3D Gaussian Splatting

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Latest in 3D Gaussian Splatting

Jun 9, 2026cs.CV

GaussTrace: Provenance Analysis of 3D Gaussian Splatting Models with Evidence-based LLM Reasoning

3D Gaussian Splatting (3DGS) is a powerful technique for creating high-fidelity 3D assets. However, the widespread sharing and iterative modification of 3DGS models across digital platforms create pressing challenges for intellectual property protection and forensic traceability. To address this, we propose GaussTrace, a novel framework for constructing directed provenance graphs for 3DGS models. GaussTrace formulates provenance analysis as an evidence-based reasoning problem. It builds upon attribute-wise statistical profiling of 3DGS parameters to capture intrinsic properties. Moreover, we introduce hypothesis-driven editing simulations of common operations to provide auxiliary evidence for plausible transformation pathways. These statistical and simulated cues jointly enable a Large Language Model (LLM) to perform structured Chain-of-Thought (CoT) reasoning, yielding directional provenance inferences and explainable edge reasons. Experimental results demonstrate that GaussTrace effectively constructs evolutionary relationships among diverse 3DGS models, delivering accurate, interpretable, and robust provenance graphs without requiring model training or access to editing histories. Project page: https://haolianghan.github.io/GaussTrace.
Haoliang Han, Ziyuan Luo, Renjie Wan
Jun 8, 2026quant-ph

Trainability of IQP Quantum Circuit Born Machines Under Gaussian Initialization

Quantum Circuit Born Machines (QCBMs) offer a natural approach to generative machine learning by leveraging the Born rule. Recent work has provided a method to classically train QCBMs with Instantaneous Quantum Polynomial (IQP) circuits via the Maximum Mean Discrepancy (MMD) loss. Despite the assumed intractability of sampling from IQP circuits classically, their expectation values can be computed classically, enabling training of these IQP QCBMs. However, quantum machine learning (QML) models have various other challenges, including trainability issues caused by exponential concentration or barren plateaus. While these issues have been explored for parameters sampled from a uniform distribution, little work has been done to rigorously treat the use of arbitrary Gaussian initialization schemes. This work leverages Stein's lemma and Lipschitz concentration bounds for Gaussian random variables to provide an analytical lower bound of the variance of the gradient and a probabilistic concentration bound of the deviation of the gradient from its mean. It discusses strategies to either avoid or encourage exponential concentration, as well as the conditions under which barren plateaus are more likely to occur.
Gennaro De Luca
Jun 8, 2026cs.LG

Integrating Out, Twice:The Open-System Case That Neural-Network Ensemble Theory Is Missing

Averaging a neural network over its random parameters and marginalizing a Gaussian sector are the same operation, the Schur complement of the eliminated block, and when that block is closed it returns a covariance and its inverse. That is all a network ensemble produces, the closed case. The open case is missing, and nuclear reaction theory has it worked out. Projecting a scattering problem onto a chosen set of channels, with the rest carrying probability irreversibly to a continuum, leaves a non-Hermitian effective generator that conserves and itemizes exactly what it loses: the nuclear optical model and its generalized optical theorem. I set the two cases side by side using only the moments of a distribution, the algebra of Gaussians, and block inversion, no field theory, and give the closed-case dictionary in full: the neural tangent kernel is the Fisher sensitivity kernel, the infinite-width Gaussian limit is the Gaussian-process emulator, and the lazy-to-feature transition is the validity boundary of a reduced-basis emulator. I then test the open export on a truncated attention map, a token-level transfer operator, and a sparse expert router, and report a mostly negative result. The conserved flux ledger ports wherever openness is genuinely present, but its distinctive content is absent, an artifact of the chosen partition, or pinned near a floor by the training objective, and the operationally useful uncertainty turns out to be epistemic, living in the closed half of the correspondence, not the open one. The negative has a structural reason this note makes precise: the open case needs an eliminated sector with a continuous spectrum and wave-like, not relaxational, dynamics, which mainstream learning's finite or dissipative objects do not supply. This is a note, not a result; its main finding is that negative one, and its value is the map that locates it.
Jin Lei
Jun 8, 2026cs.MA

