predict over- or under-confident distributions, and may compromise downstream planner safety. This paper introduces a novel loss function for calibrating prediction uncertainty which leverages Kernel Density Estimation to estimate the empirical distribution of confidence levels. The proposed formulation enforces consistency with the properties of a Gaussian assumption by explicitly matching the estimated empirical distribution to the Chi-squared distribution. To ensure accurate mean prediction, a Mean Squared Error term is also incorporated in the final loss formulation. Experimental results on real-world trajectory datasets show that our method significantly improves the reliability of confidence levels predicted by different State-Of-The-Art Gaussian trajectory predictors. We also demonstrate the importance of providing planners with reliable probabilistic insights (i.e. calibrated confidence levels) for collision-free navigation in complex scenarios. For this purpose, we integrate Gaussian trajectory predictors trained with our loss function with an uncertainty-aware Model Predictive Control on scenarios extracted from real-world datasets, achieving improved planning performance through calibrated confidence levels.
Fatemeh Cheraghi Pouria, Mahsa Golchoubian, Katherine Driggs-Campbell
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
Mar 10, 2026cs.CV

X-GS: An Extensible Framework for Perceiving and Thinking with 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, subsequently extending into numerous spatial AI applications. However, most existing 3DGS methods operate in isolation, focusing on specific domains. In this paper, we introduce X-GS, an extensible framework that integrates previously isolated 3DGS methods into the perception module of a VLM for spatial tasks, with two major components: the Perceiver\textit{Perceiver} and the Thinker\textit{Thinker}. The Perceiver\textit{Perceiver} performs online 3DGS-based SLAM with semantic distillation and outputs semantic Gaussians from unposed video streams. It leverages recent vision foundation models for stronger geometric priors, and we introduce three novel optimizations to improve semantic distillation efficiency. The Thinker\textit{Thinker} interfaces diverse VLMs with these semantic Gaussians, unlocking spatial multimodal capabilities such as 3D visual grounding and scene captioning. Experimental results on diverse benchmarks demonstrate the efficiency and newly unlocked multimodal capabilities of the X-GS framework.
Yueen Ma, Zenglin Xu, Irwin King
Mar 9, 2026cs.CV

SkipGS: Post-Densification Backward Skipping for Efficient 3DGS Training

3D Gaussian Splatting (3DGS) achieves real-time novel-view synthesis by optimizing millions of anisotropic Gaussians, yet its training remains expensive, with the backward pass dominating runtime in the post-densification refinement phase. We observe substantial update redundancy in this phase: many sampled views have near-plateaued losses and provide diminishing gradient benefits, but standard training still runs full backpropagation. We propose SkipGS with a novel view-adaptive backward gating mechanism for efficient post-densification training. SkipGS always performs the forward pass to update per-view loss statistics, and selectively skips backward passes when the sampled view's loss is consistent with its recent per-view baseline, while enforcing a minimum backward budget for stable optimization. On Mip-NeRF 360, compared to 3DGS, SkipGS reduces end-to-end training time by 23.1%, driven by a 42.0% reduction in post-densification time, with comparable reconstruction quality. Because it only changes when to backpropagate without modifying the renderer, representation, or loss, SkipGS is plug-and-play and compatible with other complementary efficiency strategies, enabling additive speedups. Code is available at https://github.com/ASU-ESIC-FAN-Lab/SkipGS.
Jingxing Li, Yongjae Lee, Deliang Fan
Mar 6, 2026cs.CV

Active View Selection with Perturbed Gaussian Ensemble for Tomographic Reconstruction

