3D Gaussian Splatting

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Latest in 3D Gaussian Splatting

Aug 30, 2026cs.LG

When 3D Gaussian Splatting Recovers Real Surfaces

When does 3D Gaussian Splatting (3DGS) recover the true scene surface rather than just overfitting view-dependent appearance? We answer this by developing a mathematical framework based on a first-hit rendering abstraction that cleanly isolates geometry from appearance. We prove that geometric misalignment forcefully converts spatial textures into high-frequency angular signals via parallax. This establishes a strict identifiability window: if angular capacity is bounded, surface-consistent solutions are mathematically preferred; if unrestricted, the same images can be perfectly explained by an incorrect, opaque billboard geometry. Experiments on synthetic stress tests confirm this prediction, showing billboard failures emerge precisely at high angular capacities. Conversely, in the real-world datasets we evaluate under standard capture protocols, reconstructions remain surface-consistent even at high SH degrees, which is consistent with the prediction that rich spatial texture can push billboard solutions outside the tested angular-capacity range.
Songhe Wang, David Johnathan Miller
Aug 29, 2026cs.CV

DReSG: Diffusion Residuals for Stylized Gaussian Splatting

Reference-guided stylization of scenes represented by 3D Gaussian Splatting (3DGS) is important for efficient and controllable 3D content creation. Existing VGG-feature-based 3D stylization methods provide stable rendered-view optimization, but often under-represent expressive reference style cues; diffusion models offer stronger image priors, yet direct per-view or score-based diffusion guidance can lead to view drift, local artifacts, and hard-to-control appearance updates. We present DReSG, a 3D-grounded residual-feedback framework for stylized Gaussian splatting. DReSG represents attention-guided diffusion proposals as residual targets relative to the current render, and progressively absorbs these residuals into a shared Gaussian scene through multi-view Gaussian feedback. To make this feedback stable and controllable, DReSG modulates residual strength during target construction and combines coverage-aware view selection with conflict-filtered color updates during multi-view fitting. Extensive experiments demonstrate that DReSG achieves competitive reference-guided stylization while better preserving scene structure and cross-view stability. Our project page is available at https://vpx-ecnu.github.io/DReSG-website/.
Zhongliang Liu, Wenjie Liu, Yang Li
Aug 17, 2026cs.CV

LaGSplat: Inferring Physics-Governed Interactive Simulation from Monocular Video Using Latent Lagrangian Gaussian Splatting

We present LaGSplat (Latent Lagrangian Gaussian Splatting), a framework that infers interactive, physics-governed dynamics from one or a few monocular videos. At inference it lets a user push on the filmed object, rigid or deformable, with an external force that was never measured, annotated, or seen during training. This is possible because a low-dimensional latent state q∈Rd\mathbf{q} \in \mathbb{R}^d plays two roles at once: it is the generalised coordinate of a learned dissipative Lagrangian and the conditioning variable of a Gaussian Splatting decoder. The inductive bias of this decoder, whose primitives are explicit points μi(q)μ_i(\mathbf{q}) that move with the object, is what lets a force ff applied in the image pull back into a latent generalised force J(q)⊤fJ(\mathbf{q})^\top f and enter the equations of motion, which pixel-space (CNN) or neural-field (NeRF) decoders cannot do. We validate LaGSplat on test cases of increasing difficulty, from rigid to deformable and from autonomous to forced real systems, combining monocular video and sensor measurements. We further demonstrate interactive use: forces of arbitrary magnitude and direction can be applied to the reconstructed object at any time, its response rendered in real time, in 2D or 3D. Assuming a dissipative Euler-Lagrange equation over a few generalised coordinates trades generality for a bounded, plausible response to unseen forces, where an unconstrained predictor diverges.
Louen Pottier
Aug 13, 2026cs.CV

GS2^{2}CI: Robust Gaussian Splatting For Snapshot Compressive Imaging via Large Vision Model Priors

Snapshot Compressive Imaging (SCI) offers an efficient solution for high-speed video acquisition and, under exposure-time camera--scene relative motion, multi-view scene capture by compressing temporal or spatial information into a single 2D measurement. While recent studies have explored SCI for 3D scene reconstruction, existing methods struggle with significant challenges due to information loss, limited viewpoint diversity, and the computational burden of jointly optimizing 3D representations and camera poses. In this work, we propose a novel framework that reconstructs high-quality 3D scenes from a single SCI measurement by leveraging 3D Gaussian Splatting (3DGS) and the powerful priors of large-scale vision foundation models (VFMs). Our primary reconstruction combines measurement-derived 3D VFM initialization with SCI-aware Gaussian optimization. After coarse-stage convergence, an auxiliary 2D VFM provides pseudo-view supervision at synthesized viewpoints for local appearance refinement. To further address the instability caused by ambiguous SCI supervision during 3DGS optimization, we introduce Opacity-Guided Splitting and Growth Regulation (OSGR), an SCI-specific densification strategy that augments split candidates using local opacity statistics, discourages loss-compensating opacity inflation through mean-opacity regulation, and bounds representation growth with explicit candidate-ratio and Gaussian-count constraints. Extensive experiments across multiple benchmarks demonstrate that our method achieves the strongest overall performance, combining leading reconstruction quality and robustness to viewpoint variation with competitive computational efficiency.
Yanming Yang, Chenxi Song, Ping Wang +2
Aug 13, 2026cs.CV

LocusGS: Spatially Grounded Tokens for Feed-Forward 3D Gaussian Splatting

Recent query-based feed-forward 3DGS methods represent a scene using learnable queries, each aggregating multi-view evidence and decoding a group of Gaussians. Ideally, different queries should specialize in coherent local regions of the scene. However, we observe that Gaussians decoded from the same query often scatter across distant scene regions, resulting in weak query-level spatial coherence and poor alignment with the scene structure. We attribute this behavior to the purely latent representation of existing Gaussian queries. To address this limitation, we introduce LocusGS, which augments each Gaussian query with a 3D anchor state consisting of a center and a support radius. The anchor state is progressively refined across decoder layers and is used throughout query interaction, multi-view feature aggregation, and Gaussian generation. Specifically, an anchor-to-ray geometric bias guides each query toward spatially relevant image observations, while anchor-centered decoding organizes its Gaussians within a local region. Experiments on novel view synthesis benchmarks show that LocusGS improves rendering quality over query-based Gaussian token baselines under the same Gaussian budget. Further analysis shows that the learned anchors form coherent spatial layouts and lead to more structured Gaussian distributions, demonstrating that explicit anchor states improve the spatial organization. Our project page: https://leo-frank.github.io/LocusGS_viewer.
Wenyu Li, Sidun Liu, Tongrui Hu +2
Aug 12, 2026cs.LG

Predicting When Random Low-Dimensional Reparameterizations Train Neural Networks

Neural networks can often be trained or fine-tuned through random low-dimensional reparameterization, where a small latent vector is mapped into a full parameter update by a frozen random map. This raises a practical question: how large must the latent search space be to reach a low-loss region? We first express the known accessibility transition in an equivalent conic form, centered for compact convex targets at the statistical dimension of the polar cone. Our main theoretical contribution is an orientation-resolved quadratic master formula that predicts the random-slice residual from both the curvature spectrum and the reference-to-solution displacement profile. It yields a self-consistent isotropic-orientation predictor and, in a conservative radius-only specialization, recovers the earlier Gaussian-width quadratic bound. Building on this analysis, we introduce Random Mapping Networks (RaMaN), which instantiate the predicted latent dimension using structured Hadamard or seed-regenerated Gaussian maps. These constructions avoid the O(dP) storage of dense random maps and reduce optimizer-state memory from O(P) to O(d). We also develop matrix-free curvature approximations and sweep-free dimension selection. Across controlled quadratic and neural-curvature experiments, the orientation-resolved predictor closely tracks measured transition locations and outperforms orientation-agnostic approximations when displacement direction matters. End-to-end experiments further show sharp, protocol-dependent training transitions across image and language models.
Andrew Cheng, Ali Eslamian, Jie Cheng +2
Aug 12, 2026cs.CV

Seed2GS: Camera-Free, Training-Free Object Extraction from 3D Gaussian Scenes via a Single Reference-View Grounding

Extracting a target object from a pre-built 3D Gaussian Splatting (3DGS) scene enables interactive 3D editing. Existing methods either train for tens of minutes per scene, sacrifice accuracy, or require original reconstruction cameras that pre-built assets may not include. We present Seed2GS, which achieves the highest reported LERF-MASK accuracy without original reconstruction cameras or scene-specific representation training. Its key insight is to separate target identity from 3D coverage. QD-SAM3 selects one reliable reference mask from several open-vocabulary candidates, fixing identity once. Seed lift and visibility-adaptive virtual orbits then expose the object from new viewpoints, while tracking propagates the seed without repeated detection. Because the scene remains frozen, these masks supervise only one temporary foreground logit per Gaussian. On LERF-MASK, Seed2GS reaches 92.1% mean intersection over union (mIoU) with a measured compute-only latency of 9.3 seconds, 3.7 points above the strongest scene-trained baseline and 7.6 points above the closest camera-free baseline. With one fixed test reference per scene, the complete pipeline retains 91.1% mIoU; replacing its predicted seed with a ground-truth mask improves mIoU by only 0.72 points. On 3D-OVS, Seed2GS reaches 95.7% mIoU.
Zongjian Ding, Yudong Gao, Jiale Liu +7
Aug 12, 2026cs.LG