Performance Evaluation of Social Learning

Social Learning is a decentralized decision-making paradigm in which spatially dispersed agents collect streaming observations regulated by one of a finite number of models (the hypotheses). The agents are interested in assigning probability scores (the beliefs) to the possible hypotheses. To this end, the agents exchange their beliefs according to a certain communication graph. It has been shown that, under reasonable conditions on the identifiability of the decision model and the network connectivity, each agent ultimately places all the belief mass on the true hypothesis governing the data. However, several questions remain unanswered regarding the evaluation of the social learning performance. One recently adopted performance metric is the rejection rate, i.e., the rate at which the beliefs about the erroneous hypotheses vanish. One contribution of this work is to establish that the rejection rate leads to several paradoxes, which make it unsuitable as a valid performance measure. We then focus on studying the error probability measure. For a binary Gaussian problem, we derive an analytical formula characterizing the ratio between the individual agents' probabilities and the optimal Bayesian probability. The formula shows that this ratio is expressed by the product of two terms quantifying the effect of the network connectivity and the role of the prior information. As a result, an irreducible gap emerges between the decentralized and the centralized error probabilities, which is agent-dependent and does not disappear asymptotically.
Felice Scala, Marco Carpentiero, Vincenzo Matta +1
Jun 8, 2026cs.CV

REFINE: Super-efficient 3D Gaussian Splatting Pruning via Rendering-Free Primitive Importance

Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving a 3,000×3,000\times reduction in pruning-related computational complexity, translating to a practical ∼20×\sim 20\times speedup in device latency compared to state-of-the-art pruning methods.
Zhang Chen, Shuai Wan, Mengting Yu +2
Jun 8, 2026cs.CV

Leveraging NeRF-Rendered Images for 3D Gaussian Splatting

Neural radiance field (NeRF) and 3D Gaussian splatting (3DGS) are two mainstream approaches for novel view synthesis. They often show complementary performance, i.e., 3DGS demonstrating faster rendering speed and NeRF demonstrating higher rendering quality. Motivated by this, we propose leveraging NeRF-rendered images for 3DGS. Specifically, we target street scenes and utilize a pre-trained street-specific NeRF method to produce training images for a target 3DGS method. In our 3DGS training, NeRF-rendered images are used to remove transient objects in street-level input views and to generate bird's-eye views as additional views, inheriting the higher-quality rendering of NeRF into 3DGS. We further incorporate a diffusion-based image enhancement to improve the image quality of the additional views. Experimental results on one synthetic and two real datasets demonstrate that our proposed method improves street-scene rendering while preserving the speed of 3DGS and the quality of NeRF.
Mizuki Morikawa, Yuta Shimizu, Chunyu Li +2
Jun 6, 2026cs.CV

LEGS: Laplacian-Enhanced Gaussian Splatting with a Nonlinear Weighted Loss

3D Gaussian Splatting (3DGS) has become an efficient explicit representation for radiance field reconstruction and real-time novel view synthesis. However, its standard photometric loss treats flat and structure-rich regions similarly, which may limit the recovery of sharp contours and fine details. Edge-Guided Gaussian Splatting (EGGS) improves structure awareness through edge-guided weighting, but mainly relies on first-order gradient responses and linear weighting. In this paper, we propose LEGS, a Laplacian-Enhanced Gaussian Splatting method with a nonlinearly weighted loss. LEGS replaces first-order gradient guidance with second-order Laplacian structural guidance and maps the normalized Laplacian response into pixel-wise weights through nonlinear response-to-weight functions. The proposed loss improves structure-aware Gaussian optimization while keeping the original 3DGS rendering pipeline unchanged. Experiments on the full Tanks&Temples and Mip-NeRF360 datasets show that LEGS improves peak signal-to-noise ratio (PSNR) by up to 1.68 dB over 3DGS and up to 0.52 dB over EGGS. Incorporating the proposed second-order nonlinear weighting strategy into FastGS and FasterGS further improves PSNR by up to 1.69 dB, demonstrating its effectiveness as a general loss-level extension for Gaussian Splatting pipelines with potential applications in AR/VR, immersive visualization, and real-time 3D content generation.
Yongfei Guo, Qizhou Huo, Xuan Sun +1
Jun 6, 2026math.PR