Sparse-view computed tomography (CT) is critical for reducing radiation exposure to patients. Recent advances in radiative 3D Gaussian Splatting (3DGS) have enabled fast and accurate sparse-view CT reconstruction. Despite these algorithmic advancements, practical reconstruction fidelity remains fundamentally bounded by the quality of the captured data, raising the crucial yet underexplored problem of X-ray active view selection. Existing active view selection methods are primarily designed for natural-light scenes and fail to capture the unique geometric ambiguities and physical attenuation properties inherent in X-ray imaging. In this paper, we present Perturbed Gaussian Ensemble, an active view selection framework that integrates uncertainty modeling with sequential decision-making, tailored for X-ray Gaussian Splatting. Specifically, we identify low-density Gaussian primitives that are likely to be uncertain and apply stochastic density scaling to construct an ensemble of plausible Gaussian density fields. For each candidate projection, we measure the structural variance of the ensemble predictions and select the one with the highest variance as the next best view. Extensive experimental results on arbitrary-trajectory CT benchmarks demonstrate that our density-guided perturbation strategy effectively eliminates geometric artifacts and consistently outperforms existing baselines in progressive tomographic reconstruction under unified view selection protocols.
Yulun Wu, Ruyi Zha, Wei Cao +3
Mar 4, 2026cs.LG

GIPO: Gaussian Importance Sampling Policy Optimization

Post-training with reinforcement learning (RL) has recently shown strong promise for advancing multimodal agents beyond supervised imitation. However, RL remains limited by poor data efficiency, particularly in settings where interaction data are scarce and quickly become outdated. To address this challenge, GIPO (Gaussian Importance sampling Policy Optimization) is proposed as a policy optimization objective based on truncated importance sampling, replacing hard clipping with a log-ratio-based Gaussian trust weight to softly damp extreme importance ratios while maintaining non-zero gradients. Theoretical analysis shows that GIPO introduces an implicit, tunable constraint on the update magnitude, while concentration bounds guarantee robustness and stability under finite-sample estimation. Experimental results show that GIPO achieves state-of-the-art performance among clipping-based baselines across a wide range of replay buffer sizes, from near on-policy to highly stale data, while exhibiting superior bias--variance trade-off, high training stability and improved sample efficiency. Code is available at https://github.com/distanceLu/GIPO.
Chengxuan Lu, Zhenquan Zhang, Shukuan Wang +3
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
Feb 15, 2026cs.LG

Constant-Stepsize Stochastic Approximation: Finite-Time Convergence, Gaussian Approximation, and Tail Bounds

Constant-stepsize stochastic approximation (SA) is widely used in learning for computational efficiency, yet the distribution of the iterates is typically intractable. Classical asymptotics results give Xk(α)≈X(α)≈x⋆+αYX_k^{(α)} \approx X^{(α)} \approx x^\star+\sqrtαY, where X(α)X^{(α)} is the steady state and YY is an appropriate Gaussian limit, by progressively taking the time k↑∞k\uparrow\infty and stepsize α↓0α\downarrow0. Such limit results, however, do not quantify finite-time, finite-stepsize errors. We develop an explicit pre-limit characterization for SA with i.i.d.\ and Markovian noise. We establish existence and uniqueness of the stationary law, a geometric Wasserstein convergence to stationarity, and almost-sure and L3L^3 convergence of the steady state to the root x⋆x^\star, identifying the scale α\sqrtα as first-order fluctuation. At this scale, we derive a higher-order quantitative Gaussian approximation with a Wasserstein error, using Stein's method and Poisson equation techniques. We further obtain non-uniform Berry--Esseen-type tail bounds, incorporating both steady-state approximation and finite-time convergence errors. We instantiate the theory for strongly convex smooth SGD, linear SA, and nonlinear contractive SA. Beyond strong convexity, for general convex SGD, we identify a Gibbs limiting law and prove a pre-limit Wasserstein approximation error under stability and Stein-equation hypothesis, which are validated numerically.
Zedong Wang, Yuyang Wang, Ijay Narang +3
Feb 12, 2026cs.RO

ReaDy-Go: Real-to-Sim Dynamic 3D Gaussian Splatting Simulation for Environment-Specific Visual Navigation with Moving Obstacles