A Factor Graph Approach to Scalable Multi-Output Gaussian Process Regression

Multi-output Gaussian process regression scales cubically in the number of observations times outputs, and dense kernel-matrix methods need bespoke handling whenever different outputs are observed at different inputs. We express multi-output Gaussian process regression as a Forney-style factor graph in which a nearest-neighbor chain orders a fixed candidate set of CC inputs into a one-dimensional sequence. Along this chain, latent Matérn processes evolve through linear-Gaussian transition factors, while the linear model of coregionalization mixes LL latent processes into DD outputs through a deterministic mixing factor and per-output scalar observation factors. Posterior computation reduces to exact Gaussian message passing on the chain at cost O(C(DL2+L3))\mathcal{O}(C(DL^2 + L^3)) after chain construction, and missing observations omit their local factor without any covariance-matrix restructuring. The formulation therefore scales in the number of data samples and in the rate of missing observations, while remaining best suited to candidate sets in low input dimension.We compare the factor-graph formulation against an exact kernel-matrix baseline, a sparse-variational inducing-point baseline, and a nearest-neighbor baseline on a synthetic input-dimension sweep and on electricity time series forecasting. At low input dimension the factor-graph posterior tracks the exact kernel-matrix posterior closely, and the gap grows gradually as input dimension increases while staying competitive with both approximate baselines. On the electricity time series our factor-graph formulation matches all three baselines in forecast accuracy while scaling linearly in the number of data points, where the exact kernel-matrix method becomes infeasible and the inducing-point baseline remains substantially slower.
Wouter W. L. Nuijten, Esther G. van Pelt, Albert Podusenko +2
Aug 11, 2026cs.RO

VIScore: Diagnosing Planning-Relevant Quality in Latent World Models

Regulating the latent space to an isotropic Gaussian distribution provides a stable and information-maximized landscape for world model planning. However, the latent space property and successful planning remain disconnected. We first study this by comparing SIGReg and VISReg, two regularization loss functions with the same distribution target but different properties. Compared with SIGReg, VISReg has more flexibility in controlling the weights of center, scale, and shape regularization, and a larger batch size brings a finer distribution approximation. We find that the former, despite being beneficial in self-supervised learning (SSL), does not help the planning, whereas the latter improves the planning success on out-of-domain (OOD) datasets. This motivates a deep understanding of the factors that correlate with the success rate. Unlike the previous metrics focusing on the encoded latent only, we propose the Veracity-Influence-Sobriety score (VIScore), a metric that quantifies the reachability and capacity of a predictor given the encoded feature, and the hallucination of the searching-based planner. Compared with straightness, physical-state probing, and empowerment, we show that, with the measurement covering encoder, predictor, and planner, VIScore explains the success rate better than the others, as reflected by a strong Spearman correlation. Specifically, VIScore consistently achieves a Spearman correlation over 0.75 on both seen and unseen models and datasets on the cross-task success rate pool. Moreover, VIScore is the only metric that has a calibration error below the constant fit across all testing scenarios, showcasing the importance of these three aspects in planning success. We hope this metric can help future studies on world model design and diagnosis.
Haiyu Wu, Randall Balestriero, Morgan Levine
Aug 11, 2026cs.CV

CausalSplat: Towards Comprehensive Hierarchical Reasoning in 3D Gaussian Splatting

While 3D Gaussian Splatting (3DGS) has advanced open vocabulary scene understanding, existing methods remain confined to explicit queries. They struggle to interpret implicit intents, complex spatial constraints, and commonsense reasoning required for practical embodied interactions. To address this gap, we introduce the task of reasoning 3D Gaussian segmentation and construct two benchmarks, Causal-LERF and Causal-ScanNet. These benchmarks systematically evaluate commonsense, spatial, affordance, and counterfactual reasoning. Evaluations reveal that current state of the art methods perform poorly on these reasoning challenges. Therefore, we propose CausalSplat, a framework that integrates vision-language models with 3D scene graphs to disentangle explicit structural perception from implicit logical inference. Extensive experiments demonstrate that CausalSplat achieves state of the art performance on our reasoning benchmarks while showing strong generalizability on standard referring and open vocabulary 3D segmentation tasks. Project Page: https://jiayuding031020.github.io/CausalSplat
Jiayu Ding, Meilu Song, Yun Chen +2
Aug 11, 2026cs.CV

Learning Gaussian Structure: Intervention-Guided Density Control for Feed-Forward Driving Reconstruction

Feed-forward Gaussian reconstruction has recently emerged as an efficient approach for driving scene reconstruction. However, prevailing LiDAR-based methods preserve the initial correspondence between observed points and Gaussian primitives, treating the initialized primitive set as the final representation. Unlike optimization-based 3DGS, these methods cannot accumulate gradients during training to determine how the scenes representation should be densified. Meanwhile, the shared sparse backbone only fuses observations from different timestamps implicitly, without explicitly aggregating cross-time evidence for individual primitives. In this paper, we present Learning Gaussian Structure (LGS), a framework that enhances both Gaussian structure and primitive attributes. Our key observation is that changes in local gradient responses induced by a prune or add intervention reveal whether the corresponding structural adjustment benefits reconstruction. Based on this observation, our Gaussian Densify Policy learns a Densify Map comprising Prune and Addition Scores from controlled interventions, and directly adjusts the Gaussian structure during inference. We further develop a compact Cross-Time Point Query that explicitly retrieves and aggregates neighboring features from Gaussian primitives at other timestamps for reliable attribute prediction. Extensive experiments on the Waymo Open Dataset and PandaSet demonstrate that LGS consistently outperforms existing methods.
Hang Li, Jiahe Li, Meiying Gu +3
Aug 11, 2026cs.CV

GS-CPE: Unified 6-Degree-of-Freedom Camera Pose Estimation via 3D Gaussian Splatting

Despite substantial progress in visual localization, from scene coordinate regression to direct camera pose regression, achieving both robust generalization and high accuracy remain challenging. This study introduces GS-CPE (Gaussian Splatting based Camera Pose Estimation), a coarse-to-fine framework for 6-DoF camera pose estimation that unifies geometry-based coarse pose estimation with robust 3D Gaussian Splatting (3DGS) warping based pose refinement. GS-CPE first estimates a coarse pose via retrieval-guided geometric pose estimation on a 3DGS scene representation, then refines it by minimizing a visibility aware masked RGB warping objective in a multi-scale optimization framework, with adaptive re-rendering. Extensive experiments on indoor and outdoor benchmarks including 7Scenes, Cambridge Landmarks, FAST-LIVO2 datasets, and a custom dataset demonstrate state-of-the-art performance, consistently outperforming in both accuracy and generalization.
Huaiyuan Weng, Chul Min Yeum, Su-Min Kang
Aug 11, 2026cs.RO

Embodied Multimodal Grounding for Open-Vocabulary Mobile Manipulation via Semantic 3D Gaussian Splatting

Embodied mobile manipulation requires language, visual observations, three-dimensional scene structure, and action feasibility to be aligned before execution. We study open-vocabulary target grounding with few-shot manipulation in local household workspaces and present an embodied multimodal grounding framework that integrates active multi-view Semantic 3D Gaussian Splatting (Semantic-3DGS), reachability-aware base positioning, and a diffusion-based vision-language-action policy. A task-driven local Semantic-3DGS serves as a shared interface across active sensing, language-conditioned 3D localization, obstacle-aware scene reasoning, base preparation, and semantic conditioning of the action model. To preserve pretrained action priors, the 3D semantic cues are injected only into the late action-expert blocks. In expanded 50-trial real-robot evaluations against representative vision-language-action (VLA) approaches, the full system achieves 60% long-horizon success compared with 40% for PointVLA and 28% for DexVLA, and reaches 74% success in heavily cluttered manipulation compared with 52% for the single-view variant and 46% for PointVLA. It also maintains 75% success under a 75 cm height shift and eliminates photo-induced false grasps. These results indicate that explicit, refreshable 3D semantic grounding can improve robustness under clutter, occlusion, viewpoint variation, and embodiment constraints.
Huosen Ou, Dongni Song, Yuncong Wang +2
Aug 11, 2026cs.CV

Compact Feed-Forward 3D Gaussians via Saliency-Guided Primitive Merging

3D scene reconstruction, modeling, and rendering are highly relevant for numerous tasks, and 3D Gaussian splatting has become a standard choice in this context. Its feed-forward variants provide fast reconstruction from sparse input views but often produce per-pixel primitives, leading to highly redundant and thus inefficient representations. We present a structure-aware merging pipeline that takes per-pixel primitives from any feed-forward method and consolidates them into a compact, content-adaptive Gaussian set while largely retaining visual quality at just 120th\frac{1}{20}^\text{th} of the Gaussians of a per-pixel method. We group spatially coherent Gaussians of similar appearance into variable-size clusters via adaptive superpixel segmentation guided by a saliency map, which allocates fine segments to textured regions and coarse segments to homogeneous areas. We compress each cluster into a compact latent representation through a learned encoder, then match and consolidate representations across views based on geometric overlap and feature similarity via a learned merger. A level-of-detail decoder then produces the final Gaussians at a controllable resolution, enabling a flexible quality-efficiency trade-off at inference. As a post-processing module, the pipeline is backbone-agnostic, leveraging the strengths of existing feed-forward methods. This leads to better and more robust quality than achieved by previous approaches that target a reduction in primitive count, while providing a highly compact representation, that can be rendered efficiently.
Tim-Felix Fassch, Jochen Kall, Cyrill Stachniss
Aug 11, 2026cs.CV

Visual Geometry Foundation-Aware Gaussians for Single-Frame Surround-View Driving Reconstruction

Single-frame surround-view reconstruction faces severe geometric instability and rendering artifacts due to minimal inter-camera overlap. While existing methods rely on complex decoders or auxiliary cues, they remain bottlenecked by the weak geometric capacity of upstream features. We argue that leveraging pretrained visual geometry priors strengthens upstream representations and alleviates the geometric ambiguity in sparse surround views. To this end, we propose VGGD, a visual geometry foundation-aware 3D Gaussian Splatting framework for feed-forward surround-view driving reconstruction, which shifts geometric modeling to the frontend and adapts foundation priors to the driving camera setting. First, VGGD leverages VGGT to provide transferable multi-view geometric prior tokens. Next, we introduce a Dual-Path Neck to decouple geometry-consistent and appearance-aware representations, improving appearance completion in weakly observed regions. We further apply Scale Warmup to stabilize early geometry learning and suppress scale drift under ego-pose changes. Finally, we use a hybrid pixel--volume Gaussian decoder to produce a renderable 3D Gaussian scene for novel-view synthesis. Experiments on the nuScenes single-frame benchmark show that VGGD achieves the best overall rendering quality among the compared methods and improves relative geometric consistency.
Junhong Lin, Jinlong Wang, Xianda Guo +6
Aug 11, 2026cs.CV

CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images

Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization. We address a stringent yet practical setting: reconstructing a coherent 3D scene from only two motion-blurred images with known intrinsics, without input-view poses, auxiliary sharp images, or per-scene test-time optimization. To this end, we propose CasDeblurGS, a cascaded framework that progressively recovers reliable cross-view information from local 2D correspondences to global 3D guidance. Stage 1 constructs locally reliable guidance through occlusion-aware correspondence filtering, while Stage 2 aggregates the intermediate restorations into a provisional pose-free 3D Gaussian representation whose input-view re-renders provide dense global guidance for final restoration. The resulting views enable a more coherent 3D representation and higher-quality novel-view synthesis. Experiments on real-world and synthetic Deblur-NeRF scenes show consistent gains over strong baselines, improving PSNR by 1.19 dB and 2.11 dB, respectively. Progressive ablations, cross-view correspondence visualization, and camera reprojection analysis further demonstrate improvements in both rendering quality and multi-view geometric consistency.
Haeyun Choi, Minhyuk Jang, I-Gil Kim
Aug 10, 2026cs.CV

TRACE-GS: On-Policy Trajectory Distillation with Privileged Geometric Conditioning for Sparse-View 3DGS Restoration

We present TRACE-GS, an on-policy trajectory distillation framework that leverages privileged geometric conditioning at training time, thereby adapting a diffusion prior to sparse-view 3D Gaussian Splatting (3DGS) restoration. Rather than pursuing increasingly sophisticated restoration architectures, we identify a more fundamental limitation shared by existing diffusion-based approaches: supervision at independently noised states does not cover those reached during inference. In sparse-view 3DGS, under-constrained geometry biases denoising from the outset, and the resulting deviations compound along the rollout. TRACE-GS instead performs on-policy trajectory distillation: a teacher conditioned on richer geometry from additional training views supplies targets along the sparse-view student's own rollout, aligning denoising directions and cross-view responses at each visited state. This training-only geometry places TRACE-GS in the learning using privileged information (LUPI) setting. At deployment, only the sparse-view student is retained, and its restored renderings serve as pseudo-observations for 3DGS refinement. To the best of our knowledge, TRACE-GS is the first to derive on-policy supervision from privileged geometry for sparse-view 3DGS restoration, achieving consistent gains and strong generalization across datasets and sparse-view settings.
Linlian Jiang, Yuchen Xi, Sadman Rakib Pinon +3
Aug 10, 2026cs.CV

LEGO: Leveled Language Gaussian Splatting

We introduce LEGO for advanced open-vocabulary scene understanding. Beyond basic concept recognition, its core innovation lies in capturing the intrinsic semantic hierarchies within the scene, such as the "flowerpot -> bouquet -> bud -> petal" lineage. While foundation models like SAM can identify multi-granular structures in 2D, their partitions are strictly perspective-bound and lack cross-view consensus. LEGO self-adaptively re-grades volatile multi-view SAM granularities into a unified, 3D-consistent hierarchy. This provides precise supervision for the structurally coherent, multi-level segmentation of 3D scenes. By grounding these segments with CLIP embeddings, LEGO recovers open-vocabulary semantic logic across hierarchical levels. Furthermore, by incorporating spatial relationships, we elevate these segments into level-wise language scene graphs, effectively empowering Large Language Models to perform complex, context-aware spatial reasoning and precise visual grounding. Experimental results demonstrate that LEGO establishes new state-of-the-art performance across both promptable and open-vocabulary 3D segmentation benchmarks, exhibiting advanced hierarchical scene decomposition and context-aware spatial reasoning.
Yuning Peng, Haiping Wang, Yuan Liu +3
Aug 10, 2026cs.LG

Training-Free Universal Approximation by Prompting Random Transformers

How expressive is prompting a transformer? Answering this question is important for separating the roles of prompting, architecture, and pretraining in transformer models, and for determining whether task-specific behavior must be stored in model weights or can instead be induced at inference time through the prompt. We show, in an approximation-theoretic sense, that pretraining is optional: a single-layer softmax attention network with random, untrained weights can approximate any Hölder function on a compact manifold when steered by an appropriate soft prompt. Guided by the connection between softmax attention and kernel methods, we construct explicit soft prompts (a prompt per target function, independent of the query) as solutions to linear systems matching attention logits to Gaussian kernel exponents, under which the frozen transformer emulates the classical Nadaraya-Watson kernel estimator. The construction requires only a mild rank condition on the weights, which we show holds almost surely under Gaussian initialization. The prompted network inherits the theoretical guarantees of kernel regression, leading to universal approximation theorems with minimax-optimal rates that depend on the intrinsic dimension. We further quantify the cost of prompting, exposing a tradeoff between the norm of the constructed soft prompt tokens, prompt length, and hidden dimension. Numerical experiments corroborate the constructions and predicted rates.
Alexander Hsu, Rongjie Lai
Aug 9, 2026cs.LG

The Cost of Adaptivity: Matching Lower Bounds Across Learning Problems

Adaptive procedures must work without nuisance information an oracle may use, such as a gradient scale or smoothness index, and robust procedures may have to answer queries whose coordinate and inspection time are chosen only after the data are seen. Such comparisons are meaningful only when the oracle advantage and validity contract are stated explicitly. We formalize nuisance adaptation via a slice-normalized minimax ratio retaining the worst-case instance within each nuisance slice, and separately define the robustness cost of expanding from one preannounced Gaussian query to arbitrary post-hoc inspection. Our main result is a finite-horizon composition law for Gaussian certification: from M independent coordinates, a familywise certifier protecting every coordinate and time up to T pays optimal normalized squared half-width of order log(eM) + log log(e^eT), within the sample-mean-centered rectangular class. Epoch stitching gives the upper bound; independent Gaussian block increments across coordinates and geometric time scales give a matching lower bound, already holding on a geometric checkpoint grid, forcing quantiles of the realized maximum width so selection and stopping taxes add. Two benchmark regimes complete the picture: unknown gradient scale in online convex optimization has constant cost, while pointwise adaptation over nested Holder classes costs order (log n / log log n)^(s1/(2s1+1)). Cast as model monitoring, the law lets an analyst inspect any of M slice metrics at any data-dependent time: the naive fixed-query band's selected coverage degrades sharply, to 0.30 at M=1 and to zero for M>=10, while the epoch-stitched certifier holds familywise coverage at an additive iterated-logarithm width cost. Experiments put both sharp predictions at risk of refutation; both survive.
Ibne Farabi Shihab, Adria Binte Habib
Aug 9, 2026cs.CV

OccAnyScene: Towards Unified Indoor-Outdoor 3D Occupancy Prediction

3D occupancy prediction is fundamental to scene understanding, yet existing 3D semantic occupancy methods are typically specialized to fixed scene types and occupancy protocols. We introduce Cross-Scene 3D Semantic Occupancy Prediction, a new task setting which requires a single model to handle heterogeneous indoor and outdoor scenes with varying cameras, spatial ranges, voxel specifications, and semantic taxonomies. This setting poses a fundamental challenge: achieving metric-consistent yet scene-adaptive image-to-3D lifting across varying camera configurations and scene scales. To address this challenge, we propose OccAnyScene, a pixel-frustum-centered Gaussian framework built upon a pretrained depth foundation model. Specifically, the framework employs Pixel-Aligned Frustum Feature Aggregation to construct a camera-aware frustum query for each feature pixel, and Frustum-Parameterized Gaussian Construction to decode each query into multiple Gaussians whose positions and sizes are constrained by the predicted pixel depth and corresponding frustum geometry. OccAnyScene sets new state-of-the-art results, achieving 59.92% mIoU on the indoor Occ-ScanNet and 23.06% mIoU on the outdoor SurroundOcc-nuScenes.
Junjie Liu, Wanshui Gan, Zitong Dai +6
Aug 9, 2026cs.CV

JSGS: JPEG State-Guided Supervision for 3D Gaussian Splatting from Mixed-Quality Views

Standard 3D Gaussian Splatting (3DGS) assumes that every input image faithfully samples scene radiance. However, mixed-quality JPEG images violate this assumption because compression-induced blocking and ringing artifacts can corrupt updates to Gaussians shared across views. To address this problem, we propose JPEG State-Guided Supervision for 3D Gaussian Splatting from Mixed-Quality Views (JSGS). JSGS uses luminance and chrominance quantization tables stored in each JPEG file to construct a view-specific JPEG observation operator. This operator encodes and decodes each rendered view for domain-matched comparison with the corresponding decoded input image. The luminance quantization table supplies continuous weights within a fixed middle frequency band. A loss in the low frequency band anchors coarse structure, while the weighted middle frequency loss redistributes supervision among the selected DCT coordinates. The resulting block disagreement also guides the Gaussian Controller to regularize small primitives with high opacity in disagreement regions. Across seven scenes and three mixed-quality schedules, JSGS achieves the lowest mean LPIPS and the highest mean SSIM under every schedule while rendering at approximately 150 FPS. Code: https://github.com/Jayden-Cui/JSGS.
Jinhua Cui, Anhong Wang, Kai Hu +5
Aug 9, 2026cs.CV

EvTrajGS: Accurate and Efficient 3D Gaussian Splatting from Unposed Event Streams

