3D Gaussian Splatting

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Latest in 3D Gaussian Splatting

Aug 2, 2026cs.CV

Struct-GStream: Towards Efficient Free-Viewpoint Video Streaming at Low-Bitrates with Structured 3D Gaussians

Constructing photorealistic Free-Viewpoint Videos (FVVs) of dynamic scenes from a set of posed 2D images has been an intriguing yet challenging task in computer vision. Methods based on neural rendering achieve high-fidelity image quality in FVV construction. However, most of these methods are unable to achieve real-time rendering and often require complete video sequences to train. Despite the existence of some online training methods capable of rendering FVVs in real time, they struggle to meet the requirements for storage and training time for downstream applications. To overcome this problem, we propose Struct-GStream, which can achieve efficient FVV streaming using structured 3D Gaussians (3DGs). Specifically, we introduce dynamic anchor points to generate structured 3DGs to construct basic scenes and model approximate scene movements based on the assumption of local rigidity in object motion. Besides, we introduce a global free 3DGs patching strategy involving free 3DGs' generation, pruning, and optimization to patch and model deficient areas and emerging objects. Our method achieves fast training at low bitrates while maintaining high rendering quality. Extensive experiments demonstrate that Struct-GStream significantly outperforms existing online training methods for FVV construction in terms of training time, storage, and rendering quality while maintaining competitive rendering speed.
Han Jiao, Jiakai Sun, Lei Zhao +4
Aug 2, 2026stat.ML

Model-Agnostic FDR Control via Group Gaussian Mirror and Permutation SHAP

Most FDR-controlled feature selection methods are designed for coordinate-wise hypotheses, where each feature has a single weight or importance score. This abstraction fails in sequential and grouped models, where one original feature is represented by a block of sub-features, such as lags, recurrent states, or attention-based interactions. We propose a grouped-feature FDR control framework for such settings. For grouped linear models, we construct null-symmetric block-level mirror statistics with matrix-valued perturbations. For neural sequential models, we combine Permutation SHAP derivatives as model-agnostic block-level importance scores with kernel-based dependence measure. The framework is model-agnostic across network architectures, does not require specifying the covariate distribution, and reduces to Gaussian Mirror or Neural Gaussian Mirror when the block size is one. We prove FDR control for low- and high-dimensional grouped linear models and asymptotic symmetry of smoothed Permutation SHAP derivatives under fixed fitted nonlinear models. Experiments on simulated and real-world datasets show reliable FDR control and improved power under correlated grouped-feature signals.
Jiaan Han, Junxiao Chen, Yanzhe Fu
Aug 2, 2026cs.RO

Stipple: Real-Time Incremental Gaussian Splatting with Visual-Inertial Tracking

3D Gaussian Splatting (3DGS) provides efficient rendering of photo-realistic scenes, but its heavy preprocessing and training steps make it a poor fit for applications that require real-time reconstruction in robotics or XR. This capability is important since it allows immediate feedback and interaction with new environments. Visual-inertial odometry (VIO) and simultaneous localization and mapping (VI-SLAM) systems, on the other hand, specifically target these real-time applications, which makes them a good choice for integration with 3DGS. We propose a new method that tracks and reconstructs simultaneously in real-time by leveraging an efficient visual-inertial tracking system based on Basalt together with a novel incremental method built on top of Brush, an efficient Rust-based GPU-vendor-agnostic implementation of 3D Gaussian Splatting. We show that many of the heavy preprocessing and training steps of 3DGS can be replaced with a more efficient incremental training strategy that has direct access to the information generated by the visual-inertial tracking system. Furthermore, we propose and combine multiple practical improvements to increase the efficiency of the training pipeline and adapt it to run in real-time, parallel to the tracking thread. This work highlights the value of exploiting the complementary nature of SLAM and 3DGS, and how that can lead to promising results for real-time 3D reconstruction.
Kilian Northoff, Mateo de Mayo, Daniel Cremers
Aug 1, 2026cs.AI

Similarity Weighted Aggregation with Global Differential Privacy for Federated Brain Lesion Segmentation

Federated Learning (FL) enables collaborative training of machine learning models across multiple institutions without sharing sensitive data, making it particularly suitable for medical imaging applications. However, heterogeneous data distributions across institutions and potential information leakage through model updates remain important challenges. In this work, we propose DP-SimAgg, a privacy-preserving federated learning framework that integrates similarity-weighted aggregation with a server-side differential privacy mechanism. The proposed method applies L2 clipping to bound collaborator updates, computes similarity-based aggregation weights to mitigate the effects of non-IID data distributions, and injects calibrated Gaussian noise at the central server, providing per-round privacy guarantees under the assumed sensitivity bound. The framework is implemented using Intel's OpenFL platform and evaluated on the FeTS 2022 dataset consisting of 1251 multi-modal MRI scans for brain tumor segmentation. Experimental results demonstrate that DP-SimAgg maintains competitive segmentation performance while providing privacy protection. Under a strict per-round privacy budget (epsilon = 1, cumulative epsilon_total = 20 over 20 rounds), the method achieves Dice scores of 0.6357, 0.5305, and 0.5274 for the enhancing tumor (ET), tumor core (TC), and whole tumor (WT) regions, respectively. With a more relaxed per-round budget (epsilon = 10, cumulative epsilon_total = 200), performance approaches that of the non-private baseline while incorporating a central Gaussian mechanism with per-round (epsilon, delta)-DP accounting under the assumed sensitivity bound. These results highlight the potential of DP-SimAgg for enabling privacy-preserving collaborative learning in medical imaging applications.
Muhammad Irfan Khan, Eero Lehtonen, Joni Obradovic +4
Aug 1, 2026cs.CV

Scene2Sound: Auditory-Grounded Soundscape Generation for 3D Gaussian Worlds

3D Gaussian Splatting (3DGS) turns captured or generated imagery into photorealistic 3D world simulations that users can freely explore, yet these worlds remain silent. Because existing audio generation methods condition on a single image or viewpoint, their sound is tied to that observation and cannot stay consistent while a listener moves. We introduce the task of generating a spatially consistent soundscape for a given 3DGS world through auditory grounding, identifying which objects in the world should emit sound and anchoring each to a persistent 3D position, and present Scene2Sound, a training-free framework built on this grounding. From the input world alone, our pipeline selects viewpoints that jointly cover the scene, identifies sound-emitting objects with a vision-language model, and associates the multi-view detections into 3D instances through Gaussian set matching, which measures the overlap between the Gaussian sets that render each detection. Each source then receives generated audio that a standard object-based audio engine spatializes in real time at arbitrary listener poses. We further propose two spatial-consistency metrics, one testing whether rendered audio responds consistently to listener motion and one testing whether the claimed sources are supported by views held out from their placement. On a curated set of generated 3DGS worlds and on 3DGS scenes generated from real-world 360-degree captures, Scene2Sound preserves the audio quality of strong per-viewpoint baselines while remaining spatially consistent where per-viewpoint and single-panorama pipelines do not, and a user study confirms the perceptual benefit. Project page: https://masaki-lmd.github.io/scene2sound/.
Masaki Yoshida, Ren Togo, Takahiro Ogawa +1
Jul 31, 2026cs.CV

Manifold-GS: Certified Hybrid Assets via Varifold-Conservative Gaussian Splatting

3D Gaussian Splatting (3DGS) gives high-quality novel-view synthesis, but its adaptive radiance primitives are not directly usable as structured assets: opacity is not an additive area measure, refinement can change the induced geometry, and watertight mesh extraction can hallucinate collision surfaces in unobserved regions. We introduce Manifold-GS, a certified hybrid asset layer for Gaussian scenes. The method separates appearance opacity from geometric quadrature mass, represents surface-like Gaussians as a discrete unoriented varifold, and exports only confidence-certified open surface patches while retaining uncertified content as residual splats. It provides refinement-conservative mass transport, local realizability diagnostics, source-preserving patch bindings, and conservative collision candidates. On three DTU scenes, a frozen asset benchmark shows zero patch-defined edit leakage, texture round-trip PSNR of 30.1/35.3/33.7 dB, and lower collision floater area than official 2DGS meshes on all scenes, with large gaps on two scenes. The result is a precision-coverage tradeoff rather than a universal reconstruction claim. External-region annotations, phantom-collision probes, and 5k-face simplification further support the certified asset interpretation, while RGB-only experiments show that local realizability is not sufficient for sparse-view surface identifiability.
Boyang Li
Jul 31, 2026cs.CV

OASIS: Occlusion-aware Single-image Hand Avatar Reconstruction via 3D Gaussian Splatting

Single-image 3D hand avatar reconstruction is fundamentally ill-posed and particularly challenging due to limited visual evidence under severe self-occlusion and the complex pose-dependent deformation of highly articulated hands. Existing methods predominantly rely on implicit NeRF-style representations, whose volumetric fitting is computationally expensive and often struggles to preserve fine-grained hand details. In this work, we present OASIS, a tailored 3D Gaussian Splatting framework for single-image hand avatar reconstruction. To faithfully encode sparse image-specific appearance cues in single-view reconstruction, we construct geometry-aligned visual evidence tokens by explicitly aligning input image observations with 3D hand geometry and context-adaptively tokenizing the resulting visual evidence. Since severe self-occlusion makes the reliability of image evidence inherently visibility-dependent, we introduce a visibility-conditioned point-image attention to reliably transfer visual evidence to geometric tokens, yielding occlusion-aware Gaussian features for faithful and robust reconstruction. To further capture non-rigid deformation of articulated hands, we introduce a Feature-on-Mesh representation to enable Gaussian deformation to be guided by local surface stretching. Under this framework, we adopt a one-shot adaptation scheme that learns a shared hand prior from multi-identity training data and then fits it to a target image for target-specific reconstruction. Extensive experiments show that OASIS outperforms existing baselines in both visual fidelity and efficiency across challenging poses and in-the-wild scenarios, and further demonstrates strong versatility in downstream applications such as text-to-avatar generation and texture editing.
Zhisheng Han, Shiyao Wu, Jiayan Qiu +6
Jul 30, 2026cs.CV