Visual navigation models often struggle in real-world dynamic environments due to limited robustness to the sim-to-real gap and the difficulty of training policies tailored to target deployment environments (e.g., households, restaurants, and factories). Although real-to-sim navigation simulation using 3D Gaussian Splatting (GS) can mitigate these challenges, prior GS-based works have considered only static scenes or non-photorealistic human obstacles built from simulator assets, despite the importance of safe navigation in dynamic environments. To address these issues, we propose ReaDy-Go, a novel real-to-sim simulation pipeline that synthesizes photorealistic dynamic scenarios in target environments by augmenting a reconstructed static GS scene with dynamic human GS obstacles, and trains navigation policies using the generated datasets. The pipeline provides three key contributions: (1) a dynamic GS simulator that integrates static scene GS with a human animation module, enabling the insertion of animatable human GS avatars and the synthesis of plausible human motions from 2D trajectories, (2) a navigation dataset generation framework that leverages the simulator along with a robot expert planner designed for dynamic GS representations and a human planner, and (3) robust navigation policies to both the sim-to-real gap and moving obstacles. The proposed simulator generates thousands of photorealistic navigation scenarios with animatable human GS avatars from arbitrary viewpoints. ReaDy-Go outperforms baselines across target environments in both simulation and real-world experiments, demonstrating improved navigation performance even after sim-to-real transfer and in the presence of moving obstacles. Moreover, zero-shot sim-to-real deployment in an unseen environment indicates its generalization potential. Project page: https://syeon-yoo.github.io/ready-go-site/.
Seungyeon Yoo, Youngseok Jang, Dabin Kim +3
Feb 10, 2026cs.CV

Stability and Concentration in Nonlinear Inverse Problems with Block-Structured Parameters: Lipschitz Geometry, Identifiability, and an Application to Gaussian Splatting

We develop an operator-theoretic framework for stability and statistical concentration in nonlinear inverse problems with block-structured parameters. Under a unified set of assumptions combining blockwise Lipschitz geometry, local identifiability, and sub-Gaussian noise, we establish deterministic stability inequalities, global Lipschitz bounds for least-squares misfit functionals, and nonasymptotic concentration estimates. These results yield high-probability parameter error bounds that are intrinsic to the forward operator and independent of any specific reconstruction algorithm. As a concrete instantiation, we verify that the Gaussian Splatting rendering operator satisfies the proposed assumptions and derive explicit constants governing its Lipschitz continuity and resolution-dependent observability. This leads to a fundamental stability--resolution tradeoff, showing that estimation error is inherently constrained by the ratio between image resolution and model complexity. Overall, the analysis characterizes operator-level limits for a broad class of high-dimensional nonlinear inverse problems arising in modern imaging and differentiable rendering.
Joe-Mei Feng, Hsin-Hsiung Kao
Jan 30, 2026stat.ML

Spectral Gradient Descent Mitigates Anisotropy-Driven Misalignment: A Case Study in Phase Retrieval

Spectral gradient methods, such as the Muon optimizer, modify gradient updates by preserving directional information while discarding scale, and have shown strong empirical performance in deep learning. We investigate the mechanisms underlying these gains through a dynamical analysis of a nonlinear phase retrieval model with anisotropic Gaussian inputs, equivalent to training a two-layer neural network with the quadratic activation and fixed second-layer weights. Focusing on a spiked covariance setting where the dominant variance direction is orthogonal to the signal, we show that gradient descent (GD) suffers from a variance-induced misalignment: during the early escaping stage, the high-variance but uninformative spike direction is multiplicatively amplified, degrading alignment with the true signal under strong anisotropy. In contrast, spectral gradient descent (SpecGD) removes this spike amplification effect, leading to stable alignment and accelerated noise contraction. Numerical experiments confirm the theory and show that these phenomena persist under broader anisotropic covariances.
Guillaume Braun, Han Bao, Wei Huang +1
Jan 22, 2026cs.CV