Event cameras, with high temporal resolution, high dynamic range, and asynchronous sensing characteristics, have shown great potential for dense 3D reconstruction. Traditional reconstruction methods based on off-the-shelf pose estimates achieve high efficiency but produce low-fidelity results, as inaccurate pose initialization introduces cumulative reconstruction errors. In contrast, recent SLAM-style methods stabilize joint pose-scene optimization through incremental tracking and mapping, yielding higher reconstruction fidelity at the expense of considerable computational overhead. To address this trade-off, this paper presents EvTrajGS, an accurate and efficient 3D Gaussian Splatting framework for unposed event streams. Our method enables reliable joint pose-scene optimization initialized from coarse pose priors, eliminating the need for computationally expensive SLAM-style pipelines. EvTrajGS parameterizes camera motion as a continuous-time trajectory initialized from discrete camera poses, providing a unified representation for pose refinement. We then aggregate adjacent trajectory states into a temporally coupled pose, promoting temporally consistent pose updates during joint optimization. Additionally, we introduce a loss-reweighted event sampling strategy to adaptively emphasize temporally under-reconstructed intervals. Extensive experiments on both synthetic and real-world datasets demonstrate that EvTrajGS outperforms state-of-the-art methods in terms of both geometric reconstruction quality and pose estimation accuracy, achieving 3.8 dB higher PSNR, 0.1 higher SSIM, and over 40% lower ATE RMSE while retaining high computational efficiency.
Zixuan Chen, Jiakai Zhang, Junhao Dong +4
Aug 9, 2026cs.CV

ERF-GS: Reconstructing Fast Motion from Disjoint Event-RGB Viewpoints

Deep learning-driven representations such as neural radiance fields (NeRFs) and 3D Gaussian splatting (3DGS) have revolutionized the field of dynamic 3D scene reconstruction with improved visual precision and scalability. However, the reconstruction of fast-moving objects remains a challenge; existing methods based on conventional frame-based videos often struggle in scenarios such as sports events and animal videography. We propose an event-RGB fusion Gaussian splatting (ERF-GS) framework that integrates event information into both optimization and densification stages of the Gaussian splatting pipeline, taking advantage of novel event sensors with high frame-rate. Unlike many other event-assisted scene reconstruction methods, ERF-GS was developed using realistic simulation settings and realizes event-based learning detached from RGB inputs. This design enables its application beyond straightforward synthetic data into the realm of natural video with complex layout, low frame rates and severe motion blur. Our experiments show that ERF-GS outperforms both the 4DGS baseline and the concurrent E-D3DGS on different variants of the Neu3D and Nvidia datasets which include blurry RGB frames and disjoint RGB-event viewpoints. Our code is available at https://github.com/andrewbxy/ERF-GS.
Xiaoyang Bai, Zhenyang Li, Weiwei Xu +2
Aug 8, 2026math.PR

A cylindrical neural approximation theorem for conditional laws of McKean-Vlasov equations with common noise

We introduce conditional cylindrical neural networks for approximating functionals of conditional laws in McKean-Vlasov equations with common noise. Fourier moments of the initial law and truncated signatures of the time augmented common noise are mapped by a mixture density network to a Gaussian mixture approximation of the conditional law. A cylindrical neural network then evaluates the target functional through analytic integrals against this predicted measure. Rough path well posedness and stability provide a conditional law map that is continuous in the initial distribution and the rough driver and agrees almost surely with the classical conditional law at the Itô Brownian lift. Combining this continuity with Fourier separation, signature uniqueness, Wasserstein density of Gaussian mixtures, and neural universal approximation, we prove an L2L^2 universal approximation theorem for continuous square integrable functionals. The numerical study implements the resulting two stage procedure on six examples, including non Gaussian initial laws, nonlinear drift, multiplicative common noise, and a two dimensional state. Independent particle references are used when no closed form law is available. The learned conditional law and functional approximations consistently improve on the empirical particle plug in, and additional experiments examine feature sensitivity, training from one terminal observation per common noise scenario, and Itô--Stratonovich consistency.
Nacira Agram, Reda Hmioui, Jan Rems
Aug 8, 2026cs.CV

FlexSplat: Flexible Feed-Forward 3D Gaussian Splatting without Point Cloud Correspondence

We present FlexSplat, a feed-forward framework for novel view synthesis (NVS) from uncalibrated, object-centric multi-view image collections. A recent line of query-based methods reconstructs a compact set of 3D Gaussians by treating them as transformer queries that are refined with multi-view deformable attention; these methods, however, assume that camera poses are given. FlexSplat removes this assumption: a geometry transformer is trained jointly with the Gaussian decoder to predict per-image camera parameters and depth, which in turn ground a depth-guided Gaussian parameterization and a multi-view deformable cross-attention that aggregates evidence across all input views into a single, view-consistent set of primitives. An uncertainty-weighted depth-consistency objective lets the jointly trained geometry adapt to the reconstruction task, while the cross-view consensus formed during decoding absorbs the residual error of the estimated cameras and depth. The representation uses a compact Gaussian budget that is decoupled from the input resolution - unlike pixel-aligned methods, the primitive count does not grow with the image grid - and is not dictated by the number of views. On ShapeNet-SRN and Google Scanned Objects (GSO), FlexSplat matches or approaches posed state-of-the-art reconstructors while requiring neither camera poses nor ground-truth depth, and matches the best perceptual (LPIPS) quality among the compared methods on GSO. Our results indicate that a jointly trained geometry front-end is sufficient to bring calibration-free operation to query-based Gaussian reconstruction while staying within 0.7 dB PSNR of posed methods and matching their perceptual quality.
Amir Sabbaghziarani, Hanting Ye, Maria Gorlatova +1
Aug 7, 2026cs.CV

XClipGS: Exact Half-Space Clipping for Medical Volume Gaussian Splatting

Gaussian-splatting proxies enable interactive rendering of volumetric medical scans, but a clipping plane exposes anatomy not constrained by external-view training and intersects primitives that conventional splatting can only keep or drop whole. We present XClipGS (eXact Clipping), which treats these as two separate problems: the render-time clip operator and supervision of the hidden interior. Under the local affine model used by EWA splatting, the ray integral of a half-space-restricted Gaussian factorizes exactly into its ordinary 2D footprint and a conditional Gaussian CDF whose argument is affine in pixel coordinates. The resulting closed-form per-pixel operator introduces no learned clipping parameters or auxiliary network and remains differentiable with respect to the primitive and plane. We use multi-distance reference views with varied clipping-plane axes and offsets to supervise the interior through the same operator. We also introduce a paired clipped/unclipped cut-face protocol with difference-referenced cut error (CDE) and culled-side leakage (Leak), because global image metrics dilute errors near the plane. On eight CT and MRI volumes with plane offsets not used for training, XClipGS attains the highest PSNR on every volume (33.56 versus 32.34 dB for ClipGS) while rendering at over 650 FPS, far above real time, versus 278 FPS. On voxel-axis cut-face views, it raises average band SSIM from 0.809 to 0.860 and leaks roughly 40 times less. Without retraining, it also achieves the best average across all four metrics on arbitrary-normal planes; on a fixed interior, it matches RaRa's face fidelity with about 16 times less leakage. Project page: https://gaozhongpai.github.io/XClipGS/
Zhongpai Gao, Benjamin Planche, Meng Zheng +4
Aug 7, 2026cs.CV

Data collection from highways: a geometric, class-agnostic approach to embedded vehicle counting

Traffic data collection is dominated today by deep object detectors followed by tracking-by-detection, a pipeline that presupposes what is often missing in practice: a detector already trained on the class one wants to count. We revisit a purely geometric traffic-sensing pipeline for Single Board Computers in which detection is class-agnostic: moving objects come from background subtraction and thresholding, and counting is decided by a geometric rule on an imaginary line across the road, a software inductive loop detector. With no object model, training set or per-object trajectory, it runs faster than real time on Raspberry Pi class hardware. Two counting rules are described: a constant average speed rule, whose expected accuracy is derived analytically as about 86% under a Gaussian speed distribution, and a self-calibrating pre-calibration rule that recovers the lane geometry from blob statistics and counts edges of lane occupancy, additionally yielding per-vehicle average speed at no extra cost. Over four videos the latter counts with 83.3%-100% accuracy; in a field deployment it reaches 91% against 37.5% for a blob-tracking baseline under the same compute budget. We report the observations of that period in detail: the resolution floor below which accuracy collapses, the frame rate floor at which vehicles alias past the counting line, the gap between short curated clips and long uncontrolled footage, and the trade-off between Python (easier to tune, 100% CPU) and C++ (40% CPU, thermally viable). These are properties of the sampling geometry, not of the hardware of the time, and still constrain edge deployments. We close by arguing where motion-based, class-agnostic detection remains the right tool: open-set classes with no annotated data, tight power budgets, privacy-constrained installations, and the cold start of mining training crops to bootstrap a learned detector.
Lucas Gouveia Omena Lopes, William W. M. Lira, Alexandre M. Lima +1
Aug 7, 2026eess.IV

Implicit representations are dead. Long live explicit primitives!