FocusGS: Spatial Delta Layers for Local Repair and Deterministic Editing of Trained 3D Gaussian Assets

3D Gaussian Splatting (3DGS) is evolving from one-time reconstruction into deliverable, inspectable, and maintainable visual assets. Existing workflows focus on global reconstruction, training-time density control, or open-ended generative editing, leaving trained assets without precise local maintenance. We propose FocusGS, which unifies local repair and deterministic editing as composite spatial deltas. Repair is the purely additive special case: its base-manipulation term is empty, and it adds only local Gaussian bases; deterministic editing uses erase-insert factorization (EIF) to combine old-carrier erasure with new-content insertion. FocusGS addresses spatial gradient starvation: local repair raises target-region PSNR by 7.91 dB over 93 evaluation views. Across all 83 deterministic editing trials, the target ROI improves, with a trial-averaged mean edited ROI PSNR of 21.97 dB and a mean gain of +11.05 dB; across five public editing cases, FocusGS-EIF reaches 33.17 dB Target-mask PSNR and 0.994 Target-delta Correlation, while both text-driven baselines fail to complete the prescribed updates. FocusGS provides a lightweight, verifiable 3DGS maintenance operator.
Yiqun Pan, Yukun Shi
Jul 30, 2026cs.CV

MonoVoc: Decoupling Geometry and Semantics for Lightweight Monocular Open-Vocabulary 3D Gaussians

Open vocabulary 3D scene understanding is essential for next-generation interactive systems, empowering users to intuitively query and navigate reconstructed environments using natural language. However, current 3D Gaussian frameworks are often bottlenecked by restrictive multiview capture requirements, costly scene-specific optimization, and the massive memory overhead of storing dense language features. We present a novel, training-free pipeline that fundamentally reimagines this paradigm by explicitly decoupling 3D geometric reconstruction from semantic integration. Given a standard monocular video sequence as input, our method efficiently outputs a compact, highly interpretable, and fully searchable object-level semantic Gaussian map. Rather than entangling heavy language embeddings within the mapping loop, we extract geometry independently and ground semantics through a lightweight, modular post-processing framework. Extensive evaluations on the Replica dataset demonstrate that this decoupled architecture preserves strong rendering fidelity and competitive segmentation accuracy. Crucially, by replacing dense per-Gaussian storage with modular, object-level semantic embeddings, our approach delivers an order-of-magnitude reduction in memory usage compared to SOTA baselines. This provides a highly efficient, scalable, and practical solution for open-vocabulary 3D retrieval and question answering directly from everyday monocular video.
Pouya Ardekhani, Zahra Dehghanian, Morteza Abolghasemi +1
Jul 30, 2026cs.CV

S-Avatar: Diffusion-Guided Gaussian Head Avatars from a Single Image

We propose S-Avatar, a novel method for generating photorealistic 3D head avatars from a single image using a diffusion-guided 3D model generation module and strategies for animating 3D Gaussian Splatting (3DGS). While single-image head avatar reconstruction is crucial for lifelike Virtual Reality (VR) applications, existing approaches often struggle to preserve 3D consistency under unseen viewpoints. S-Avatar addresses this limitation through a three-stage pipeline. First, a high-resolution 3DGS is synthesized directly from a single image using a diffusion-based Gaussian splat generation module. Next, the parametric head model FLAME is aligned with the generated 3DGS by optimizing its parameters and spatial transformations. Finally, to adapt the 3DGS to FLAME variations, we construct a binding template that encodes the spatial relationship between the initial splats and FLAME. The dynamic 3D head avatar can then be rendered in real time by deforming the 3DGS with the binding template. By combining diffusion-guided canonical 3DGS generation with FLAME-based control, our method achieves efficient and accurate reconstruction with enhanced 3D consistency. Evaluations on public datasets demonstrate that S-Avatar outperforms state-of-the-art methods in novel-view and expression generation, achieving superior realism and consistency. Consequently, our approach represents a significant advance in accessible avatar creation, applicable to a wide range of VR/AR applications. The project page is available at https://github.com/hailsong/savatar.
Hail Song, Seokhwan Yang, Jiwon Yang +2
Jul 30, 2026eess.IV

TSOG: A Format For Temporally And Spatially Ordered Gaussians

We propose Temporally and Spatially Ordered Gaussians (TSOG), a format for efficient representation of 4D Gaussian Splatting (4DGS) content. TSOG extends the Spatially Ordered Gaussians (SOG) framework to the temporal domain by introducing a timeline attribute and temporal parameterization of geometry and appearance attributes. Similar to SOG, TSOG is a lossy format that assigns each Gaussian a unique index and encodes attribute values as index-aligned image data. TSOG is model-agnostic, extensible, and compatible with both discrete and continuous 4DGS representations. Evaluation using a PLYs sequence and FreeTimeGS as baselines, serving as simplistic and state-of-the-art 4DGS representations respectively, shows file size reductions exceeding 90%, with PSNR differences ranging between -0.42 and +0.85 dB. These results demonstrate substantial file size savings with minimal quality degradation, enabling efficient representation, storage, and delivery of dynamic scenes for next-generation 4D content.
Shady Gmira, Evangelos Alexiou, Emmanouil Potetsianakis +1
Jul 30, 2026cs.CV

Split and Drive: Dual-Axis Disentanglement for Real-Time Gaussian Head Avatars

Creating photorealistic animatable head avatars from a single image remains a fundamental challenge in digital human synthesis. While recent 3D Gaussian Splatting methods have achieved promising results, they rely on external tracking pipelines whose latency is excluded from inference measurements. Furthermore, they adopt unified representations that entangle geometrically distinct facial regions, limiting both expressiveness and rendering fidelity. We propose SpiD (Split and Drive), a single-image Gaussian head avatar framework built on two disentanglement axes. The compute axis internalizes per-frame driving, eliminating external tracking dependency at inference. The feature axis decomposes the avatar into three specialized Gaussian branches, each modeling a geometrically distinct facial domain. Extensive experiments demonstrate consistently strong performance against state-of-the-art methods while achieving the fastest inference speed among all compared methods on a single GPU with the complete driving pipeline included.
MD Wahiduzzaman Khan, Mingshan Jia, Xiaolin Zhang +2
Jul 29, 2026stat.ML

Expected Survival-Time Bounds for Robust Optimization Over Time under Isotropic Gaussian Dynamics

Robust Optimization Over Time (ROOT) is a recent branch of evolutionary dynamic optimization that seeks solutions capable of remaining effective across multiple consecutive environments. Unlike the traditional track-the-moving-optimum (TMO) paradigm, which reoptimizes after every environmental change, ROOT explicitly values persistence. Although the field has grown considerably, most contributions remain algorithmic and empirical, leaving several fundamental properties poorly understood from a theoretical perspective. One such property is survival time, defined as the number of future environments in which a deployed solution continues to satisfy a prescribed quality threshold. While survival time is widely used as a measure of temporal robustness, little is known about how its expected value depends on environmental dynamics, deployment quality, or problem characteristics. This paper studies expected survival time for a fixed deployed solution under isotropic Gaussian environmental dynamics. Modeling survival as a discrete first-exit problem, we derive a rigorous lower bound and a computable multi-step upper bound. The analysis shows that expected survival scales as Θ(σ−2)Θ(σ^-{2}) in slowly varying environments and approaches its minimum value of one future change in high dimensions. A comprehensive Monte Carlo study validates the theoretical predictions, examines sensitivity to modeling assumptions and parameter uncertainty, and illustrates how the bounds can support deployment decisions after optimization. The resulting framework provides an analytical characterization of deployment lifetime and identifies when a required deployment horizon can be guaranteed, ruled out, or remains analytically unresolved.
Pavel Novoa-Hernández
Jul 29, 2026cs.GR

StructureGS: Structure-aware Gaussian Splatting for Articulated Object Reconstruction

Reconstructing articulated objects with multiple movable parts is essential for understanding object structure and enabling physical interaction. However, this reconstruction task poses significant challenges due to the entanglement of geometry, appearance, and motion parameters during optimization. Existing methods rely primarily on photometric supervision, which commonly fails to disentangle these interdependent components, resulting in poor part decomposition with blurred boundaries and geometric artifacts. To address this limitation, we introduce StructureGS, a reconstruction framework for articulated objects that integrates structure-aware guidance into 3D Gaussian Splatting. Our approach leverages oriented bounding boxes of object parts to enforce two key structural properties: spatial coherence, which constrains each part's geometry to remain compact and spatially coherent within its designated region, and structural connectivity, which enforces physically plausible contact relationships between adjacent parts. These properties are realized through structure-aware losses that inject explicit structural constraints into the optimization process. Extensive experiments demonstrate that our method achieves state-of-the-art performance in articulated object reconstruction, producing high-quality results with well-defined part geometries.
Gahye Lee, Gyoonseo Kim, Wonjong Jang +2
Jul 29, 2026cs.CV

Genie Sim PanoWorld: An Infinite Indoor 3D World Generation Pipeline via Panoramic Scene Modeling and Simulation