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

Multi-modal scene reconstruction integrating RGB and thermal infrared data is essential for robust environmental perception across diverse lighting and weather conditions. However, extending 3D Gaussian Splatting (3DGS) to multi-spectral scenarios remains challenging. Current approaches often struggle to fully leverage the complementary information of multi-modal data, typically relying on mechanisms that either tend to neglect cross-modal correlations or leverage shared representations that fail to adaptively handle the complex structural correlations and physical discrepancies between spectrums. To address these limitations, we propose ThermoSplat, a novel framework that enables deep spectral-aware reconstruction through active feature modulation and adaptive geometry decoupling. First, we introduce a Spectrum-Aware Adaptive Modulation that dynamically conditions shared latent features on thermal structural priors, effectively guiding visible texture synthesis with reliable cross-modal geometric cues. Second, to accommodate modality-specific geometric inconsistencies, we propose a Modality-Adaptive Geometric Decoupling scheme that learns independent opacity offsets and executes an independent rasterization pass for the thermal branch. Additionally, a hybrid rendering pipeline is employed to integrate explicit Spherical Harmonics with implicit neural decoding, ensuring both semantic consistency and high-frequency detail preservation. Extensive experiments on the RGBT-Scenes dataset demonstrate that ThermoSplat achieves state-of-the-art rendering quality across both visible and thermal spectrums.
Zhaoqi Su, Shihai Chen, Xinyan Lin +3
Jan 20, 2026cs.IT

A Gaussian Perspective for Distributional Discrepancy in Generative Diffusion Models

This paper introduces an analytical approach to quantifying and optimizing the distributional discrepancy in generative diffusion models. For a multivariate Gaussian source, we explicitly derive the closed-form evolution trajectory and the resulting Kullback-Leibler (KL) divergence between the distributions of the source data and the reversely sampled data. Asymptotic analysis via the Euler-Maclaurin expansion characterizes the convergence behavior of this KL divergence, extracting its dominant term as an explicit functional of the noise schedule. Minimizing this dominant term via the calculus of variations yields a noise schedule described by a tangent law, inherently determined by the source covariance spectrum. We further prove that the Gaussian source exhibits an extremal property for the KL divergence among general source distributions with a given covariance. We also utilize the analytical KL divergence as a principled metric to identify efficient time discretization strategies for pretrained diffusion models, and demonstrate via experiments over diverse datasets that the identified strategies consistently outperform established baselines, particularly under constrained function evaluation budgets.
Qiang Sun, H. Vincent Poor, Wenyi Zhang
Jan 19, 2026cs.CV

One-Shot Feed-Forward 360∘^{\circ} Animatable Avatar via Inpainted UV-Space Gaussian Modeling

Building one-shot 3D animatable head avatars is an important yet challenging problem. Existing methods generally collapse under large camera pose variations, compromising the realism of 3D avatars. In this work, we propose a new framework to tackle the novel setting of one-shot 3D full-head animatable avatar reconstruction in a single forward pass via inpainted UV-space Gaussian modeling, enabling 360∘^\circ rendering views and real-time animation. To facilitate efficient animation control, we model 3D head avatars with Gaussian primitives embedded on the surface of a parametric face model within the UV space, and project the input image features to the UV space, resulting in incomplete local UV feature maps. To inpaint the missing regions, we obtain knowledge of full-head geometry and textures from rich 3D full-head priors within a pretrained 3D generative adversarial network (GAN) for global full-head feature extraction and multi-view supervision. Specifically, to enhance the fidelity of 3D reconstruction during inpainting, we take advantage of the symmetric nature of the UV space and human faces to fuse incomplete yet detailed local UV feature maps with the extracted global full-head textures, resulting in inpainted UV Gaussian attribute maps for avatar modeling. Extensive experiments demonstrate that our method is the first to achieve high-quality 3D full-head animatable avatar modeling, significantly improving side and back views while outperforming state-of-the-art animation approaches, thereby improving the realism of 3D animatable avatars.
Shuling Zhao, Dan Xu
Jan 14, 2026cs.CV