Continuous parameterization of medical data has emerged as a powerful paradigm for resolution-independent image representation. While Implicit Neural Representations offer high fidelity and compact storage, their reliance on global Multi-Layer Perceptrons incurs sizeable computational costs, large memory requirements, and extensive optimization times. As medical imaging trends towards ever-more detailed, high-resolution volumes, these costs impose significant bottlenecks in the applicability of implicit approaches. Recently, explicit Gaussian-based primitives have revolutionized the representation learning paradigm by trading deep network evaluations for localized, rasterization-friendly primitives. In this paper, we present a comprehensive, cross-dimensional evaluation of Gaussian representations against implicit approaches for medical imaging applications. First, we outline a theoretical overview on the mathematical properties offered by explicit primitives beyond what is capable under the implicit neural paradigm. Subsequently, we benchmark the computational performance on two demanding image datasets: 2D microscopy histology and 3D lung Computed Tomography (CT). Our experiments demonstrate that Gaussian representations consistently match or surpass reconstruction metrics compared to implicit methods across all compression factors, while displaying significantly lower optimization times, and memory requirements. Together with the compelling mathematical properties offered by explicit primitives, these findings motivate the wider adoption of Gaussian representations and position them as an attractive direction for future research in medical imaging.
Nil Stolt-Ansó, Maik Dannecker, Wenqi Huang +2
Aug 7, 2026cs.CV

InstanceSplat: Instance-Aware Feed-Forward 3D Gaussian Splatting for Scene Understanding

Feed-forward 3D Gaussian Splatting (3DGS) enables efficient and generalizable 3D reconstruction, but current feed-forward 3DGS methods for scene understanding remain largely category-oriented. In contrast, instance-aware 3DGS methods typically rely on per-scene optimization and often decouple reconstruction from instance and semantic learning, limiting reciprocal interactions among them. We present InstanceSplat, a unified feed-forward 3DGS framework for generalizable 3D reconstruction and instance-aware scene understanding from pose-free multi-view images. In a single forward pass, InstanceSplat constructs an instance-aware Gaussian representation that jointly encodes appearance, geometry, instance identity, and language-aligned semantics. Shared 3D Gaussians ground instance identities across views, producing renderable and cross-view-consistent instance features. To allow reconstruction and scene understanding to benefit from each other, we further design an instance-centric learning strategy that connects reconstruction, instance learning, and semantic learning through shared instance structure. Specifically, instance cues guide reconstruction, language-aligned semantics strengthen the discrimination of confusing same-category instances, and instance regions aggregate semantic evidence into coherent object-level predictions. Experiments on novel-view synthesis, instance segmentation, and open-vocabulary semantic understanding under varying input-view settings and on an unseen dataset demonstrate state-of-the-art performance, practical efficiency, and strong generalization.
Minchao Jiang, Xiaoxuan Ma, Shunyu Jia +3
Aug 6, 2026cs.CV

Confidence matters: Leveraging Multi-view Geometric Priors for GS-based Reconstruction

3D Gaussian splatting (3DGS) has emerged as a widely-used tool for novel view synthesis, offering real-time rendering in a sparse representation. However, the method's reliance on structure-from-motion initialization and photometric optimization can lead to suboptimal geometric reconstruction, particularly for objects with high specularity. In this work, we investigate the integration of geometric priors, in the form of predicted normal and depth maps, into the 3DGS framework to improve the reconstruction quality. We analyze the effect of incorporating these priors into GS-based methods and our evaluation reveals that multi-view predictions, as they are done by the recent visual geometry grounded transformer (VGGT), outperform single-view alternatives. A major factor is the existence of a confidence map for the estimations, which comes as a by-product of multi-view models and which can significantly improve the effectiveness of priors by weighting each prediction appropriately. Extensive experiments on standard benchmarks show consistent improvement in reconstruction quality and significant gains in complex scenes including specular objects.
Hongyu Zhou, Zorah Lähner
Aug 6, 2026cs.AI

GSBF: Gaussian Splatting for Environment-Aware Beamforming

Beamforming plays a key role in multiple-input-multiple-output (MIMO) communication systems. However, conventional beamforming design normally requires accurate instantaneous channel state information (CSI) and iterative optimization, which incur substantial pilot overhead and computational complexity. Recognizing that radio propagation is intrinsically governed by the physical geometry, we develop a 3D Gaussian splatting for environment-aware beamforming (GSBF) pipeline based on multi-modal data, which characterizes the environment through a persistent 3D Gaussian representation. Specifically, GSBF models the environmental scattering response with reciprocity-preserving bidirectional spherical Gaussian (Bi-SG) kernels and performs two-sided electromagnetic rasterization to render an angular propagator map. The rendered map is then aggregated through an over-complete array-manifold dictionary and projected to the constant-modulus beamformers, thereby synthesizing beams directly from the access point (AP) pose and user position without online instantaneous CSI. Simulations demonstrate that GSBF consistently outperforms baselines such as exhaustive beam alignment (EBA) with lower latency.
Yijie Bian, Wei Guo, Zixin Wang +3
Aug 6, 2026cs.CV

NewtonGS: Physics-Structured Object-Level Neural Newtonian Dynamics for Gaussian Scene Animation

Animating objects in a static 3D Gaussian scene requires an explicit object-level dynamic state and a controllable model of object motion. Existing dynamic Gaussian methods primarily reconstruct time-varying scenes or simulate deformation, rather than provide compact object states for direct control. To address this gap, we present NewtonGS, a physics-structured framework for object-level state rollout and Gaussian scene animation. NewtonGS represents each object with a 22-dimensional state covering pose, linear and angular velocity, anisotropic scale and its rate, mass, and contact properties. Its Gaussian Neural Newtonian Dynamics (Gaussian-NND) model combines analytic translation, quaternion kinematics, gravity, damping, and scale-restoration dynamics with learned continuous and contact residuals. A discrete event map handles floor contact. Predicted poses and scales define a shared affine transformation that updates the means and covariances of all Gaussians associated with each object. We construct two procedurally generated datasets: State-32 for state-rollout evaluation and Gaussian-32 for state-to-Gaussian transformation. On both the in-distribution and velocity-range-shift splits of State-32, NewtonGS achieves lower trajectory RMSE, final displacement error, and velocity RMSE than five analytic baselines. Experiments on Gaussian-32 further demonstrate effective conversion from predicted states to animated Gaussian objects.
Lianlei Shan, Feiyang Ye, Yan Chen +1
Aug 6, 2026cs.CV

G2^2ARD-GS: Geometry-Guided Anchor-Regularized Gaussian Splatting Distillation

Dense colored LiDAR maps provide accurate city-scale geometry, but lifting them into 3D Gaussian Splatting (3DGS) retains millions of primitives, making the resulting models costly to store, transmit, render, and adapt. Aggressive primitive reduction alleviates this burden, but can remove the local surface support needed for stable novel-view synthesis and downstream geometric use. We introduce G2^2ARD-GS, a geometry-guided distillation method that converts a dense Gaussian prior instantiated either as a training-free point-cloud lift or a trained GS model into a compact, reusable representation. G2^2ARD-GS progressively consolidates the prior into surface-aware representatives, then recovers appearance on the resulting fixed topology under construction-time anchor constraints, with no primitives added or removed during recovery. Under limited supervision, geometry-aware view selection allocates the available view budget. On MatrixCity, G2^2ARD-GS achieves the best PSNR, SSIM, and LPIPS across matched 5×5\times--30×30\times compression budgets, outperforming PUP by 3.23.2--6.86.8,dB in PSNR. When reused as frozen geometry, the compact model improves off-trajectory appearance adaptation by 3.73.7--4.94.9,dB over PUP 3D-GS and preserves image-to-model registration accuracy on Cambridge KingsCollege at 30×30\times compression. Project page: https://patrick1159.github.io/gardGS-page/.
Puyuan Zhang, Jianming Huang, Wenkai Ye +1
Aug 6, 2026cs.CV

CDSeg: A Renderable Gaussian Carrier for Image-to-3D Label Transfer

Modern image models provide strong cues about \emph{what} should be segmented in each view, but their masks do not by themselves determine \emph{where} those labels should persist in 3D. We present Cross-Domain Segmentation via Gaussian Splatting (CDSeg), a label-transfer interface that requires no task-specific 3D segmentation training and uses Gaussian primitives as a renderable label carrier. An external mask source supplies the labels, while renderer-derived visibility determines which 3D primitives receive them. The carrier is instantiated either by completing each input point into one Gaussian, preserving its index, or by reusing the native primitives of an optimized Gaussian scene. CDSeg records pixel--primitive associations during rendering and fuses multi-view masks through voting and a local filter. The resulting labels can be returned to the original points, retained on the native Gaussian scene, or rendered into other views. CDSeg covers promptable, automatic instance, semantic, and LiDAR settings and processes scenes with millions of primitives in seconds. It obtains 92.35% mIoU on DesktopObjects-360, 95.89% on NeRDS-360, and 65.77% on the full ScanNet-v2 validation split using the provided 2D semantic annotations. CDSeg thereby provides one interface for reusing 2D masks across point clouds, Gaussian scenes, and image views without a task-specific 3D segmentation network.
Wentao Sun, Yiping Chen, Zhengsen Xu +2
Aug 5, 2026cs.CV

Multi-View Face and Gesture Animation with Dynamic Gaussians

Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture the subtle dynamics of facial expressions and hand gestures that are crucial for natural human communication. While methods based on full-body parametric models enable avatar reconstruction from monocular or multi-view inputs, they often lack accurate facial animation and detailed hand articulation. To address these limitations, we propose MVFGA, a novel multi-view-consistent pipeline for generating realistic upper-body avatars. Our approach models the face and hands separately and fuses them with a parametric upper-body mesh model, enabling the capture of fine-grained facial expressions and hand poses for accurate upper-body avatar reconstruction. We then splat 3D Gaussians onto the obtained mesh, enabling high-quality rendering of dynamic avatars from novel viewpoints. Furthermore, we introduce MVFGA-MoCap, a multi-view upper-body motion capture dataset featuring controlled facial expression sequences, diverse hand gestures, and free-form communication. Experiments show that MVFGA generates visually realistic avatars with high-fidelity facial expressions and hand motions, outperforming baselines for upper-body avatar animation. Project page: https://dfki-av.github.io/MVFGA/
Alireza Javanmardi, Vippin Kumar Jeetmal, Christen Millerdurai +2
Aug 5, 2026cs.AI