Pointwise Complexity for Gaussian Fields: Upper Envelopes, Algorithmic Lower Bounds, and Separation

We prove a variance-aware pointwise majorizing-measure theorem for centered Gaussian processes. Classical generic chaining characterizes the scalar quantity Esup⁡x∈TXx\mathbb E\sup_{x\in T}X_x; the theorem here gives a simultaneous high-probability envelope for the entire field. For an ambient prior μμ, the envelope at xx is governed by a pointwise Fernique-Talagrand functional Φμ(x):=∫04σ(x)log⁡1μ(Bd(x,ε)) dε,Φ_μ(x):=\int_0^{4σ(x)}\sqrt{\log\frac{1}{μ(B_d(x,\varepsilon))}}\,d\varepsilon, together with the corresponding Gaussian tail term. The theorem provides a reusable field-level refinement of classical generic chaining and a Gaussian-process counterpart of pointwise empirical-process bounds for deep neural networks. We also record a Bayesian algorithmic lower envelope from the interactive Fano/data-processing principle. For a known prior ππ, an observation channel, and a concrete estimator t^(Y)\widehat t(Y), the lower bound is expressed through the exact ghost small-ball mass EY∼Qπ(Bd(t^(Y),Δ))\mathbb E_{Y\sim Q}π(B_d(\widehat t(Y),Δ)), rather than a worst-case covering number. In Gaussian location experiments, comparison decoders convert Bayes location error into lower bounds on decision-aligned Gaussian ranges. We then construct an elementary example separating the usual Fano relaxation, the Bayesian algorithmic lower envelope, the pointwise Gaussian envelope, and the full-class minimax risk. Together, these results show that algorithmic lower bounds provide local-geometric validations of pointwise complexity for fixed estimators in overparameterized ambient classes, precisely in regimes where classical minimax theory becomes either too coarse or oracle-dependent. This separation can also be recast in minimax language as penalty-range information relaxation, highlighting an important question of algorithmic robustness for classical high-dimensional models and regularized algorithms.
Yunbei Xu
Jun 5, 2026cs.CV

EvoGS: Constructing Continuous-Layered Gaussian Splatting with Evolution Tree for Scalable 3D Streaming

Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65% to under 25%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4×\times and 5.5×\times, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/
Yuang Shi, Simone Gasparini, Géraldine Morin +1
Jun 5, 2026cs.RO

QuadVerse: An Integrated Framework Aligning Visual-Physical Reality for Quadruped Simulation

Simulation is central to robot learning, yet the sim-to-real gap remains a major bottleneck. Existing approaches often tackle visual or dynamic gaps separately, overlooking how these individual mismatches accumulate and propagate throughout the robot's state evolution. In this paper, we introduce QuadVerse, an integrated framework that uses reconstructed scenes as a calibration substrate for aligning visual perception, physical interaction, and actuator dynamics. From captured RGB videos, we reconstruct geometry-constrained 3D Gaussian Splatting (3DGS) scenes that support batched photorealistic ego-view rendering and collision-ready semantic mesh extraction. The meshes further enable contact calibration by initializing spatially varying friction priors and refining them through trajectory-based posterior search. To address remaining actuator discrepancies, QuadVerse trains a residual dynamics compensator by replaying real-world trajectories on the contact-calibrated terrain, reducing the entanglement between terrain-induced contact errors and actuator non-idealities. Experiments show that QuadVerse improves reconstruction quality and locomotion tracking over relevant baselines. Leveraging this foundation, we demonstrate robust zero-shot visual-navigation policy deployment without task-specific real-world rollouts.
Yuxiang Chen, Yuanhao Wang, Ziheng Zhang +6
Jun 4, 2026cs.CV