We address the problem of reconstructing a high-fidelity, freely navigable 3D scene from a single 360∘360^\circ panorama, without per-scene optimization or multi-view capture. Existing methods either lack metric trajectory control, which hinders reliable downstream 3D reconstruction, or struggle with large disocclusions under long-range camera motion while requiring high-end multi-GPU servers.We present Genie Sim PanoWorld, a two-stage feed-forward pipeline that bridges generation and reconstruction via an explicit, trajectory-controllable panoramic video. A NavMesh-planned SE(3)\mathrm{SE}(3) roaming trajectory is injected into a latent video diffusion model through dense geometry-warped conditioning; long--short trajectory mixed training and a self-consistency objective based on shortcut models together yield high-fidelity video in four CFG-free denoising steps. A feed-forward panoramic reconstructor then lifts the generated video into a high-fidelity 3D Gaussian scene that supports real-time, free-viewpoint roaming and can be directly used as a simulation-ready asset for embodied AI applications. Experiments show that Genie Sim PanoWorld outperforms geometry-conditioned baselines in both panoramic video generation and downstream 3D reconstruction, while generalizing zero-shot to unseen indoor scenes.
Yongxin Su, Linjie Hou, Feng Wang +4
Jul 29, 2026cs.CV

SpatialQ: Understanding 3D Gaussian Splatting Scene Quality via Visual-based MLLM

3D Gaussian Splatting (3DGS) has emerged as an effective representation for novel view synthesis and 3D scene reconstruction, creating an increasing demand for reliable quality assessment. Unlike conventional image quality assessment (IQA), the quality of a 3DGS scene depends not only on the perceptual fidelity of rendered views, but also on scene-level factors such as spatial structure and cross-view consistency. Existing IQA methods are limited by their reliance on 2D perceptual cues, whereas general multimodal large language models (MLLMs) are not designed for stable quality regression and may produce unreliable judgments. To address these limitations, a multimodal quality assessment framework is developed for 3DGS scene understanding. First, a 3D-aware quality representation learning framework is introduced by augmenting a VGGT-based encoder with a dedicated quality head. Multi-view images are encoded into view-specific features and aggregated to capture cross-view consistency, while geometric cues are incorporated through joint modeling of depth and point-cloud-related structural information, enabling the learning of structure-aware quality representations beyond appearance-driven features. Second, a grounded multimodal reasoning mechanism is constructed by jointly feeding original images, depth maps, point cloud renderings, and camera parameters into a Qwen-based MLLM.
Jingxuan Su, Shenglin Wang, Tiesong Zhao +2
Jul 29, 2026cs.CV

3DGBGS: 3D Granular Ball Gaussian Splatting for Compact Novel View Synthesis

Three-dimensional Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis through explicit Gaussian primitives and differentiable rasterization. 3DGS and Granular Ball Computing (GBC), proposed in 2019, share a natural compatibility in adaptive representation. The efficiency of 3DGS partly stems from a coarse-to-fine and on-demand refinement process that draws on the generation principle of GBC. This connection motivates us to further introduce adaptive granular ball organization into anchor-based 3DGS. Existing anchor-based methods typically construct anchors from sparse SfM point clouds through fixed voxelization, which cannot adequately adapt to spatially non-uniform point distributions and leads to a trade-off among anchor count, model compactness, and rendering quality. To address this issue, we propose 3DGBGS (3D Granular Ball Gaussian Splatting), a compact anchor-based framework for novel-view synthesis. 3DGBGS adaptively partitions SfM point clouds into 3D granular balls, using larger balls to compactly represent smooth and redundant regions and smaller balls to preserve complex geometry and local details. Based on this representation, Granular Ball Anchor Initialization (GBAI) uses granular ball centers to initialize compact anchor positions, while the Granular Ball Scale Prior (GBSP) exploits granular ball radii to provide local scale priors for Gaussian generation. Experiments on four benchmarks show that 3DGBGS reduces initial and final anchors by 37.1% and 10.0%, respectively, and model storage by 9.8% on average, while maintaining comparable rendering quality.
Meng Yang, Shuyin Xia, Dawei Dai +1
Jul 28, 2026eess.SP

CORF-GS: Real-Time Wireless Radiance Field Reconstruction via Coupled Optical-RF Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS)-based wireless radiance field (WRF) reconstruction provide an efficient solution for wireless channel modeling. However, existing WRF reconstruction methods rely on pre-collected observations and offline optimization, and thus struggle to provide real-time channel knowledge. To bridge this gap, we propose CORF-GS, a real-time WRF reconstruction framework that processes sequential optical and radio frequency (RF) keyframes. Specifically, CORF-GS constructs a unified Gaussian representation for optical and RF with shared geometry and modality-specific appearance, allowing high-resolution optical images to provide structural priors for WRF reconstruction. When a new keyframe arrives, CORF-GS first employs optical-guided Gaussian sampling to densify the WRF in under-represented regions. Since light and radio waves may respond differently to the same object surfaces due to wavelength mismatch, relying solely on optical guidance may neglect RF-informative areas. Therefore, CORF-GS performs coupled optical-RF optimization to jointly refine the shared Gaussians. Compared with the existing two-stage training pipelines, this prevents WRF from passively adapting to a frozen optical geometry and encourages the shared Gaussians to adapt to both optical structures and RF power distributions. Simulations show that CORF-GS achieves state-of-the-art RF spectrum synthesis quality and reduces the reconstruction time by 6.4×6.4\times compared with existing WRF methods.
Jinya Zhang, Jiajia Guo, Chao-Kai Wen +1
Jul 28, 2026cs.CV

PanoLess: Environment Reconstruction from Partial Reflective Views

Reflections from shiny objects and glass facades naturally extend the field of view of a camera, capturing the surrounding environment without the need to pan the camera or acquire a full panorama. We propose PanoLess, a Gaussian-splat-based framework that reconstructs the surrounding environment as a distant illumination map from images captured on only one side of a reflective surface. PanoLess leverages surface-aligned 2D Gaussian splats with deferred shading to recover accurate per-pixel normals and reflection cues, which are fused into a neural cubemap representation of the environment. In addition, PanoLess produces a visibility map that explicitly denotes which regions of the environment are supported by the partial reflective observations. Unlike existing inverse-rendering and reflection-aware Gaussian-splatting approaches, which typically require full 360-degree coverage and struggle under incomplete views, PanoLess enables consistent, physically grounded illumination estimation from partial-view input. We show that PanoLess achieves high-fidelity and geometrically consistent environment reconstruction, outperforming reflection-aware baselines on a new custom synthetic benchmark and publicly available datasets, and demonstrating generalization to real-world reflective captures.
Ahitagni Das, Ashok Veeraraghavan, Vivek Boominathan
Jul 28, 2026cs.RO

SONG: A Photorealistic 3D Gaussian Simulation Platform for Benchmarking Social Navigation

Social navigation has progressed from simplified 2D environments toward a more general vision-based setting, in which a robot needs to achieve socially compliant behavior purely from onboard visual observations. Yet supporting simulation platforms have not kept pace: existing options either lack visual observations, lack moving human avatars, or fall short of real-world fidelity in appearance and pedestrian behavior, offering limited support for advancing vision-based social navigation. We introduce SONG, a SOcial Navigation platform powered by 3D Gaussian splatting (3DGS). It leverages 3DGS for both scene and avatar representations, drives pedestrians using semantically grounded trajectories generated by a large language model, and synthesizes their full-body motion with a trajectory-conditioned generator to produce continuous, natural movement. On top of the platform, we curate SONG-Bench, a set of evaluation episodes stratified by difficulty, and propose a multi-dimensional metric suite covering effectiveness, safety, and social compliance. A systematic evaluation of representative navigation baselines reveals three findings: (a) vision-based social navigation is far from solved; (b) a critical safety deficit precedes social etiquette; (c) real-world data matters more than model scale. Crucially, we demonstrate that fine-tuning on our curated data effectively improves the success rate in real-world environments. We hope our platform provides a faithful and rigorous testbed for the next generation of vision-based social navigation research.
Weiqi Huang, Dianyi Yang, Jiaxin Li +4
Jul 27, 2026cs.LG

PYPM-GGD: Pitman-Yor Process Mixture with Generalized Gaussian Density using ADAM

Large scale Bayesian nonparametrics (BNP) learner such as Stochastic Variational Inference (SVI) can handle datasets with large class number and large training size at fractional cost. Like its predecessor, SVI rely on the assumption of conjugate variational posterior to approximate the true posterior. A more challenging problem is to consider large scale learning on non-conjugate posterior. Recent works in this direction are mostly associated with using Monte Carlo methods for approximating the learner. However, these works are usually demonstrated on non-BNP related task and less complex models such as logistic regression, due to higher computational complexity. In order to overcome the issue faced by SVI, we develop a novel approach based on the recently proposed constant stepsize stochastic gradient ascent to allow large scale learning on non-conjugate posterior. Unlike SVI, our new learner does not require closed- form expression for the variational posterior expectatations. Our only requirement is that the variational posterior is differentiable. In order to ensure convergence in stochastic settings, SVI rely on decaying step-sizes to slow its learning. Inspired by SVI and Adam, we propose the novel use of adaptive stepsizes in our method to significantly improve its learning. We show that our proposed methods is compatible with ResNet features when applied to large class number datasets such as MIT67 and SUN397. Finally, we compare our proposed learner with several recent works such as deep clustering algorithms and showed we were able to produce on-par or outperform the state-of-the-art methods in terms of clustering measures.
Kart-Leong Lim
Jul 27, 2026cs.CV