PD-GS: Phoneme-Driven 3DGS for Audio-Driven Talking Heads

3D Gaussian Splatting (3DGS) enables fast, photorealistic talking-head rendering, yet accurate lip articulation remains elusive: mouth motion is often over-smoothed and may violate hard articulatory constraints such as bilabial closures, producing the notorious ``leaky mouth'' artifact. A key difficulty is that brief, discrete articulatory events are inferred from a continuous acoustic embedding under a regression objective, which biases predictions toward averaged mouth configurations. While modern self-supervised speech encoders provide rich prosodic and phonetic cues, they do not provide an explicit, frame-aligned linguistic target that reliably disambiguates closure-level events. We propose \textbf{Phoneme-Driven Gaussian Splatting (PD-GS)}, which augments a 3DGS talker with time-aligned phoneme tokens obtained from an automatic ASR and forced-alignment pipeline. Our core component, the \textbf{Linguistic Fusion Module (LFM)}, adaptively fuses continuous audio context with discrete phoneme embeddings through a learned gate, allowing the model to preserve smooth audio-driven dynamics while strengthening phoneme guidance on articulation-critical segments. PD-GS is trained purely from monocular video using image reconstruction and lip landmark supervision. On HDTF, PD-GS achieves the best lip geometry among the compared baselines (LMD 2.66) and qualitatively reduces closure violations in challenging phoneme sequences, yielding more linguistically faithful neural avatars.
Ao Fu, Yi Zhou
Aug 5, 2026cs.CV

ACA-GS: Adaptive-Capacity Anchored Gaussian Splatting for Compact Dynamic Radiance Fields

Recent advances in 4D Gaussian Splatting (4DGS) enable high-fidelity, real-time spatiotemporal rendering, but expose a fundamental trade-off between motion expressiveness and storage efficiency. While anchor-based designs achieve compactness through anchor-level parameter sharing, their rigid uniform parametrization enforces fixed Neural Gaussian counts and feature budgets per anchor. Consequently, insufficient fidelity is addressed by excessive anchor density, rather than lightweight, targeted increases in Neural Gaussian count or feature capacity, resulting in memory waste. To overcome this rigidity, we introduce an adaptive-capacity anchor-based framework that dynamically allocates the representational capacity based on local spatiotemporal demands. Adaptive Anchor Cardinality varies the number of Neural Gaussians per anchor, concentrating primitives in regions of high geometric or motion complexity while suppressing redundancy. In parallel, Adaptive Anchor Feature Masking modulates anchor-level feature channels, assigning rich features to complex regions and lightweight representations to simpler ones. Experiments on MPEG, Panoptic Sports, and N3DV datasets demonstrate substantial storage reduction without degrading visual quality. Notably, on challenging MPEG sequences with complex motion, our method achieves up to 1.5x higher compression than state-of-the-art anchor-based methods while preserving comparable quality.
Seunghyeon Song, Joo Chan Lee, Chanung Park +4
Aug 5, 2026cs.CV

OutLangSplat: 3D Language Gaussian Splatting for UAV Outdoor Scenes

3D Language Gaussian Splatting embeds open-vocabulary language features into 3D Gaussian Splatting, providing an efficient explicit representation for text-driven 3D scene understanding. However, existing methods are limited to indoor or small-scale scenes, and tend to fail in Unmanned Aerial Vehicle (UAV) outdoor scenes, where severe occlusions and long distance viewpoints often lead to incorrect semantic activations and missing target responses. In this paper, we present OutLangSplat which adapts language Gaussian representations to UAV outdoor scenes by improving feature representation and aggregation reliability. For the feature representation, a 2D-3D dual-branch representation with region-based alignment and fusion is designed to improve spatial consistency, reducing incomplete target responses and background misactivations. For the feature aggregation, we introduce a training-free contribution and consistency-aware Gaussian feature aggregation strategy that leverages pixel contribution reliability and cross-view semantic consistency to suppress unreliable responses from noisy viewpoints. A new dataset is provided by manually annotating various objects on four real-world public UAV outdoor scene datasets. To the best of our knowledge, it is the first accessible dataset of open-vocabulary 3D scene understanding for UAV outdoor scenes. Quantitative evaluations and ablation studies demonstrate that OutLangSplat outperforms SOTA methods on both open-vocabulary semantic segmentation and instance localization tasks. The datasets and codes will be open-sourced.
Xia Yan, He Wu, Yanghui Xu +2
Aug 5, 2026cs.LG

Discretization and Statistical Consistency of Functional Flow Matching

Functional flow matching is posed on distributions of functions but implemented from finitely many coefficients or point values. Under scattered or adaptive refinement, the resulting conditioning sigma-algebras need not be nested, so martingale convergence does not justify the sensor limit. We prove strong L2L^2 convergence of finite conditional velocity targets for every strongly consistent sequence of finite-rank reconstructions, with quantitative bounds for orthogonal projections and a point-sensor extension through a regularity space. For learned flows, coupling directly to a population superposition path yields an end-to-end Wasserstein bound without assuming uniqueness of the population finite-dimensional ODE. We verify sensor-independent constants for a normalized quadrature neural operator, including globally Lipschitz activations through an explicit magnitude recurrence. A noncommuting trace-class Gaussian example gives boundary multiplier 00 under projected restriction and 0.720.72 under exact conditioning. A spatial regularity--cubature certificate closes the operator-realization term, a Bernstein argument gives a O~(n−1)\widetilde{O}(n^{-1}) excess-risk term for fixed model dimension and envelopes, and an exactly realizable clipped Gaussian scaling specialization yields an explicit end-to-end rate.
Lennon J. Shikhman
Aug 5, 2026math.OC

A Counterexample to Fourier Alignment in Single-Neuron Modular Addition

We give a negative solution to MAIS-O60. We first construct an example in which an initially active ReLU neuron becomes completely inactive in finite time and thereafter remains frozen at a limit whose Fourier energy is equally distributed among all nonzero real frequency classes. The counterexample holds on an open set of initial conditions and therefore occurs with positive probability under Gaussian initialization. An appendix prepared by GPT-5.6 Sol strengthens the counterexample by showing that the same failure can occur for every Clarke trajectory from an open set of initial conditions, under the convention ReLU′(0)=0\mathrm{ReLU}'(0)=0, for smooth dead-zone approximations of ReLU, and for fixed-step full-batch gradient descent. Thus, single-frequency alignment is not a general consequence of training a single neuron on modular addition.
Gautam Neelakantan Memana
Aug 4, 2026cs.LG

Attention-Only White-Box Transformer via LeJEPA-Based Self-Supervised Pretraining

Existing studies on self-supervised learning for white-box networks typically decouple the derivation of white-box networks via optimization algorithms from self-supervised learning paradigms. In this work, we instead revisit the two components from a joint perspective. The LeJEPA-based self-supervised framework assumes an isotropic Gaussian distribution as the optimal embedding distribution for downstream tasks, which is conceptually equivalent to the expansion term R(Z)R(Z) in the sparse rate reduction objective guiding white-box Transformer optimization. Building on this observation, we use the LeJEPA self-supervised paradigm to optimize R(Z)R(Z), and derive the remaining terms Rc(Z∣U[K])+λ∥Z∥0R^{c}(Z\mid U_{[K]})+λ\lVert Z\rVert_{0} via the alternating direction method of multipliers (ADMM) into an attention-only Transformer that dispenses with the ISTA structure or MLP layers of the original design. Experimental results demonstrate that our attention-only white-box Transformer achieves classification accuracies of 88.88%88.88\% on CIFAR-10 and 63.54%63.54\% on CIFAR-100 at the Base scale under the LeJEPA self-supervised paradigm, while the original white-box Transformer CRATE achieves classification accuracies of 89.18%89.18\% on CIFAR-10 and 63.56%63.56\% on CIFAR-100. Our model achieves competitive performance while reducing the parameter count by roughly 31%31\%. Beyond the white-box setting, we further investigate standard ViTs and find that replacing all MLP blocks with ReLU activations under knowledge distillation removes approximately 66% of the parameters while preserving competitive accuracy, motivating further investigation into the potential redundancy of MLP modules in standard ViT architectures.
Yang Bai, Linyuan Wang, Haoyang Jiang +3
Aug 4, 2026cs.LG

Tight Worst-Case Bounds for the Smallest Eigenvalue of ReLU NTK Gram Matrices

For nn unit vectors x1,…,xn∈Rdx_1,\ldots,x_n \in \mathbb{R}^d, we study the continuous ReLU derivative Gram matrix HH, whose entries are obtained by averaging pairwise gated inner products over a standard Gaussian direction. Writing Δ±:=min⁡i≠jmin⁡{∥xi−xj∥2,∥xi+xj∥2}Δ_\pm := \min_{i \neq j} \min\{ \|x_i-x_j\|_2, \|x_i+x_j\|_2 \} for their projective separation, we prove the universal dimension-free lower bound λmin⁡(H)=Ω(Δ±/log⁡n)λ_{\min}(H) = Ω( Δ_\pm/\sqrt{\log n} ). Conversely, we construct worst-case families satisfying the matching upper bound λmin⁡(H)=O(Δ±/log⁡n)λ_{\min}(H) = O( Δ_\pm/\sqrt{\log n} ), showing that this rate is tight up to universal constants.
Zhao Song
Aug 4, 2026cs.CV

3DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment

3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.
Yuke Xing, Jiarui Wang, William Gordon +3
Aug 3, 2026econ.EM

A Simple Approximation to the Distribution of the Ridge Regression Estimator

We present a simple Gaussian approximation to the finite-sample distribution of the classical ridge regression estimator. Our approximation captures the fact that, in finite samples, the ridge regression estimator trades off bias and variance to reduce estimation and prediction error. Our approximation is based on nonstandard asymptotics where i)i) we let the estimator's regularization parameter grow proportionally to the sample size; and ii)ii) we treat the population regression coefficients as \emph{local} to the reference vector that defines the estimator's direction of shrinkage. In contrast to other asymptotic approximations in the literature, we allow for general forms of heteroskedasticity and autocorrelation in the data generating process (at the cost of considering a low-dimensional model where the number of covariates is not allowed to grow with the sample size). We use our simple Gaussian approximation to propose two new strategies to select the regularization parameter for the ridge regression estimator. The suggested strategies select the regularization parameter to minimize either average or worst-case excess prediction risk, where risk is computed using our suggested Gaussian approximation.
José Luis Montiel Olea, Ryan Strong, Amilcar Velez +2
Aug 3, 2026math.ST