RPC-GS: Gaussian Splatting with native RPC Rendering for Satellite Imagery

We present RPC-GS, the first Gaussian Splatting framework for satellite imagery that operates natively with Rational Polynomial Camera (RPC) models. The RPC model is the de facto standard for representing the complex imaging geometry of modern pushbroom satellite sensors. To simplify rendering, prior satellite Gaussian Splatting methods replace the RPC model with perspective or affine camera approximations, leading to geometric errors during reconstruction. RPC-GS avoids these approximations by projecting Gaussian means and covariances directly through the RPC model during the splatting process. We embed the RPC model in a chain of carefully selected geo-coordinate transformations representing a mapping from splatting-suitable scene coordinates to image coordinates. To map the Gaussian covariance matrices, we derive a numerically robust Jacobian-based covariance projection for the (partially nonlinear) coordinate transformations. Since RPCs lack an explicit notion of camera depth, we integrate a metric ray-based depth formulation. We benchmark RPC, perspective, and affine camera models in a unified framework, with our native RPC renderer consistently achieving the lowest reconstruction error on leading satellite benchmark datasets, improving mean altitude error over perspective and affine approximations by 29.6% and 63.8% on DFC2019, and by 9.9% and 37.9% on IARPA2016. We release our code to support future research of Gaussian Splatting in the satellite imaging domain.
Valentin Wagner, Sebastian Bullinger, Christoph Bodensteiner +1
Jun 4, 2026cs.RO

Breaking Time: A Fully Gaussian Framework for Distributed and Continuous-Time SLAM

Continuous-time SLAM provides a principled framework for fusing heterogeneous sensors while estimating smooth trajectories, and is particularly well-suited for handling heterogeneous, asynchronous sensor streams with non-uniform readout patterns, such as rolling shutter cameras, LiDAR scanners, radar sweeps, or event-based sensors. In this work, we introduce G-solver, a fully Gaussian and distributed framework that combines Gaussian Belief Propagation (GBP) with Gaussian Process (GP) motion priors for continuous-time trajectory estimation. Our GP model provides a probabilistic representation of the trajectory, enabling consistent interpolation and the use of data-driven hyperparameters, while GBP offers a scalable message-passing formulation well-suited for decentralized settings. The resulting solver naturally extends to multi-camera scenarios without specialized synchronization or engineering effort. We evaluate the approach on synthetic and real data, including rolling shutter and distributed multi-camera optimization, demonstrating accurate and stable estimation with runtimes comparable to existing continuous-time methods. An open-source implementation is released.
Davide Ceriola, Simone Ferrari, Luca Di Giammarino +2
Jun 4, 2026cs.CV

Self-Learning Expression Deformations for Data-Efficient Gaussian Avatars

Modeling dynamic facial expressions using 3D Gaussian representations remains challenging due to their unstructured nature. Conventional Gaussian avatar pipelines require extensive multiview and sequential expression data, limiting scalability and accessibility. In this work, we introduce Self-Adaptive Gaussian Expression (SAGE), a framework for self-learning expression-induced Gaussian deformations that enables high-fidelity, animatable avatars from minimal input data. Our method jointly optimizes 2D Gaussian surfels and a Signed Distance Field (SDF) to enforce compact, surface-aligned Gaussian distributions, while a self-supervised expression learning phase replaces long training sequences with geometric and appearance consistency constraints. This design allows flexible deployment across multiple reconstruction regimes: in the multiview setting, only a single frame (timestep) is required instead of thousands; in the monocular setting, only head rotations are needed without expression sequences; and in the one-shot setting, no pretraining or priors are necessary. Experiments demonstrate that our approach achieves reconstruction and animation quality comparable to state-of-the-art methods, while reducing data requirements by several orders of magnitude. Our results highlight the potential of self-supervised Gaussian deformation learning as a step toward accessible, data-efficient avatar creation.
Jiahao Yang, Xiaohang Yang, Qing Wang +3
Jun 4, 2026cs.CV

Liquid Neural Networks as a Drop-in Continuous-Time Deformation Field for Dynamic 3D Gaussian Splatting