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

Feed-forward 3D Gaussian Splatting (3DGS) enables scalable scene reconstruction without per-scene optimization, yet produces dense Gaussians that are costly to store and transmit. Existing feed-forward Gaussian compression methods formulate decoding as deterministic representation recovery, which becomes inadequate at low bitrates when high-frequency textures and view-dependent appearance are discarded. Although generative models offer a promising alternative, using them as standalone post-processing decouples generation from the transmitted scene structure, thereby compromising cross-view consistency. To address these limitations, we propose GenSplatCodec, a unified feed-forward Gaussian codec that reformulates low-bitrate Gaussian compression as geometry-guided generative decoding. We present a detail-aware feed-forward Gaussian coding scheme within a dual-stream formulation, where the resulting compact Gaussian structural stream is complemented by a lightweight reference appearance stream. We further introduce a geometry-guided one-step generative decoding approach that jointly exploits decoded structural and appearance cues through hierarchical geometry control to reconstruct high-fidelity and view-consistent novel views. Finally, we develop a three-stage optimization strategy that stabilizes the learning of the unified codec and adapts the generative decoder to codec-derived structural and appearance cues. Extensive experiments across multiple datasets demonstrate that GenSplatCodec consistently achieves superior rate-distortion (RD) performance over existing methods.
Qiang Hu, Zhenlong Wu, Lei Huang +3
Jul 25, 2026cs.LG

Exploration of the generative capabilities of Boltzmann machines applied to social systems under the majority rule

We study the generative capabilities of Boltzmann machines to recover systems governed by the majority rule under critical conditions. To this end, we train deep belief networks (DBNs) with different configurations, where the first layer can use Gaussian visible units with more than two states (i.e., non-binary units). We then allow the DBN to "dream" samples conditioned on visible units that we keep fixed, and we measure the deviation of this dreamed system from the real one. We also corroborate, using a discrete thermometer based on a convolutional network, that the reconstructions remain in a critical state. Across several training sessions with different architectures, we show that, despite the complexity of the problem, the DBN can recover samples that remain critical even under input noise, with a gradual degradation of physical observables relative to the original sample.
Mauricio A. Valle, Gonzalo A. Ruz
Jul 24, 2026cs.CV

Correlation-Aware and Gaussianity-Preserving Robust Latent Angular Watermarking for Diffusion Models

Latent domain watermarking for diffusion models embeds watermarks directly into the latent prior, enjoying non-intrusiveness to model parameters and seamless integration with the generation process. However, due to the violation of latent Gaussianity or sensitivity to normal and malicious perturbations during latent inversion, existing methods are prone to watermark detection or removal attacks. A further overlooked problem is the violation of the i.i.d. latent condition after watermarking, which leads to latent correlation degradation and generation fidelity loss. Although this has been externally measured by FID, the internal correlation structure has yet to be rigorously characterized. To address the above issues, and motivated by the rotation-invariant property of isotropic Gaussian, we propose \textit{Latent Angular Watermarking (LAW)}, which encodes watermark bits as antipodal angles (±π/2\pmπ/2 relative to a reference pair) between disjoint pairs of latent elements while preserving the Gaussianity. The antipodal (ππ-separation) encoding maximizes geometric separation between bit values, and we prove that the decoding angular-error variance is proportional to the norm of the latent pair, i.e., var⁡(Δφ)∝1/ρ2\operatorname{var}(Δφ) \propto 1/ρ^2. We further propose a magnitude-driven variant, LAW-M, which anchors watermark bits in the most geometrically stable latent dimensions, yielding additional robustness gains. Theoretically, we provide a rigorous characterization of the induced correlation degradation, deriving in closed form the autocorrelation structure of the watermarked latent and proving that correlations are confined to a sparse, structured set of off-diagonal elements with fixed ±π/4\pmπ/4 values.
Yebin Zheng, Haonan An, Guang Hua +2
Jul 24, 2026eess.IV

Small, Bias-Free, Blind and Convolutional Denoiser: A compact ConvNeXt U-Net for blind Gaussian color-image denoising

We describe and evaluate BF-ConvUNeXt, a compact bias-free ConvNeXt U-Net for blind additive-white-Gaussian-noise color image denoising, combining four existing ingredients so a single property survives end to end: a frozen depthwise Gabor stem (oriented band-pass, zero trainable parameters), a Laplacian-pyramid encoder routing the high-frequency residual into each skip connection, a ConvNeXt-V1 U-Net body, and bias-free construction throughout (no additive bias, linear head, LeakyReLU, variance-only batch norm). Together these make the 0.82M-parameter network exactly degree-1 homogeneous at inference, D(alpha y) = alpha D(y), licensing a Miyasawa/Tweedie score reading of the residual and blind generalization across noise levels from one model. We train a single blind model on a noise-sigma curriculum (sigma approximately 6.4 to 64, 0-255 scale); it extrapolates past that ceiling without a cliff, degrading smoothly to 22.8 dB at sigma=150 and 20.0 dB at sigma=200. Evaluated unchanged on four standard color sets (CBSD68, Kodak24, McMaster, Urban100) at sigma in {15,25,50}, it matches or beats DnCNN and FFDNet on every set and level, averaging about +0.7 dB over DnCNN. Against heavyweight CNN/transformer state of the art it trails by a small margin (roughly 0.3-1.7 dB depending on set) at 1/15 to 1/39 of their parameters. The homogeneity is inference-only and checkpoint-specific, and the learned residual is a local, not global, score (non-conservative Jacobian), so plug-and-play/RED guarantees do not transfer; it still drives stochastic sampling and linear inverse problems (inpainting, super-resolution, deblurring, compressive sensing).
Nikolas Markou
Jul 24, 2026cs.GR

Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

Faithful inverse rendering requires visibility and indirect radiance to explain secondary illumination and inter-reflection, yet rasterization-oriented Gaussian representations do not naturally support the secondary-ray queries needed to recover them. We present IRGS++ (Inter-Reflective Gaussian Splatting), a unified robust and efficient Gaussian inverse rendering framework. During transport-aware optimization, IRGS++ employs differentiable 2D Gaussian ray tracing on surface-oriented Gaussian primitives to query visibility and indirect radiance on the fly and evaluate the full rendering equation for inter-reflective transport. This physical core makes Gaussian inverse rendering physically grounded beyond rasterized appearance modeling. To make this backbone useful beyond low-gloss dielectric scenes, the framework incorporates metallic-aware material modeling and robust reflective initialization for glossy, specular, and metallic materials. To make it practical, multiple importance sampling and denoising stabilize finite-sample rendering, while mesh-based secondary-attribute queries reduce the cost of relighting under novel illumination. Quantitative evaluations on low-gloss and glossy benchmarks show improved decomposition and relighting quality together with favorable quality--speed trade-offs under the reported configurations, while real-world studies illustrate plausible relighting under novel illumination.
Chun Gu, Xiaofei Wei, Zixuan Zeng +2
Jul 24, 2026cs.CV

Learning Adaptive Semantic Gaussian Allocation for 3D Occupancy

Semantic 3D Gaussians provide a compact representation for 3D semantic occupancy prediction by rendering semantic primitives into a voxel volume under voxel-wise supervision. Recent methods have improved the modeling ability and efficiency of this representation through more flexible primitive shapes, geometry-guided initialization, and progressive densification. However, these advances mainly determine how primitives are represented, initialized, or added, and do not explicitly address how to select the most useful Gaussians when their total number must be limited to control memory and computation. This imbalance creates an allocation bottleneck: redundant Gaussians remain in simple regions, while difficult regions receive insufficient semantic support. We propose the Semantic Gaussian Allocation Transformer (SAGFormer), which uses Gaussian attributes and local geometric-semantic features to score candidates and select a fixed final Gaussian set. Experiments on nuScenes-SurroundOcc and SSCBench-KITTI-360 show that SAGFormer improves occupancy prediction under the evaluated protocols and yields more semantically consistent and better-utilized Gaussian representations. Under similar final counts and raw coverage, it reduces semantic mixing, strengthens class-consistent voxel support, and produces fewer unused Gaussians. The results indicate that explicit capacity allocation is a useful complement to Gaussian refinement for semantic occupancy prediction.
Kanglin Ning, Yiran Zhao, Wenrui Li +4
Jul 23, 2026cs.CV

GrainGS: Gradient-Decoupled Gaussian Splatting for Efficient Dynamic Novel View Synthesis

Dynamic scene reconstruction with 3D Gaussian Splatting requires a balance between fine-grained motion modeling, structural stability, and compact representation. Existing per-primitive methods provide flexible local deformation but often suffer from redundant primitive growth, while anchor-based methods improve spatial regularity at the cost of suppressing locally varying motion. To address these issues, we present GrainGS, a dynamic Gaussian framework that combines a hierarchical anchor scaffold with per-Gaussian deformation. A static warm-up stage first establishes a time-invariant canonical representation from observations across all timestamps. During joint training, a stop-gradient operation blocks the deformation-mediated gradient pathway to the canonical positions while preserving their direct refinement through the reconstruction objective. Each Gaussian then predicts independent temporal offsets for position, rotation, and scale, enabling detailed local motion within a structurally constrained scaffold. A canonical-residual appearance decomposition further models frame-dependent photometric changes without forcing them into geometric deformation. Experiments on synthetic monocular and real-world multiview benchmarks show that GrainGS achieves high reconstruction quality, real-time novel view synthesis, and compact storage. Under the synthetic benchmark setting, it reaches an average peak signal-to-noise ratio of 36.98 decibels, renders at 435.6 frames per second, and requires 4.67 megabytes of storage.
Jiahao He, Yihua Shao, Zhengkai Zhao +6
Jul 23, 2026cs.CV

FA-LAM: Focus-Aware Large Avatar Model for One-Shot 4D Animatable Gaussian Head

We propose FA-LAM, a Focus-Aware Large Avatar Model for one-shot animatable Gaussian head creation, while simultaneously enabling static 3D and dynamic 4D full-head recovery. The core of our method lies in a thorough analysis of the attention mechanisms and the entangled reconstruction and animation training pipeline adopted by prior state-of-the-art approaches. Our analysis identifies two main factors that compromise the quality of 3D full-head generation: (1) incorrect and noisy attention activations, and (2) conflicts between the tasks of reconstruction and animation. To address the first issue, we introduce a symmetric and semantic attention regularization strategy that leverages the inherent semantics and structural symmetry of human heads. To disentangle the objectives of reconstruction and animation, we develop a novel dual-phase training pipeline that separates the model's capabilities for large-view hallucination and animation into distinct modules. Moreover, we enhance our model to support multi-view and streaming 4D reconstruction in an efficient and memory-friendly manner through a core autoregressive modification with tailored visibility-aware token fusion. Collectively, these innovations enable FA-LAM to reconstruct animatable Gaussian full heads with superior quality, particularly in fine facial regions and large viewing angles.
Yingdong Hu, Yisheng He, Yiming Jiang +3
Jul 23, 2026cs.CV