Beyond Modern Asymptotics for Log-Likelihood Ratios in Logistic Regression

We characterize the finite sample behavior of the log-likelihood ratio statistic in binary logistic regression, uniformly over both the design and the target parameter. For n≥d≥3n\geq d\geq 3, we determine, up to universal constants, its worst case (1−δ)(1-δ) quantile over all fixed collections of design vectors and all target parameters: dlog⁡(end)+log⁡(1δ).d\log\left(\frac{e n}{d}\right)+\log\left(\frac{1}δ\right). This is a nonasymptotic analogue of the Wilks χd2χ^2_d phenomenon and requires no regularity assumptions on the design. The low dimensional cases exhibit unusual behavior. The worst case quantile in dimension d=2d=2 is sharply of order log⁡log⁡log⁡n+log⁡(1δ).\log\log\log n+\log\left(\frac{1}δ\right). The worst case quantile in dimension d=1d=1 is of order log⁡(1/δ)\log(1/δ), with no dependence on nn. Finally, i.i.d. Gaussian design vectors recover the classical Wilks scale. In the regime n≳d+log⁡(1/δ)n\gtrsim d+\log(1/δ), we prove the sharp bound d+log⁡(1δ).d+\log\left(\frac{1}δ\right). Unlike existing asymptotic results, our bounds are uniform over the target parameter, which may depend on nn, dd, and δδ.
Hugo Chardon, Reese Pathak, Nikita Zhivotovskiy
Aug 3, 2026cs.CV

InfiniSplat: Implicit Gaussian Decoding for Large-Baseline Monocular View Synthesis

Single-image feed-forward 3D Gaussian Splatting (3DGS) aims to directly generate a renderable 3D scene representation from one input image, avoiding the cost of multi-view capture and per-scene optimization. However, existing methods are often constrained by a pixel-aligned representation, where Gaussians are predicted from fixed image-grid locations. Such pixel-aligned primitives can produce promising nearby-view renderings, but they remain weakly coupled to underlying scene surfaces and struggle to preserve coherent structures under large viewpoint shifts. We present InfiniSplat, a feed-forward single-image 3DGS framework that moves from a pixel-aligned representation toward a surface-aligned representation. InfiniSplat constructs this representation by first using geometry-guided sampling to place 2D supports according to depth-induced local surface structure, and then applying a query-conditioned implicit decoder to predict Gaussian attributes from the image features queried at these supports. By grounding support locations in geometry while decoupling Gaussian prediction from fixed pixel centers, InfiniSplat produces Gaussian layouts that better follow scene surfaces and reduce scattered primitives caused by grid discretization. Across multiple cross-dataset NVS evaluations, InfiniSplat achieves state-of-the-art performance compared with single-image feed-forward baselines, and demonstrates zero-shot generalization from Hypersim indoor synthetic training to complex open-world scenes. Project page: https://zju3dv.github.io/InfiniSplat.
Jiawei Wang, Hao Yu, Yongzhen Hu +7
Aug 3, 2026cs.CV

CLEAR: Conflict-aware Learning via Evidence-guided Adaptive Routing for Unified Sparse-View 3D Gaussian Super-Resolution

Sparse-view 3D Gaussian Splatting Super-resolution is highly challenging since the sparse and low-resolution (LR) inputs lack sufficient geometric and high-frequency information for accurate reconstruction. To achieve high-quality reconstruction, existing sparse-view super-resolution methods adhere to two-stage pipeline that performs LR Gaussian reconstruction and then high-resolution (HR) Gaussian refinement, which directly results in stage-wise Gaussian transfer and reconstruction error accumulation. To this end, we propose CLEAR, a Conflict-aware Learning via Evidence-guided Adaptive Routing, as the first unified single-stage framework for Sparse-view 3D Gaussian Splatting Super-resolution. Specifically, CLEAR performs joint the optimization of authentic LR observations and external HR priors within a unified Gaussian representation. To mitigate the gradient conflicts introduced by sparse supervision during training, we propose a Gaussian-wise conflict-aware optimization strategy that regards the LR gradient as a reliable anchor and applies evidence-conditioned soft correction only to severe HR conflicts. Moreover, to recover high-frequency details, we introduce an evidence-guided Patch-to-Gaussian routing mechanism which estimates patch reliability and detail demand, lifts them into Gaussian space, and selectively routes high-frequency gradients and densification. Finally, we employ shared Gaussian dropout and a detached mid-training anchoring to enhance the robustness of training framework. Extensive experiments on both synthetic and real-world 4×4\times super-resolution benchmarks demonstrate that CLEAR consistently achieves state-of-the-art rendering quality and superior geometric fidelity.
Hantang Li, Qiang Zhu, Xiandong Meng +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
Aug 3, 2026cs.CV

GSRAIN: Physically Calibrated High-/Low-Frequency Rainfall Synthesis for 3D Gaussian Driving Scenes

Existing rainfall simulation methods for autonomous driving remain limited in physical controllability and multi-view consistency. This paper presents GSRAIN, a high-/low-frequency rainfall synthesis method for 3D Gaussian Splatting (3DGS) driving scenes. GSRAIN constructs a high-frequency raindrop model from measured rainfall data and generates low-frequency rainy appearance using a geometry-aware single-step diffusion model. The two effects are then fused in a unified 3DGS scene, enabling rainfall-intensity control over the range of 0--13~mm/h. The proposed method achieves a Fréchet Inception Distance (FID) of 149.09, outperforming CycleGAN-Turbo (155.71) and WeatherEdit (157.94). Object-detection and closed-loop driving experiments further show that the generated scenes expose scene-dependent performance changes of the evaluated algorithms under controllable rainfall. These results indicate that GSRAIN provides an effective approach for constructing physically controllable, repeatable, and closed-loop-compatible rainy-weather test scenes for autonomous driving.
Fanyu Wang, Longgao Zhang, Junyi Chen
Aug 3, 2026cs.CV

UniqueSplat: View-conditioned 3D Gaussian Splatting for Generalizable 3D Reconstruction

In this paper, we propose UniqueSplat, a view-conditioned feed-forward 3D Gaussian Splatting model to reconstruct customized 3D radiance fields for each view query. Existing feed-forward methods such as pixelSplat and MVSplat aim to generate fixed Gaussians across all views of each scene by minimizing the error between rendered views and ground-truth images. However, such fixed Gaussians generally render images from all views and lack the ability to adapt to specific viewpoints, as they do not incorporate target view information when predicting Gaussians. To address this, our UniqueSplat learns the view-conditioned information as a prior and incorporates this knowledge into network parameters, so that Gaussians are dynamically adjusted in accordance with different views. Specifically, we propose a two-branch view-conditioned hyperNetwork to simultaneously learn view-agnostic embeddings and view-specific knowledge, which not only explores the shareable knowledge from various views, but also adapts the model to specific views at test time. Extensive experiments on widely-used datasets including RealEstate10K, ACID and DTU demonstrate the superiority of UniqueSplat over the state-of-the-art methods. Moreover, UniqueSplat encouragingly outperforms existing methods in cross-dataset evaluation, showing its notable generalization ability.
Haixu Song, Xiaoke Yang, Shengjun Zhang +2
Aug 3, 2026cs.AR

DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization

3D Gaussian Splatting (3DGS) has emerged as a leading technique for real-time novel view synthesis, yet existing 3DGS accelerators suffer from poor architectural scalability: increasing the number of PEs leads to marginal performance improvement during rendering. We identify that the root cause is the tightly coupled ``checking-while-blending'' dataflow, which exacerbates PE underutilization caused by spatial redundancy from irregular Gaussian coverage and temporal redundancy from asynchronous pixel-wise termination under parallel execution. To address this issue, we propose DeGS, a scalable architecture for efficient 3DGS inference. To systematically eliminate the redundancies inherent in rendering, DeGS exploits a decoupled dataflow, restructuring the coupled αα-checking, transmittance checking, and αα-blending of the standard rendering process into consecutive workload parsing, reorganization, and blending stages. This allows the fragmented, length-variable, and temporal-dependent workloads to be reorganized into compact, conflict-free, and dense workloads prior to blending, thereby significantly improving PE utilization during parallel blending. Implemented in 28 nm technology, DeGS achieves 2.36×\times--7.25×\times throughput, 1.82×\times--6.02×\times end-to-end speedup, and 1.59×\times--4.42×\times energy efficiency over state-of-the-art 3DGS accelerators (GSCore, GBU, GCC) across diverse scenes and resolutions (720p to 8K). Moreover, scaling from 16 to 1024 PEs, DeGS maintains over 80% PE utilization at high resolutions, significantly outperforming existing accelerators.
Minnan Pei, Gang Li, Zeyu Zhu +7
Aug 3, 2026cs.RO

MANGO-Grasp: Mahalanobis Fields over Geometry-Oriented 3D Gaussians for Cross-Embodiment Dexterous Grasping

Cross-embodiment dexterous grasping aims to synthesize stable grasps across heterogeneous multi-fingered hands with little or no embodiment-specific tuning. Existing interaction-centric methods achieve promising results, but their object representations often underrepresent local surface geometry, while their robot descriptors do not explicitly encode both robot morphology and kinematics. We propose MANGO-Grasp, an anisotropic interaction framework that represents objects as geometry-oriented 3D Gaussian primitives and robot hands as surface keypoints encoded into morpho-kinematic descriptors. The object primitives are adaptively allocated by geometric complexity and shaped as surface-aligned plates with outward normals, encoding local geometry. Mahalanobis fields over keypoint--primitive pairs serve as interaction prediction targets during training and as optimization guidance for grasp realization at inference. These fields rise sharply for displacement along the surface normal but only gently within the tangent plane, matching the directional structure of contact. Grasps are realized with one shared optimization formulation and hyperparameter setting across all embodiments. On the CMAP and MultiGripperGrasp benchmarks, MANGO-Grasp outperforms the strongest seen-hand baseline by up to 8.24 percentage points in simulation. It also transfers zero-shot to the unseen SharpaWave hand, improving over the strongest zero-shot baseline by up to 16.57 percentage points, and achieves 86% success in real-world experiments. The code and additional materials will be made available upon publication at https://connor-zh.github.io/MANGO-Grasp/.
Heng Zhang, Kevin Yuchen Ma, Mike Zheng Shou +2
Aug 3, 2026cs.CV