A2^2TG: Adaptive Anisotropic Textured Gaussians for Efficient 3D Scene Representation

Gaussian Splatting has emerged as a powerful representation for high-quality, real-time 3D scene rendering. While recent works extend Gaussians with learnable textures to enrich visual appearance, existing approaches allocate a fixed square texture per primitive, leading to inefficient memory usage and limited adaptability to scene variability. In this paper, we introduce adaptive anisotropic textured Gaussians (A2^2TG), a novel representation that generalizes textured Gaussians by equipping each primitive with an anisotropic texture. Our method employs a gradient-guided adaptive rule to jointly determine texture resolution and aspect ratio, enabling non-uniform, detail-aware allocation that aligns with the anisotropic nature of Gaussian splats. This design significantly improves texture efficiency, reducing memory consumption while enhancing image quality. Experiments on multiple benchmark datasets demonstrate that A TG consistently outperforms fixed-texture Gaussian Splatting methods, achieving comparable rendering fidelity with substantially lower memory requirements. Project page: http://github.com/Rickyeeeeee/A2TG.
Sheng-Chi Hsu, Ting-Yu Yen, Shih-Hsuan Hung +1
Jan 7, 2026cs.CV

G2P: Gaussian-to-Point Attribute Alignment for Boundary-Aware 3D Segmentation

Point cloud segmentation is critical for 3D scene understanding. However, sparse and irregular point distributions provide limited appearance evidence, making geometry-only features insufficient to distinguish objects with similar shapes but distinct appearances e.g., color, texture, and material. We propose Gaussian-to-Point (G2P), which transfers Gaussian attributes from 3D Gaussian Splatting to point clouds for more discriminative and appearance-consistent segmentation. Our G2P addresses the misalignment between optimized Gaussians and original point geometry by establishing point-wise correspondences. By distilling opacity-derived visibility cues, we mitigate the geometric ambiguity that limits existing models. Additionally, Gaussian scale attributes enable precise boundary localization in complex 3D scenes. Extensive experiments demonstrate that our approach achieves competitive performance on standard benchmarks and shows notable improvements on geometrically challenging classes, without pretrained 2D features or language supervision in our segmentation pipeline.
Hojun Song, Chae-yeong Song, Jeong-hun Hong +5
Jan 6, 2026cs.CV

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

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

G3Splat: Geometrically Consistent Generalizable Gaussian Splatting

3D Gaussians have become a powerful scene representation for real-time splatting and high-quality novel-view synthesis. This has motivated generalizable splatting -- methods that adapt feed-forward geometry prediction networks to produce per-pixel Gaussians from a set of images. However, most generalizable splatting pipelines are supervised primarily through a view-synthesis loss to predict Gaussian orientation, anisotropic scale, opacity, and appearance in addition to their locations. We show that this learning objective is under-constrained. Models trained with view synthesis alone produce splats whose orientations and scales have no geometric connotation. The result is that, while producing decent view-synthesis performance, nearly all generalizable splatting methods produce geometrically inaccurate and misaligned Gaussians. We introduce G3Splat, a geometry-consistent generalizable splatting framework that addresses these degeneracies through differentiable geometric priors on the predicted 3D Gaussians, making the learning problem well-posed. These priors encourage the per-pixel splats to remain on their viewing rays and to orient themselves in accordance with local surfaces. Our priors are architecture-agnostic and can be incorporated into any previously studied geometric backbone for generalizable splatting, as well as different scene representations. We test G3Splat with both DUSt3R-style and VGGT-style backbones to predict pixel-aligned full-rank 3DGS as well as surfel-like 2DGS. Trained on RE10K, G3Splat produces Gaussian splats with significantly higher geometric fidelity than baselines, providing state-of-the-art novel-view depth, mesh reconstruction, and relative pose estimation performance while preserving novel-view synthesis quality, as evaluated on datasets such as ACID and ScanNet. Code and pretrained models are released on our project page.
Mehdi Hosseinzadeh, Shin-Fang Chng, Yi Xu +3
Dec 18, 2025cs.CV