SubSplat: High-Resolution Pixel-aligned 3DGS via Sub-pixel Gaussian Reparameterization

Pixel-aligned Gaussian splatting enables efficient and generalizable novel-view synthesis. However, high-resolution rendering faces a critical trade-off where increasing input resolution improves detail at the expense of quadratically rising network computational cost. Conversely, maintaining low-resolution inputs stabilizes this cost but results in insufficient Gaussian density and artifacts. To address this, we propose SubSplat, which introduces Sub-pixel Gaussian Reparameterizer(SPGR) to subdivide primary Gaussians into fine-grained primitives, restoring structural density directly from low-resolution features. We further enhance the reparameterization quality through feature aggregation, which effectively captures high-frequency details across multiple views. Experiments on RealEstate10K and ACID demonstrate that SubSplat achieves high-fidelity rendering with superior efficiency. Our results validate that the proposed framework successfully resolves the trade-off between reparameterization fidelity and network computational cost inherent in pixel-aligned Gaussian Splatting.
Jiun Lee, Jaekwang Kim, Sangmin Lee
Jul 22, 2026cs.CV

3D-GIMP: When 3D Gaussian Inpainting Meets PatchMatch

Recent advances in 3D scene editing have leveraged iterative diffusion models to update input views. However, this process is computationally expensive and struggles to produce sharp details. Meanwhile, ``hallucination drift'' frequently introduces multi-view inconsistencies, leading to structural artifacts when rendering novel viewpoints. To address this problem, we present 3D-GIMP (3D Gaussian Inpainting Meets Patch Matching), a novel hybrid paradigm designed for high-fidelity object removal in 3D Gaussian Splatting. Instead of diffusing every view, 3D-GIMP performs a single generative inpainting on a key reference view, which serves as an appearance prior. We then introduce a 3D-aware PatchMatch algorithm to propagate these reference textures across all remaining views via correspondence matching, effectively bypassing the stochastic nature of frame-by-frame diffusion. By prioritizing reconstructive consistency over iterative generation, 3D-GIMP maintains high-frequency details across arbitrary resolutions while ensuring a mathematically consistent 3D reconstruction. Our experiments demonstrate that 3D-GIMP not only achieves competitive inpainting quality as previous methods using diffusion in multiple views, but also outperforms these methods in rendering speed and view consistency.
Xuening Tian, Dieter Schmalstieg, Shohei Mori
Jul 22, 2026cs.CV

RealVDeblur: One-Step Diffusion for Generalizable Real-World Video Deblurring

Real-world video deblurring remains challenging due to diverse motion patterns, complex degradations, and the scarcity of realistic training data, yet robust restoration is critical for downstream pipelines such as mobile imaging and 3D reconstruction. This work presents \textbf{RealVDeblur}, an efficient generative framework designed to improve in-the-wild robustness under diverse real capture conditions. First, a large-scale, physically grounded blur synthesis pipeline is constructed from scene-level 3D Gaussian Splatting (3DGS) assets and high-frame-rate videos, providing realistic training data covering both camera-induced and object-motion blur. Second, a video diffusion prior is leveraged for restoration; to better accommodate frame-dependent blur variations, temporal compression in the VAE is disabled and a frame-wise encoding scheme is adopted. For practical deployment on long videos, multi-step diffusion sampling is distilled into an efficient one-step generator, and a training-free Temporal Window Mask stabilizes inference beyond the training horizon with constant memory usage. Extensive experiments on diverse real-world benchmarks demonstrate strong perceptual quality, semantic fidelity, and temporal consistency on unseen videos, as well as improved robustness in downstream 3D reconstruction under severe motion blur. Project page: https://rbjin.github.io/RealVDeblur
Renbiao Jin, Mingxin Yang, Yutian Chen +8
Jul 22, 2026cs.CV

ATSplat: Compact Feed-forward 3D Gaussian Splatting with Adaptive Token Expansion

3D Gaussian Splatting (3DGS) achieves high-quality novel-view synthesis by optimizing freely placed primitives in 3D and adaptively densifying them in under-reconstructed regions. However, this scene-adaptive capacity allocation is largely lost in existing feed-forward 3DGS methods, which commonly regress Gaussians at input pixels and lift them along camera rays. Such pixel-aligned formulations make the number and placement of primitives depend on image resolution and input viewpoints rather than scene complexity, resulting in dense and often redundant Gaussian sets. We present ATSplat, a feed-forward 3DGS framework that restores the adaptive allocation capability of 3DGS optimization through Adaptive 3D Tokens. ATSplat first lifts coarse patch-level depth and camera cues into sparse 3D anchor tokens, forming a compact scaffold of the scene. Each token is then regressed into local Gaussians with learnable 3D offsets, decoupling primitive placement from input image grids. An Adaptive Token Expansion module predicts a token-level uncertainty score, supervised by rendering error maps, and selectively expands high-uncertainty tokens through learnable expansion layers. This sparse-to-adaptive formulation enables ATSplat to concentrate primitives in challenging regions while maintaining a compact representation. Experiments on two representative datasets, RealEstate10K and DL3DV, show that ATSplat achieves state-of-the-art rendering quality while reducing the number of Gaussians by more than 5.7×5.7\times compared with dense feed-forward 3DGS methods. From 12 input images at 512×960512 \times 960 resolution, ATSplat completes reconstruction in less than a second using a single commercial GPU, and renders high-quality novel views at 1136 FPS (512×960512 \times 960) with only 311K Gaussians.
In Cho, Jeonghwan Cho, Mijin Yoo +2
Jul 22, 2026cs.LG

Local Stability and Gaussian Smoothing of Quantized Neural Networks

We study Gaussian averaging as a smooth surrogate for quantized neural models. Under bounded local oscillation, we derive a local dimension-dependent bound on |f-g|, linking Gaussian smoothing to the stability analysis of discontinuous networks. We compute closed-form Gaussian averages of the rectified linear unit (ReLU) and sign activation functions, and illustrate the mechanism on a high-dimensional binary perceptron, where layer-preactivation aggregation under an explicit quantization-noise surrogate yields the Gaussian envelope used in inference-side smoothing and training-side smooth surrogate gradients.
Sergey Salishev, Anton Makarov, Oleg Granichin
Jul 22, 2026cs.CV

GaussianSeed: Hierarchical Gaussian Seeding for High-Resolution 3D Occupancy Prediction

Vision-centric 3D occupancy prediction provides dense scene representations essential for autonomous driving and robotic navigation, yet existing methods struggle to scale to high voxel resolutions due to prohibitive computational costs. To address this, we introduce GaussianSeed, a progressive multi-scale Gaussian occupancy prediction framework that organizes primitives into a coarse-to-fine hierarchy. Benefiting from this hierarchical design, GaussianSeed effectively circumvents the memory bottlenecks inherent in dense representations, successfully scaling to a 0.1m0.1\text{m} spatial resolution while maintaining real-time inference capabilities. To comprehensively evaluate high-resolution geometric perception, we further construct TJScenes, a panoramic six-camera occupancy dataset with highly detailed 0.1m0.1\text{m} annotations. Extensive experiments on Occ3D-nuScenes and TJScenes demonstrate that GaussianSeed delivers the lowest latency among all evaluated methods while maintaining highly competitive accuracy, advancing the efficiency-quality frontier of high-resolution 3D occupancy prediction. Codes are available at https://github.com/Athameral/GUSD
Xinzhuo Li, Xianghui Pan, Jiayuan Du +4
Jul 22, 2026cs.LG

Fisher Widths: Local Learning Geometry and Anisotropic Recovery

We study Gaussian-width complexity on statistical manifolds through a pair of functionals: the primal Fisher width wG(T)=w(G1/2T)w_G(T) = w(G^{1/2}T), induced by the Fisher metric, and the inverse-Fisher width wG−1(T)=w(G−1/2T)w_{G^{-1}}(T) = w(G^{-1/2}T), induced by the inverse Fisher metric. The two widths play complementary statistical roles. On the learning side, the Fisher width measures the size of local parameter fluctuations in the geometry induced by the Fisher information. For Fisher-regular losses, we prove that the scale wG(Hr)/nw_G(H_r)/\sqrt n is attained on sufficiently small Fisher balls. On the recovery side, the inverse-Fisher width captures the effect of anisotropic Gaussian measurements whose covariance is determined by the inverse Fisher information. For sparse recovery, the resulting geometry depends not only on sparsity but also on the position of the active coordinates in the Fisher spectrum. We obtain a two-sided estimate for the corresponding statistical dimension, together with support-sensitive recovery estimates and a natural ordering of supports with different curvature profiles. Finally, we establish a sharp relation between the primal and inverse-Fisher widths. On any common compact coordinate set TT, they satisfy wG(T)wG−1(T)≥w(T)2.w_G(T)w_{G^{-1}}(T)\geq w(T)^2. Thus, Fisher anisotropy may transfer complexity from one geometry to the other, but cannot reduce both widths relative to the Euclidean scale.
Vu Khac Ky
Jul 22, 2026cs.CV

Look Before You Edit: Attention-Guided Camera Placement and Multi-View Alignment for 3D Gaussian Splatting Editing