DecoupleGS: Interactive 3D Gaussian Splatting for End-to-End Autonomous Driving Testing

End-to-end (E2E) autonomous driving algorithms require rigorous closed-loop validation in simulation environments offering high visual fidelity, strong interactivity, and real-time performance. Existing approaches, from game engines to static neural rendering, inherently trade off these requirements and struggle with the dynamic scene composition essential for E2E testing. To bridge this gap, we propose a novel decoupled 3D Gaussian Splatting (3DGS) framework tailored for large-scale E2E evaluation. We fundamentally decompose scenes into a high-fidelity static background and manipulable dynamic agents using an object-centric canonical representation. To resolve resulting representational conflicts, we introduce three targeted modules: (1) asset compression via perceptual pruning and vector quantization for real-time traffic rendering; (2) map-guided geometric registration leveraging semantic topology to strictly align trajectories; and (3) proxy-based relighting transferring ambient illumination for seamless photometric integration. Extensive experiments demonstrate that DecoupleGS achieves a balanced fidelity-efficiency trade-off, improves metric and photometric consistency, and provides a practical closed-loop sensor simulation platform for E2E autonomous driving evaluation.
Siying Li, Ying Ni, Jie Sun +2
Aug 3, 2026cs.CV

G-Skin: Learning to Bind 3D Gaussians with Generative Visual Priors

3D Gaussian Splatting has achieved remarkable success in photorealistic and efficient rendering, leading to a rapid increase in 3D assets represented by 3D Gaussian primitives. Directly rigging these assets with arbitrary skeleton topologies is highly desirable. However, training a feed-forward skinning framework is infeasible due to the lack of high-quality 3D Gaussian rigging datasets. An alternative solution is to transfer mesh-based techniques to 3D Gaussian-based representation, but 3D Gaussian primitives are not restricted to the surface and lack explicit topological connectivity. Moreover, this kind of method suffers from poor generalization to unseen data due to its strong dependence on training data, while acquiring high-quality rigging data is prohibitively expensive. To address this challenging problem, we propose G-Skin, a novel generative skinning framework designed for expressive and high-fidelity animation with 3D Gaussian representation. To overcome this 3D data scarcity, we introduce a skeleton-controllable image generation model leveraging 2D vision foundation models to distill powerful motion priors into pseudo-guidance. Guided by these priors, we formulate an optimization pipeline incorporating geometry-aware regularizations, which stabilizes the learning process and ensures smooth, structurally coherent skinning weights. G-Skin also generalizes flexibly to the augmented variants of 3D Gaussian representation designed to mitigate animation-induced rendering artifacts. Extensive experiments validate the effectiveness of our approach, demonstrating clear advantages over state-of-the-art methods. Project page: https://yaoyx689.github.io/GSkin.html.
Yuxin Yao, Kendong Liu, Shiqi Zhou +2
Aug 3, 2026cs.CV

StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting enables efficient novel-view synthesis without per-scene optimization, but most existing methods assume a fixed set of context views and process them jointly. This limits their applicability to online scenarios where calibrated views arrive sequentially and the scene must be updated causally. We present \emph{StreamSplat}, a streaming feed-forward 3DGS framework that incrementally maintains a persistent geometry-grounded scene state and decodes it into renderable 3D Gaussians after each input chunk. StreamSplat centers on a \textbf{Voxel-Aligned Causal Cache (VACC)}, which stores historical 3D tokens in a memory-bounded voxel structure so that memory grows with explored scene geometry rather than stream length. To better reuse history during causal prediction, we introduce \textbf{History-Projected Depth Anchoring (HPDA)} to project cached geometry as depth guidance for current cost-volume estimation, and \textbf{Cache-Guided Feature Injection (CGFI)} to inject cached latent evidence into Gaussian-token regression. Experiments on DL3DV, RealEstate10K, and ScanNet show that StreamSplat remains competitive with state-of-the-art feed-forward 3DGS methods under sparse causal inputs, despite not using future views or full-scene context. More importantly, it scales to long input streams with 256, 512, and 1024 views where fixed-view baselines run out of memory, yielding sustained improvements in novel-view synthesis quality as more observations arrive. The code will be made publicly available upon acceptance.
Changhao Song, Yuxuan Wang, Qibiao Li +2
Aug 3, 2026cs.CV

D^2-4DGS: Dual-Depth Guided Sparse-Camera 4D Gaussian Splatting

Dynamic 4D Gaussian Splatting has emerged as an efficient representation for dynamic novel view synthesis through explicit scene modeling and real-time rendering. However, existing methods typically require dense multi-view videos for sufficient geometric constraints, making capture expensive and limiting sparse-camera deployment. Reducing input views lowers acquisition cost but weakens geometry supervision, often causing missing structures and floating Gaussians. Depth priors provide geometric cues, yet no single source offers both dense coverage and reliable geometry. Monocular depth provides dense structure but is scale-ambiguous and locally biased, whereas multi-view geometric depth provides incomplete anchors consistent with the reconstruction coordinate system. To exploit their complementarity, we propose D2^2-4DGS, a sparse-camera dynamic 4D Gaussian Splatting framework guided by dual-source depth priors. We align monocular estimates with valid multi-view geometric depths and verify their consistency to identify reliable geometric anchors. These verified anchors support consistency-aware pruning and depth supervision, while verified geometric depths and aligned mono-only estimates provide candidate geometry for densification in under-reconstructed regions. Finally, RGB-D joint optimization improves appearance fidelity and geometric consistency under sparse-view supervision. Across all nine dataset--view settings, D2^2-4DGS achieves the highest PSNR, improving by 1.33 dB on average over the best competing method in each setting.
Jijian Zhao
Aug 2, 2026cs.CV

GaussianSelector: Lightweight Human-Guided Object Selection in 3D Gaussian Splatting with Graph Optimization

Selecting a complete 3D object from a reconstructed scene with minimal user effort is essential for practical scene editing and embodied interaction. Existing 3DGS-based methods either retrain the Gaussian representation to embed per-object labels, or build dense multi-view SAM observations, both requiring heavy computation and dense viewpoint coverage that is rarely available in practice. We present GaussianSelector, a training-free framework for interactive 3D object selection from sparse views and sparse scribble guidance. Operating directly on native Gaussian primitives, we coarsen dense Gaussians into geometrically coherent superpoints and construct a continuity-weighted graph using appearance and spatial cues. Sparse user scribbles are lifted into 3D via visibility-aware transmittance coverage, and selection is solved as a global graph-cut energy minimization that propagates sparse evidence to a complete 3D object. This design naturally supports multi-round refinement, where users iteratively correct the selection from additional viewpoints to progressively improve the result. Experiments demonstrate that GaussianSelector achieves competitive selection quality against state-of-the-art multi-view SAM-based methods, while requiring significantly fewer interaction views and substantially lower computational overhead. These properties make it well suited for human-in-the-loop 3D scene editing and 3D asset extraction in real-world deployment scenarios.
Baihan Yang, Tiexin Li, Yuheng Liu +4
Aug 2, 2026cs.CV

QuerySplat: Decoupling Geometry and Appearance Representations in 3DGS Prediction

While feed-forward 3D Gaussian Splatting (3DGS) enables efficient 3D reconstruction, achieving high-fidelity rendering remains challenging. Existing pixel-aligned approaches suffer from spatial inflexibility and massive structural redundancy, whereas query-based methods lack 3D priors and entangle geometry with appearance, yielding blurry, pose-dependent results. To overcome these deficiencies, we propose \textbf{QuerySplat}, a feed-forward 3DGS framework driven by geometric priors and explicit appearance decoupling. Specifically, we design a dual-branch query-based decoder: the geometry branch leverages a pretrained Vision Geometric Model for spatial understanding, which intrinsically endows QuerySplat with pose-free modeling capabilities, while the appearance branch recovers high-frequency details through a dedicated pathway separated from geometric attribute regression. Extensive experiments demonstrate that QuerySplat mitigates the blurry rendering issues of early query-based models and consistently outperforms pixel-aligned approaches in rendering fidelity. On the challenging DL3DV benchmark, it achieves state-of-the-art novel view synthesis performance, with average PSNR gains of 2.30 dB and 1.04 dB over the best pose-free and pose-required baselines, respectively. Project Page: https://inspatio.github.io/querysplat.
Yinglong Li, Donghui Shen, Xiaoyu Zhang +5
Aug 2, 2026cs.CV

DynActiveGS: Active Gaussian Splatting for Dynamic Scene Reconstruction

We present DynActiveGS, a dynamic-aware active reconstruction framework based on 3D Gaussian Splatting (3DGS) for autonomous exploration in dynamic environments. The framework incrementally reconstructs a 3D Gaussian scene representation while suppressing motion-corrupted observations through online uncertainty prediction and uncertainty-weighted Gaussian optimization. A key component of DynActiveGS is the explicit decomposition of uncertainty into structural uncertainty and motion-induced uncertainty, which enables the system to distinguish under-reconstructed static regions from dynamically unreliable areas. Based on these uncertainty fields, DynActiveGS performs dynamic-aware viewpoint selection and dynamic-constrained path planning to favor informative yet stable observations during exploration. The resulting system forms a unified closed-loop pipeline for robust active reconstruction in dynamic scenes. Extensive experiments on challenging dynamic benchmarks demonstrate consistent improvements over existing active reconstruction baselines in reconstruction accuracy, completeness, rendering quality, and exploration efficiency.
Hongbo Duan, Pengting Luo, Chengzhi Zhao +3