Deformable 3D Gaussian Splatting (D-3DGS) re-constructs dynamic scenes from monocular video by deforming a canonical set of 3D Gaussians through a positional-encoded MLP of frame time t. Although fitted to a continuous variable, the MLP couples no two values of t in its architecture and effectively predicts discrete per-frame offsets, leaving temporal smoothness to emerge only as a byproduct of optimisation. We redesign the deformation field as a stack of Closed-form Continuous-time (CfC) cells, a Liquid Neural Network (LNN), that is the closed-form solution of the Liquid Time-constant ODE while preserving every other part of the D-3DGS pipeline. Each cell exposes a sigmoidal time gate that interpolates between two candidate hidden states, baking a learned smooth response to t into the loss landscape without invoking any numerical solver. On the eight D-NeRF and seven NeRF-DS scenes the liquid field matches or exceeds the MLP baseline in aggregate, with its largest gains concentrated on the scenes with the most high-frequency articulated motion. The result is a near-zero-friction architectural design that turns the discrete MLP deformation field into an explicit continuous-time function of t.
Mingzhao Li, Arghya Pal, Guan Yuan Tan
Jun 4, 2026cs.MM

GS-NFS: Bandwidth-adaptive Streaming of Dynamic Gaussian Splats and Point Clouds

Dynamic 3D Gaussian Splatting (3DGS) holds great promise as a 3D video streaming technology since it can represent complex 3D scenes with high fidelity. In this approach, every frame in a 3D video represents the environment as a collection of Gaussians with position and other attributes such as scale, rotation, opacity, and color. Frames capture fine details, permit views from any arbitrary perspective, but are an order of magnitude, or more, larger than 2D video frames. A line of recent work has explored how to compress dynamic 3DGS frames, but these approaches are often slow, in part because their compression techniques are not amenable to efficient acceleration. GS-NFS accelerates dynamic 3DGS compression and decompression on a GPU, to the point where it can encode and decode at full frame rate. It achieves this by developing novel GPU-based parallelizations of existing algorithms for encoding both positions and attributes of Gaussians. As a result, it is 1-2 orders of magnitude faster than the state-of-the-art in encoding and decoding a frame, while offering competitive compression performance and rendering quality.
Rajrup Ghosh, Haodong Wang, Haoran Hong +6
Jun 3, 2026cs.CV

Unpaired RGB-Thermal Gaussian-Splatting Using Visual Geometric Transformers

Multi-modal novel view synthesis (NVS) combining RGB and thermal imagery enables precise 3D scene reconstruction with visual and thermal information. However, existing methods typically rely on precisely calibrated RGB-thermal image pairs or stereo setups, limiting scalability and practical deployment. To address this, we introduce a framework for unpaired RGB-thermal NVS that leverages VGGT, a 3D feed-forward transformer architecture, to independently estimate camera poses for each modality. The pose sets are then aligned using the Procrustes algorithm with a cross-modal feature matcher, enabling joint registration without paired calibration. Building on this alignment, we further propose a multi-modal 3D Gaussian Splatting approach that learns directly from unpaired RGB and thermal images. Experiments on diverse scenes demonstrate that our method achieves competitive performance in thermal view synthesis while maintaining RGB fidelity. Moreover, we show that existing reconstruction approaches can produce modality-specific reconstructions that lack cross-modal consistency. We thus introduce a benchmarking framework to rigorously evaluate both per-modality image synthesis and the multi-modal coherence of reconstructed scenes.
Jean Cordonnier, Chenghao Xu, Olga Fink +1
Jun 3, 2026cs.GR

Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting

After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.
Hongyu Zhou, Zorah Lähner
Jun 3, 2026cs.CV

ZipSplat: Fewer Gaussians, Better Splats

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

Multi-Agent Next-Best-View Optimization for Risk-Averse Planning

Multi-agent Next-Best-View (NBV) selection for safe path planning in uncertain and unknown environments requires informative, safety-aware, and efficient coordination. Centralized approaches rely on sharing raw sensor data or significant communication overhead, resulting in limited scalability. We propose a distributed, risk-aware multi-agent NBV framework in which each robot maintains a private local 3D Gaussian Splatting map and the team jointly maximizes expected information gain (EIG) restricted to masked zones along planned trajectories. The resulting distributed objective is solved by Consensus ADMM (C-ADMM) over a communication graph, with each robot exchanging only candidate viewpoints, planned trajectory descriptors, and scalar EIG contributions. Collision risk along each trajectory is modeled via Average Value-at-Risk (AV@R) over the local 3DGS map and used both to shape the masking radius and to score planned paths. Experiments in Gibson environments at multiple team sizes show that the distributed formulation approaches the centralized baseline in mapping quality and trajectory safety while reducing communication by orders of magnitude.
Amirhossein Mollaei Khass, Vivek Pandey, Guangyi Liu +3
Jun 2, 2026cs.CV