Text-driven 3D scene editing with 3D Gaussian Splatting (3DGS) typically applies a 2D diffusion editor to views rendered from fixed training cameras, limiting both the spatial coverage of edits and the user's freedom to target specific objects in complex scenes. We present LB-Edit, a framework that addresses two coupled problems: where to place editing cameras for localized edits, and how to make per-view edits agree with one another so that the 3D scene remains consistent after fine-tuning. First, Attention-Guided Editing Camera Placement (ACP) probes the diffusion model's self- and cross-attention at multiple candidate camera distances to find where attention is well-contained in the region of interest, then places a compact, geometrically diverse editing camera set at that attention-optimal distance. Second, Multi-view Attention Alignment (MAA) steers the editor toward the same edit across views along two axes: it aligns appearance by sharing self-attention features via token-level correspondence, and aligns spatial location by lifting cross-attention maps onto the 3D Gaussians as a shared 3D attention field, suppressing both appearance and spatial drift. Experiments on multi-object and single-object scenes show that our method achieves the highest user preference in instruction fidelity, multi-view consistency, and editing locality, using as few as 5 editing views and reducing latency by up to 7x over existing methods.
Jaeyeon Park, Taeho Kang, Youngki Lee
Jul 21, 2026stat.ML

Fundamental limits of distributed multiclass classification from simple binary decisions

We consider the problem of constructing a KK-class classifier from the combination of O(log⁡K)O(\log K) simple binary classifiers -- this is a natural paradigm to construct a sophisticated classifier in a distributed manner with each agent performing a relatively straightforward task. We study the fundamental performance limits of such a classifier when the corresponding binary classifiers are hyperplanes. For a stylized Gaussian setting where the KK class centers are independent Gaussian points in Rd\mathbb R^d and the observations are corrupted by Gaussian noise, we derive explicit performance bounds across several decoding and dimensional regimes. Extensive simulation experiments provide strong empirical validation of the presented theoretical results.
Ioannis Papageorgiou, Srinivas Nomula, Ayalvadi Ganesh +2
Jul 21, 2026cs.CV

TOM-GS: Editable Video Representation via Temporal Opacity Modulation of Static 3D Gaussians

While Implicit Neural Representations (INRs) and dynamic 3D Gaussian Splatting (3DGS) achieve impressive results in video processing, they often fall short of producing representations that are easily editable. Recent methods address this by introducing complex spatial deformations or folded distributions, which constrain optimization and reduce flexibility for downstream editing. In this paper, we introduce TOM-GS, an editable video representation that forgoes complex deformations in favor of regular 3D Gaussians equipped with a continuous temporal opacity formulation. By assigning a learnable temporal mean and scale to the opacity of each Gaussian, our model enables static 3D spatial components to fade smoothly in and out of the scene. Grounded by robust, off-the-shelf pose estimation, our approach maintains a static spatial geometry that naturally supports a wide range of manual and physics-based edits. TOM-GS outperforms prior editable video representations in visual fidelity, while its reliance on standard 3D Gaussians ensures seamless compatibility with established 3D editing tools.
Marek Lisowski, Łukasz Smoliński, Kornel Howil +3
Jul 21, 2026cs.CV

FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility

Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.
Yihalem Yimolal Tiruneh, Muhammad Salman Ali, Uyoung Jeong +5
Jul 21, 2026cs.CV

ZeroSplat: Generalized Referring Segmentation in 3D Gaussian Splatting

Recent advancements in 3D Gaussian Splatting (3DGS) have enabled language-guided scene understanding. However, existing Referring 3D Gaussian Splatting (R3DGS) methods are fundamentally restricted to single-target queries. To reflect the ambiguity of real-world instructions, we introduce the Generalized Referring 3D Gaussian Splatting Segmentation (GR3DGS) task, which requires dynamically segmenting an arbitrary number of targets (0, 1, or NN). To facilitate comprehensive evaluation of this new task, we construct two new benchmarks: GR-LERF and GR-ScanNet. Crucially, existing R3DGS paradigms exhibit fundamental technical bottlenecks that severely limit their performance on the GR3DGS task: they lack intrinsic 3D point-level understanding by operating merely on 2D rendered pixels, and they incur prohibitive computational overhead by requiring per-scene optimization to embed heavy semantic features. To dismantle these bottlenecks, we propose ZeroSplat, a novel training-free and zero-feature framework. ZeroSplat lifts 2D Vision-Language Model (VLM) priors into 3D space through robust multi-view geometric constraints. This strategy enables intrinsic point-level understanding without incurring any additional feature storage. Extensive experiments demonstrate that ZeroSplat significantly outperforms state-of-the-art methods across generalized and single-target scenarios while maintaining exceptional efficiency. Project Page: https://inkmind-ai.github.io/ZeroSplat
Jiayu Ding, Meilu Song, Xiaoyi Zhang +3
Jul 20, 2026stat.ML

Mixing-Free and Signal-Optimal Learning of Gaussian Graphical Models from Glauber Dynamics

Gaussian graphical model selection is usually studied under independent sampling, but in many applications the data arise as a single trajectory of a dependent stochastic process. We study exact recovery of the graph from one trajectory of random-scan Gaussian Glauber dynamics. Existing techniques for this problem either inherit the mixing time of the chain, which can be super-polynomial in the dimension pp without strong assumptions, or are suboptimal in the minimum normalized edge strength κκ. We propose two algorithms that are mixing-free and attain the κ−2κ^{-2} dependence of the information-theoretic lower bounds. Both instantiate a shared dueling-neighborhood search meta-algorithm with a local statistic built directly from the update sequence. For every fixed precision matrix and deterministic initialization, the first algorithm fits a least-squares regression at the updates of each node and has pointwise recovery horizon O~(pd2/κ2)\widetilde O(pd^{2}/κ^{2}), where dd is the maximum degree. Its horizon depends logarithmically on a local conditioning quantity and on the initialization potential. The second algorithm is based on counting occurences of a specific update pattern and requires O~(pd4/κ2)\widetilde O(pd^{4}/κ^{2}) updates, with no dependence on any condition number. The central technical challenge is that both statistics are built from dependent, non-stationary observations. Our analysis tackles this by demonstrating how to extract fresh Gaussian innovations from the update sequence, which yields mixing-free control of appropriate quantities. Neither the algorithms nor their analyses invoke stationarity, a spectral gap, or mixing conditions.
Vignesh Tirukkonda, Gautam Dasarathy
Jul 20, 2026cs.CV

ECoNGS: Efficient Compressive Neural Gaussian Splats for Volume Visualization

Recent advances in differentiable Gaussian splatting have highlighted the potential of primitive-based approaches as alternative scene representations for interactive, high-quality, volume visualization (VolVis) of large datasets. However, the explicit nature of current primitive-based methods, combined with isolated optimization for each VolVis scene, results in redundant, non-compact representations. We present ECoNGS, an efficient compressive neural Gaussian splatting framework for VolVis scene representation. ECoNGS employs lightweight neural networks to dynamically predict implicit, editable Gaussian splats from explicit anchor points, effectively combining model compactness and parameter efficiency of implicit representations with high-performance rendering of explicit primitives. We explore a joint learning strategy that clusters geometrically similar scenes and shares parameters across them, significantly reducing overall training time and model size while maintaining reconstruction fidelity. To achieve a more compact scene representation, we further compress the explicit anchor attributes using a neural entropy model that estimates their probability distributions, enabling compact storage via entropy coding. We systematically investigate Gaussian initialization strategies and propose a simple yet effective scheme tailored for VolVis scenes, improving reconstruction accuracy and accelerating convergence. We evaluate ECoNGS qualitatively and quantitatively across various univariate and multivariate VolVis scenes, highlighting its superior performance over prior methods in training time, reconstruction quality, and model size. In particular, compared with the prior method iVR-GS, ECoNGS improves reconstruction quality by up to 2.2 dB in PSNR while reducing the model size by up to 6.1x and the training time by up to 5.9x. The code is available at https://github.com/TouKaienn/ECoNGS.
Kaiyuan Tang, Chaoli Wang
Jul 20, 2026cs.CV

VGOcc: Learning Visual-Geometric Gaussians for Vision-Centric 3D Driving Occupancy Prediction

Vision-only occupancy prediction requires recovering a semantic 3D occupancy field from calibrated surround-view images, where each view provides observations with ambiguous depth along camera rays. Existing methods have progressed from dense structured representations to sparse Gaussian primitives, improving the efficiency of 3D scene representation. However, Gaussian learning still relies primarily on image domain features, which provide limited explicit geometric information for volumetric reasoning. Our key observation is that effective Gaussian occupancy modeling requires not only sparse primitives, but also richer geometric and semantic learning cues. In this paper, we propose VGOcc, which learns visual and geometric cues from foundation models for Gaussian modeling. VGOcc incorporates these cues into primitive initialization and refinement, yielding a representation termed Visual-Geometric Gaussians tailored to semantic occupancy prediction. Specifically, we propose Visual-Geometric Gaussian Birth to form spatially balanced Gaussian centers from ray depth hypotheses, while visual semantic features initialize primitive attributes. Next, we design Pose-Aware Feature Learning to combine foundation tokens with camera embeddings and calibrated ray information. Features from neighboring views are then aggregated at projected 3D locations for each Gaussian refinement stage. Finally, Gaussian decoder refines birth Gaussians with pose-aware features and renders them into semantic occupancy. Experiments on nuScenes demonstrate that VGOcc achieves state-of-the-art performance in vision-only 3D occupancy prediction. Codes will be available at https://github.com/JHLin42in/VGOcc.
Junhong Lin, Xianda Guo, Kangli Wang +4
Jul 20, 2026cs.CV