Instant Expressive Gaussian Head Avatars at Over 100 FPS

Portrait animation has witnessed tremendous quality improvements thanks to recent advances in video diffusion models. However, these 2D methods often compromise 3D consistency and speed, limiting their applicability in real-world scenarios, such as digital twins or telepresence. In contrast, 3D-aware feedforward facial animation methods -- built upon 3D representations, such as neural radiance fields or Gaussian splatting -- ensure 3D consistency and achieve faster inference speed, but come with inferior expression details. In this paper, we address this portrait animation trilemma (speed, 3D consistency, and expressiveness) and propose a pipeline that instantly converts an in-the-wild single image into a 3D-consistent, fast yet expressive animatable representation via a feed-forward encoder. Unlike previous computationally intensive global fusion mechanisms (e.g., multiple attention layers) for fusing 3D structural and animation information, our design employs an efficient lightweight local fusion strategy to achieve high animation expressivity. Furthermore, our animation representation is decoupled from the face's 3D representation and learns motion implicitly from data, eliminating the dependency on pre-defined parametric models that often constrain animation capabilities. Our method runs at 107.31 FPS for animation and pose control, representing a 3-4 order of magnitude speedup versus the state of the art while achieving comparable animation quality, thus surpassing alternative designs that trade speed for quality or vice versa.
Kaiwen Jiang, Xueting Li, Seonwook Park +3
Dec 16, 2025cs.CV

Improving Semantic Uncertainty Quantification in LVLMs with Semantic Gaussian Processes

Large Vision-Language Models (LVLMs) often produce plausible but unreliable outputs, making robust uncertainty estimation essential. Recent work on semantic uncertainty estimates relies on external models to cluster multiple sampled responses and measure their semantic consistency. However, these clustering methods are often fragile, highly sensitive to minor phrasing variations, and can incorrectly group or separate semantically similar answers, leading to unreliable uncertainty estimates. We propose Semantic Gaussian Process Uncertainty (SGPU), a Bayesian framework that quantifies semantic uncertainty by analyzing the geometric structure of answer embeddings, avoiding brittle clustering. SGPU maps generated answers into a dense semantic space, computes the Gram matrix of their embeddings, and summarizes their semantic configuration via the eigenspectrum. This spectral representation is then fed into a Gaussian Process Classifier that learns to map patterns of semantic consistency to predictive uncertainty, and that can be applied in both black-box and white-box settings. Across six LLMs and LVLMs on eight datasets spanning VQA, image classification, and textual QA, SGPU consistently achieves state-of-the-art calibration (ECE) and discriminative (AUROC, AUARC) performance. We further show that SGPU transfers across models and modalities, indicating that its spectral representation captures general patterns of semantic uncertainty.
Joseph Hoche, Andrei Bursuc, David Brellmann +4
Dec 10, 2025cs.RO

ReMoSPLAT: Reactive Mobile Manipulation Control on a Gaussian Splat

Reactive control can gracefully coordinate the motion of the base and the arm of a mobile manipulator. However, incorporating an accurate representation of the environment to avoid obstacles without involving costly planning remains a challenge. In this work, we present ReMoSPLAT, a reactive controller based on a quadratic program formulation for mobile manipulation that leverages a Gaussian Splat representation for collision avoidance. By integrating additional constraints and costs into the optimisation formulation, a mobile manipulator platform can reach its intended end effector pose while avoiding obstacles, even in cluttered scenes. We investigate the trade-offs of two methods for efficiently calculating robot-obstacle distances, comparing a purely geometric approach with a rasterisation-based approach. Our simulation experiments on both synthetic and real-world scans demonstrate the feasibility of the proposed method, achieving performance comparable to controllers that rely on perfect ground-truth information. We further validate the approach on a real robot platform more details: https://remosplat.github.io
Nicolas Marticorena, Tobias Fischer, Niko Suenderhauf