SparseStreet: Sparse Gaussian Splatting for Real-Time Street Scene Simulation

While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.
Qingpo Wuwu, Xiaobao Wei, Peng Chen +6
Jun 2, 2026cs.LG

Analytical Evaluation of DCA Convergence Properties for Minimizing Prediction Functions of Gaussian RBF Support Vector Regression

For nonconvex optimization problems whose objective is the prediction function of a trained Support Vector Regression (SVR) model with the Gaussian radial basis function (RBF) kernel (RBF-SVR), we present a framework that applies the difference of convex functions (DC) algorithm (DCA) by exploiting the analytical structure of the RBF kernel to construct an explicit DC decomposition. Specifically, we derive in closed form both the lower bound μμ of the strong convexity parameter of the DC components and the upper bound LL of the gradient Lipschitz constant of the subproblem. Both μμ and LL are determined solely by the post-training dual-coefficient sum CαC_α and the RBF kernel parameter γγ, together with the DC decomposition parameter ρρ, and they share a common leading term CαρC_αρ. Through numerical experiments on six benchmark functions, we show that CαρC_αρ is the primary single quantity characterizing both the convergence properties and the initial-point dependence of DCA, and further demonstrate that it decomposes into two independent pathways, C→CαC \to C_α and γ→ργ\to ρ, with its primary variation governed by the SVR hyperparameters (C,γ)(C, γ). Together, these results allow the convergence properties of DCA on RBF-SVR to be assessed in advance through the single scalar quantity CαρC_αρ: approximately from (C,γ)(C, γ) before training, and exactly in closed form after training.
Yohei Kakimoto, Yuto Omae, Hirotaka Takahashi
Jun 2, 2026cs.CV

Characterizing Detectability in 3DGS Poisoning: A Stage-wise Benchmark

3D Gaussian Splatting (3DGS) has rapidly emerged as a leading representation for real-time novel view synthesis, but recent work shows it is vulnerable to diverse poisoning attacks, including illusory object injection, computation cost amplification, and post hoc model watermarking. Despite this expanding threat surface, existing studies focus mainly on attack success, while defense and detection remain underexplored. From a detection perspective, a key challenge and opportunity arise from the multi-stage nature of the 3DGS reconstruction pipeline, which produces heterogeneous intermediate representations. Forensic signals for detecting poisoning are inherently stage dependent: an attack introduced at one stage may produce signals that emerge only at later stages. This motivates a stage-wise view of detectability that goes beyond single-stage evaluation. We introduce Poison-3DGS, a benchmark for stage-wise characterization of poisoning detection in 3DGS. It exposes stage-specific artifacts, including multi-view images, geometry, training dynamics, and Gaussian parameters, across a diverse set of scenes and attacks. Using it, we conduct a systematic study of detectability across pipeline stages. Our analysis reveals several insights. First, detectability varies significantly across stages, and no single stage consistently dominates across attack types. Second, different attacks exhibit distinct stage-specific forensic signals, so detection effectiveness depends critically on where signals are observed. Third, later-stage signals such as training dynamics and Gaussian parameter statistics provide strong cues not observable at earlier stages. Overall, our work provides a principled benchmark and the first systematic characterization of stage-dependent detectability in 3DGS, offering a foundation for future research on robust and reliable 3DGS systems.
Quoc-Anh Bui-Huynh, Thanh Duc Ngo, Xue Geng +4
Jun 2, 2026cs.CV