QIRF Quantum-Inspired Non-Orthogonal Function-Space Compression for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) achieves high-quality real-time rendering by representing a scene with a large collection of anisotropic Gaussian primitives. However, complex scenes often require millions of Gaussians, resulting in substantial storage and rendering costs. Existing compression methods mainly reduce redundancy through primitive-wise pruning, attribute quantization, clustering, or neural coding, while redundancy caused by strongly overlapping and non-orthogonal Gaussian basis functions remains largely unexplored. We present QIRF, a quantum-inspired non-orthogonal function-space compression method for 3D Gaussian Splatting. QIRF models neighboring Gaussian primitives as a local non-orthogonal basis and formulates primitive reduction as a subspace-aware selection problem. Specifically, an analytic Gaussian overlap matrix and a radiance-response density matrix are constructed to characterize functional redundancy and rendering relevance. Generalized eigendecomposition is then used to identify the dominant local subspace and select representative Gaussian primitives. An RRDM-based response model and detail-aware safeguarding further preserve visually important high-frequency structures under aggressive pruning. Experiments on 13 scenes from Mip-NeRF 360, Tanks and Temples, and Deep Blending show that QIRF reduces the Gaussian count and raw PLY storage by 71.7 percent on average, corresponding to approximately 3.54 times compression, while maintaining reconstruction quality comparable to 3DGS and achieving a marginal average PSNR improvement of 0.10 dB. QIRF also improves the average rendering speed over 3DGS by 34.3 percent. These results suggest that non-orthogonal function-space redundancy is an important yet underexplored source of representational redundancy in explicit Gaussian radiance fields.
Shizeng Jiang, Hao Zhang, Xuerui Ma +2
Jul 20, 2026cs.CV

Exploration Matters for Escaping the Blur Trap in 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) employs Gaussian primitives for explicit scene representation, facilitating real-time, high-fidelity reconstruction and novel view synthesis of complex scenes. However, the explicit modeling inherent in 3DGS introduces a gradient bias during optimization, rendering its non-convex optimization process highly susceptible to convergence toward local suboptimal solutions. This constitutes a fundamental limitation in 3DGS optimization, which we term the Blur Trap. To address this limitation, we integrate simple explicit exploration into the 3DGS optimization framework. First, through rigorous mathematical analysis of the 3DGS optimization formulation, we identify the underlying optimization bias responsible for the Blur Trap and categorize it into two distinct subtypes: the Far-Side Blur Trap and the Near-Side Blur Trap. Subsequently, we propose two highly straightforward exploration strategies (Random Seeding and Random Splitting) to mitigate the far-side and near-side blur traps, respectively. Experimental validation demonstrates that the incorporation of these exploration operators effectively and complementarily overcome the Blur Trap, achieving high-quality rendering performance across multiple datasets. Project page: https://chengbo-wang.github.io/ExploreGS/
Chengbo Wang, Guozheng Ma, Jinhong Wu +2
Jul 20, 2026cs.CV

Locality-Aware Density Control for Efficient Gaussian-based Image Representation

2D Gaussian Splatting is an attractive direction for image representation due to its explicit formulation, fast rasterization, and favorable decoding efficiency. The representation quality of this paradigm depends on the proper allocation of Gaussian capacity to the demanding regions. However, existing methods fail to allocate Gaussian capacity efficiently during optimization: under-reconstructed content is often refined in a fragmented pixel-wise manner, while neighboring optimized Gaussians with similar attributes are redundantly retained. This inefficiency motivates the need for a density control framework that jointly addresses insufficient allocation in under-reconstructed regions and redundant allocation in over-reconstructed regions. Our key insight is that this framework should exploit two complementary forms of locality: the local continuity of reconstruction errors in image space for improved Gaussian allocation, and the local similarity of neighboring Gaussians in Gaussian space for redundant elimination. Based on this insight, we propose Locality-Aware Density Control (LocoADC), a plug-and-play framework that improves Gaussian capacity utilization through Region-wise Gaussian Densification (RGD) and Similarity-Driven Gaussian Merging (SDGM) strategies, together with a local color consistency constraint for more reliable merging. Extensive experiments on diverse datasets show that LocoADC consistently improves multiple baselines by enabling more effective local Gaussian allocation, including a 2.93 dB PSNR gain over GI on the CLIC dataset under the same 30k Gaussian budget. Code is available at: \textit{https://github.com/ChenJiaCong-1005/LocoADC}.
Jiacong Chen, Qingyu Mao, Xiandong Meng +5
Jul 20, 2026cs.CV

CaT-GS: Efficient 3DGS Rendering for Large Scale Scenes via Inter-frame Caching and Tile Scheduling

Recent breakthroughs in 3D Gaussian Splatting (3DGS) have advanced neural rendering with high fidelity and speed. However, its performance degrades significantly in large-scale scenes due to the computational burden of tile-based rasterization. Existing optimization efforts either require costly scene re-training or focus on narrow aspects of the pipeline, overlooking critical inefficiencies in real-world deployments. Through a comprehensive analysis, we identify three primary sources of redundancy and low GPU utilization: redundant inter-frame pre-processing, viewpoint-based occlusion redundancy, and severe tile-level load imbalance. To address these issues, we propose CaT-GS, a novel and efficient 3DGS rendering pipeline. CaT-GS introduces a speculative multi-frame preprocessing method to eliminate redundant computations across consecutive frames, and an inter-frame caching mechanism to eliminate viewpoint redundant rendering stages. Furthermore, it refactors rasterization tasks with a dedicated kernel to mitigate tile load imbalance, significantly boosting GPU utilization. Extensive experiments demonstrate that CaT-GS achieves a speedup of up to 10 times over the original 3DGS and up to 70% over previous state-of-the-art methods, establishing a new benchmark for high-fidelity, real-time rendering of large-scale scenes.
Tingjia Zhang, Bo Chen, Shengzhong Liu +2
Jul 20, 2026cs.CV

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

Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination. To resolve this accuracy-efficiency trade-off, we propose FF-ProCams, a Feed-Forward 3D Gaussian inverse-rendering framework for ProCams. A hybrid Mamba2-Transformer encoder aggregates cross-view geometric and photometric cues from sparse multi-view observations, and lightweight heads predict a relightable Gaussian representation in a single forward pass. We further design a projector-aware differentiable renderer to synthesize camera observations under arbitrary active illumination and ProCams poses. To enable feed-forward training, we construct a large-scale synthetic ProCams dataset covering diverse object geometries and surface materials. Experiments show FF-ProCams achieves high-fidelity projector-aware rendering, generalizes to unseen patterns, and supports novel projector-camera poses. Using only 8 input views, it outperforms optimization-based baselines with 297 views while reducing test-time reconstruction to 0.13 seconds (a three-to-five-order-of-magnitude speedup). The code and data are available at https://github.com/CPREgroup/FF-ProCams/.
Ziyao Wang, Yuqi Li, Wenxing Zheng +2
Jul 20, 2026cs.LG

One-step lowest-variance selection in a Gaussian random-field model motivated by masked diffusion: Total correlation and a square root collision threshold

Motivated by confidence-guided parallel unmasking in masked discrete diffusion, we study a single selection step in a stylized Gaussian random-field model. A locally dependent nonnegative score field represents position wise uncertainty, and the scheduler selects the K positions with the smallest scores. Dependence among the selected positions is measured through a distance-dependent Gaussian correlation model. This separation provides a tractable framework for quantifying how the geometry of low-score locations affects the dependence cost of factorized parallel decoding. We establish two complementary results. In a conservative sub-square-root regime, the conditional Gaussian total correlation of the selected block vanishes in probability. At the square-root scale, it remains non-negligible with positive asymptotic probability and admits a strictly positive expectation lower bound. Synthetic experiments support the predicted finite-size behavior. These results provide a rigorous stochastic-geometry baseline for understanding how budget size, score dependence, and spatial correlation jointly shape one-step confidence-based selection in masked discrete diffusion.
Linjun Li
Jul 19, 2026math.OC

Robust Chance-Constrained Optimization using a Continuous Parameter Space Wasserstein-2 Ambiguity Set of Gaussian Mixtures

We study distributionally robust linear chance-constrained problems in which uncertainty is modeled by a Gaussian mixture model (GMM). Finite-support distributionally robust (FDR) formulations, widely used in data-driven robust optimization, robustify over empirical mixture support points and therefore primarily stress-test the fitted nominal mixture. This can be insufficient when service reliability depends on structural misspecification of the nominal mixture-support parameters. To address this limitation, we describe the ambiguity set of distributions by developing a novel formulation of a Wasserstein-2 metric that uses the Bures-Wasserstein (BW) metric over probability measures with finite second moments. Unlike FDR, which generally sets finitely many empirical support points a priori, the proposed ambiguity set allows the worst-case distribution to endogenously determine both how many mixture components receive mass and where their means and covariances lie within a continuous support. For the resulting ambiguity set, under mild regularity conditions, we prove strong duality for the inner worst-case chance-constraint problem and derive its semi-infinite reformulation. We then develop an adaptive cutting-surface algorithm, which endogenously determines the locations of mixture components receiving mass, and the mean and covariances of the Gaussian distributions at these locations. The algorithm attains any prescribed optimality gap in finitely many iterations, while a block-alternating local search identifies new components. A case study using the electric-vehicle charging-station energy-allocation problem demonstrates the framework's practical value in achieving any reliability targets. CDR also induces structural changes in energy allocations, unlike FDR, whose allocations remain close to the nominal solution.
Shibshankar Dey, Sanjay Mehrotra
Jul 18, 2026math.OC

Relative Entropy-Bounded Ambiguous Chance Constraints for Robust Planning in Nonlinear Systems

We consider defining risk probability in stochastic control problems under distribution ambiguity. Current approaches for chance-constrained control typically assume that the true state distribution is known and Gaussian distributed. These assumptions are not amenable to many real-world engineering applications where system dynamics are nonlinear and only approximately modeled. In this work, we define a distribution ambiguity set and, with a variational expression for exponential integrals, bound the expected risk value under an unknown distribution that resides within a relative entropy distance of a nominal Gaussian reference distribution. Our bound recovers the reference risk value in the zero-divergence limit. A method is presented to determine the relative entropy distance defining the ambiguity set that is a function of the reference covariance evolution and second-order dynamical truncation errors. The resulting contributions provide a framework for handling distributional ambiguity in nonlinear covariance steering problems. A stochastic spacecraft guidance example is presented to demonstrate our contributions.
Trevor N. Wolf, Jay W. McMahon
Jul 18, 2026cs.GR

Points as Tori: Fast Pointwise Signed Distance for Point Clouds

We describe a method for computing signed distance to point clouds that allows fast pointwise evaluation at arbitrary spatial resolution. As input, our method takes a point cloud with normals; as output, it provides an analytical parameterization that allows queries of signed distance to the approximate underlying surface at arbitrary points - simultaneously providing reconstruction and distance. Our key idea is to reconstruct shapes by locally fitting point clouds with tori, which have closed-form signed distance functions. Tori are fitted in a feed-forward manner, using a pre-trained network to output per-point curvature and shift parameters. Importantly, our method does not require costly global optimization or spatial discretization, and is easily parallelizable. Underlying our method is a new theory that unifies signed distance with the classic reconstruction methods of winding numbers and Poisson surface reconstruction. We use our method to compute signed distance to point clouds arising from photogrammetry, meshes, 3D Gaussians, and neural implicits. Our method allows point clouds to be used directly in applications, without explicit surface reconstruction: as examples, we take offsets of point clouds, apply morphological and Boolean operations, and directly visualize offset surfaces using sphere tracing.
Nicole Feng, Ioannis Gkioulekas, Keenan Crane
Jul 18, 2026cs.CV

Splat-based 3D Scene Reconstruction with Extreme Motion-blur

We propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAIST-VCLAB/gs-extreme-motion-blur.
Hyeonjoong Jang, Dongyoung Choi, Donggun Kim +2
Jul 18, 2026cs.CV

SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) achieves high-fidelity novel view synthesis in real-time; however its training efficiency and representation compactness are hindered by excessive primitive proliferation. To address this challenge, we formulate the structural evolution of 3DGS as a global budget-constrained optimization problem and derive an optimality condition, which requires the marginal utility of structural resources to be balanced across spatial regions under a finite primitive budget. Based on this formulation, we propose SPARE-GS, a general plug-and-play framework that dynamically aligns the distribution of 3D Gaussian primitives with regional representational demand. SPARE-GS estimates capacity-normalized regional demand, assigns adaptive target quotas, and uses regional budget deviations to coordinate densification, pruning and adaptive termination toward a more balanced structural allocation. Extensive experiments across standard, accelerated, and structure-enhanced 3DGS pipelines demonstrate that SPARE-GS reduces the Gaussian count and training time by an average of 30.38% and 23.81%, respectively, while improving the average PSNR. Moreover, the resulting compact representations reduce downstream processing time and improve the rate-distortion performance of diverse compression and pruning methods, demonstrating the broad applicability of global structural budget regulation.
Zhang Chen, Shuai Wan, Fuzheng Yang +3
Jul 17, 2026cs.GR

Rendering 3D Gaussians on a Graph Processor

We present the first implementation of a 3D Gaussian renderer on an Intelligence Processing Unit (IPU), comprising 1,472 independent tiles with only on-chip SRAM; constraints that approximate properties of efficient sensor-processor architectures. Our input scenes are 3D Gaussian maps from real-world sequences. Each tile 'owns' a screen-space region of the framebuffer; Gaussian primitives are routed to destination tiles via Manhattan-distance hops on a north-east-west-south (NEWS) grid, then distributed to overlapping neighbours in an expanding tree pattern. Computation follows the IPU's Bulk Synchronous Parallel (BSP) model, with inter-tile communication defined at compile time. We show this hardware allows us to exploit spatial and temporal locality by enabling local data transfer between cores. We evaluate the bottlenecks in this SRAM-only implementation: inter-tile bandwidth, per-tile SRAM capacity, and workload imbalance from non-uniform Gaussian density. We analyse how these constraints affect performance and render quality. This exploration raises broader questions for conventional GPUs and 3D representations, suggesting that direct inter-SM (streaming multiprocessor) communication might offer ways to reduce DRAM access in GPU kernels. We discuss these implications for the future of on-sensor and DRAM-free architectures. Project page: https://nmjfry.github.io/ipu-3dgs/
Nicholas Fry, Ignacio Alzugaray, Mark Pupilli +2
Jul 17, 2026cs.CV

OmniStyle-INR: Universal and Multimodal Style Transfer for INRs

Style transfer remains a fundamental and highly important task across various data modalities, enabling creative manipulation conditioned by both reference images and textual descriptions. Recently, methods utilizing Gaussian Splatting have emerged as a unified representation for 2D images, video, 3D scenes, and 4D dynamics. However, representing videos and 2D images with Gaussian Splatting is structurally sub-optimal for dense continuous domains. The number of required Gaussians often approaches the total number of pixels, raising questions about the actual utility of such a representation for these specific modalities. In contrast, Implicit Neural Representations have established themselves as a much more popular and natural choice across all these data domains. Implicit Neural Representations naturally provide significant advantages, including data compression, inherent capabilities for super resolution, and seamless integration with deep generative models. To this end, we introduce OmniStyle-INR, a novel framework that leverages network-based continuous representations as a truly universal domain. Our approach successfully performs high-quality style transfer across all visual modalities, guided seamlessly by both text prompts and visual exemplars.
Rafał Kajca, Michał Miziołek, Kornel Howil +2
Jul 17, 2026cs.CV

ImprovedVBGS: Real-time Continual Variational Bayes Gaussian Splatting

On-the-fly reconstruction is a key requirement for many applications in robotics and autonomous navigation. Variational Bayes Gaussian Splatting (VBGS) enables continual learning without replay buffers using Coordinate Ascent Variational Inference (CAVI), but its per-frame iterations over all observed points make it too slow for real-time use with strict memory and latency requirements. We present ImprovedVBGS, an accelerated framework for on-the-fly continual reconstruction. This is achieved primarily through (i) spatially truncated variational inference, and (ii) improved reassignment that uses forwarding, truncation and eliminates wasteful dynamic recompilation. On the NeRF synthetic dataset, we reduce mean per-frame latency from ~84.0 s to ~0.050 s on an RTX 3070 Ti, a 1680x speed-up while maintaining reconstruction quality. We also improve novel-view synthesis quality using an exact renderer with no added training costs.
Damani Mguni-Coker
Jul 17, 2026cs.CV

E3DGS: Unified Geometric-Photometric Equivariance for 3D Gaussian Splatting via Color-as-Geometry Embedding

3D Gaussian Splatting (3DGS) captures scenes by coupling explicit geometry (position, covariance) with view-dependent photometry (Spherical Harmonics). However, building SE(3)\mathrm{SE}(3)-equivariant architectures on these primitives presents a fundamental representation bottleneck. Color has been treated as a signal rather than a geometric entity, making it nontrivial to unify symmetry across geometry and appearance as the camera frame changes. While translations are handled by relative coordinates, rotations act heterogeneously across attributes: μ↦Rμμ\mapsto Rμ, Σ↦RΣR⊤Σ\mapsto RΣR^\top, and fℓ↦Dℓ(R)fℓf_\ell\mapsto D^\ell(R)f_\ell. This mismatch complicates strict equivariance, leading existing methods to either discard or flatten SH coefficients, thereby breaking symmetry. We propose a unified solution rooted in representation theory: for SH degrees ℓ≤2\ell\le2, photometry is algebraically isomorphic to a rank-2 geometric tensor. We prove that the Wigner-DD action on these SH coefficients can be exactly reformulated as the conjugation action on 3×33\times3 matrices. Leveraging this, we introduce the Unified Matrix Embedding, a lifting that maps all Gaussian attributes into a unified carrier space, gl(3)\mathfrak{gl}(3). Building on the "Color-as-Geometry" formulation, we present E3DGS, a rigid-body (SE(3)\mathrm{SE}(3)) equivariant architecture that processes 3D Gaussians without Clebsch-Gordan tensor products. Evaluations on object vision and action-conditioned Gaussian world modeling demonstrate that our unified approach yields strong robustness under camera-frame changes and improved data efficiency.
Chankyo Kim, Maani Ghaffari
Jul 16, 2026cs.CV

JADE-GS: Joint Alternating Deblurring Guided by Events in 3D Gaussian Splatting

When a camera moves fast during exposure, blur destroys the intra-exposure motion a 3D model needs to recover the sharp scene, while event cameras capture exactly this signal at microsecond resolution. Turning them into reliable 3D supervision faces two obstacles. First, the two restoration priors fail in opposite ways: physics-based event-integration priors preserve edges but accumulate drift; learned networks recover texture but distort boundaries. Second, existing pipelines run in one direction only, so raw event noise or the biases of fixed 2D pseudo-labels pass uncorrected into the geometry. JADE-GS addresses both: a pixel-adaptive routing gate fuses the complementary priors, and the resulting 2D restorer is coupled to a 3D Gaussian Splatting student in a bidirectional loop, where detached, multi-view-consistent renders and a physics-based reblurring constraint regularize the restorer, turning a fixed preprocessor into a geometry-aware predictor. Across synthetic and real benchmarks, JADE-GS attains the best perceptual quality, leading LPIPS and CLIP-IQA on both benchmarks with competitive PSNR and SSIM, and trainsin about one hour under 5 GB on a single consumer GPU while preserving real-time rendering.
Haoyu Fu, Jiafeng Huang, Yuchen Wang +1