PersistGS: Differentiable Physics for Object Permanence in 4D Gaussian Splatting

Dynamic 3D Gaussian Splatting (3DGS) methods reconstruct time-varying scenes from synchronized multi-camera video using photometric supervision. When a moving object becomes fully occluded from all training cameras, this supervision vanishes: the Gaussians representing it receive no gradient signal and degrade. Existing approaches to incomplete observations in neural reconstruction rely on learned generative priors that prioritize visual plausibility over physical correctness. We propose PersistGS\textbf{PersistGS}, a method that restores object permanence during occlusion by coupling differentiable rigid body simulation with 3D Gaussian Splatting. Our approach decomposes the scene into per-object Gaussians and collision meshes, estimates friction and velocity from the observed pre-occlusion trajectory via differentiable simulation, and uses the resulting SE(3) trajectory to position object Gaussians throughout the occlusion period. Because the predicted trajectory satisfies the governing equations of rigid body dynamics, it faithfully captures contact events (bounces, friction-based deceleration, direction changes) that kinematic extrapolation cannot model. We introduce a centroid silhouette loss that isolates positional gradients from appearance noise, yielding 40% lower trajectory error than photometric supervision. We evaluate using cameras withheld from training that observe the object during its occlusion. Experiments on synthetic scenes show that PersistGS outperforms constant velocity extrapolation by +2.46dB PSNR and comes within 0.19dB of a ground-truth trajectory upper bound.
Adrian Ramlal, John S. Zelek
Jun 2, 2026cs.LG

Topology-Aware Gaussian Graph Repair for Robust Graph Neural Networks

Graph neural networks have achieved strong performance on graph-structured data, but their effectiveness depends heavily on the quality of the observed graph. In real applications, graph topology is often imperfect: noisy edges may connect unrelated nodes, while missing edges may prevent useful information from being propagated. Existing robust graph learning methods mainly address this problem by removing suspicious edges or by learning a new graph structure during training. However, edge removal alone cannot recover missing connections, and graph structure learning may introduce additional optimization complexity. In this paper, we propose Topology-Aware Gaussian Repair (TAGR), a simple graph repair framework for robust message passing in graph neural networks. Instead of learning a dense adjacency matrix, TAGR constructs a sparse feature-neighborhood graph using an adaptive Gaussian kernel and combines it with a topology-aware residual correction of the observed graph. The Gaussian repair component introduces auxiliary edges between feature-similar nodes, while the residual correction preserves and reweights the original topology according to local feature and structural consistency. The repaired graph can be used directly with standard graph neural networks without changing their architectures. Extensive experiments on benchmark citation networks show that TAGR improves the robustness of GNNs under both noisy-edge and missing-edge settings. The analysis further show that Gaussian feature-neighborhood repair provides the main robustness gain, while topology-aware residual correction improves stability when the observed graph is incomplete. These results suggest that effective graph robustness can be achieved through lightweight sparse graph repair rather than dense graph structure learning.
Anubha Goel, Juho Kanniainen
Jun 2, 2026cs.CV

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

Feed-forward 3D Gaussian Splatting (3DGS) allows efficient and high-fidelity novel view synthesis (NVS) from an offline recorded image sequence. However, achieving online NVS from streaming and unposed image inputs remains challenging. Although online feed-forward geometric estimation methods have been proposed for streaming depth and point cloud recovery, they cannot be adapted to NVS due to severe rendering artifacts. This is because NVS demands stricter multi-view consistency in Gaussian scales and pose-geometry alignment; even minor deviations would accumulate over time and visibly degrade rendering quality. To this end, we propose FreeStreamGS, a robust online feed-forward framework for efficient and high-quality NVS. We introduce two key mechanisms: a Decoupled Intrinsic Recovery Head that removes cumulative camera intrinsic bias and prevents scene scale jitter during long-term streaming, and a Dynamic Point Refinement Offset strategy that relaxes rigid unprojection to correct coupled pose-depth drift. Extensive experiments show that FreeStreamGS achieves rendering quality competitive with state-of-the-art offline feed-forward 3DGS methods, despite operating without access to future frames.
Ruiyang Chen, Feiran Li, Chu Zhou +3
Jun 2, 2026cs.CV

KC-3DGS: Kurtosis-Constrained Gaussian Splatting for High-Fidelity View Synthesis

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis by representing scenes as collections of anisotropic Gaussians optimized via differentiable rasterization. However, standard pixel-space losses (L1, SSIM) constrain only aggregate reconstruction error, permitting the optimization to redistribute error across frequency scales. This leads to oversmoothing and structural artifacts, particularly in sparse-view settings where supervision is limited. We propose KC-3DGS, which augments 3DGS training with wavelet-domain supervision based on natural image statistics. Our method combines three components: (1) a multi-scale wavelet coefficient alignment loss that explicitly penalizes missing high-frequency detail, (2) a supervised kurtosis concentration loss that encourages rendered images to match the heavy-tailed frequency statistics of ground-truth images, and (3) a cross-band covariance penalty that promotes frequency specialization. We provide theoretical analysis showing that pixel-space losses admit a family of indistinguishable perturbations under wavelet redistribution, and that our joint objective excludes degenerate solutions. Experiments across MipNeRF360, Tanks&Temples, MVImgNet, DeepBlending, and WRIVA-ULTRRA demonstrate consistent improvements in perceptual quality. On the challenging WRIVA-ULTRRA outdoor dataset, KC-3DGS achieves a 9.48% improvement in DreamSim while also improving PSNR, SSIM, and LPIPS. In sparse-view settings with only 12 training images, our method improves PSNR by up to 0.5 dB on MipNeRF360 while maintaining perceptual quality. The approach integrates seamlessly into existing 3DGS pipelines as a plug-and-play regularization strategy.
Vivekjyoti Banerjee, Abhay Yadav, Rama Chellappa +1
Jun 2, 2026cs.CV

Hierarchical GRU with Input-Conditioned Slot Queries for Ball Action Anticipation

We present a hierarchical model for ball action anticipation in football broadcast video. Given a 30-second observation window, the system predicts actions occurring in the subsequent 5-second window across 10 classes. A shared local Transformer encodes clip-level features within each 5-second sub-window; a GRU then aggregates temporal context across all sub-windows; finally, a Transformer decoder with K input-conditioned event slots decodes the anticipation target via three decoupled heads (objectness, class, temporal offset). We introduce frequency-reweighted Hungarian matching that systematically favours rare action classes, and Gaussian soft targets for temporal bin supervision. On the SoccerNet Ball Action Anticipation benchmark, our method achieves 17.91% mAP on the test server.
Parthsarthi Rawat
Jun 1, 2026q-bio.NC

BEAST3D: Animal behavioral analysis and neural encoding from multi-view video via Gaussian splatting

Multi-view video recordings are increasingly used to capture the 3D movements of animals in experimental settings, yet extracting rich 3D representations from these recordings remains challenging. Supervised pose estimation requires extensive manual annotation, while general-purpose 3D reconstruction models trained on generic scene datasets fail on the specialized imagery and sparse-view setting of laboratory experiments. We address these limitations with BEAST3D, a self-supervised pretraining framework that learns 3D visual representations from unlabeled, calibrated multi-view video. BEAST3D uses a vision transformer to predict 3D Gaussian splats that reconstruct held-out views through differentiable rendering, while simultaneously segmenting the animal from the background. BEAST3D reconstructs 3D structure with as few as four views by conditioning directly on known camera parameters--unlike general-purpose models, which must estimate camera geometry from dense overlapping viewpoints that are seldom available in lab settings. Through comprehensive evaluation across four species, we demonstrate that BEAST3D produces rich, viewpoint-invariant features that transfer effectively to three downstream tasks: novel view synthesis, which validates the quality of the learned 3D representations; multi-view pose estimation, which provides the sparse keypoint trajectories widely used in behavioral analysis; and neural encoding, which relates 3D behavioral features to simultaneously recorded neural activity. BEAST3D thus establishes a versatile framework for behavioral analysis that leverages 3D structure in modern multi-view laboratory recordings.
Yanchen Wang, Lenny Aharon, Wangshu Zhu +7
Jun 1, 2026stat.ML

Scalable Derivative Gaussian Processes via Exact Gradient Reduction

Gradient observations can substantially improve Gaussian process (GP) surrogates, particularly in high-dimensional settings where function evaluations are expensive. However, exact inference with nn function values and nn full gradients in dd dimensions scales cubically in the joint state size, imposing an intractable O(n3d3)\mathcal{O}(n^3 d^3) computational bottleneck. We introduce TERA, a highly scalable derivative GP method based on target-specific exact gradient reduction. We prove that for stationary kernels, the gradient components orthogonal to the directions connecting the target and conditioning points are conditionally independent of the target function value; consequently, the exact conditional density is fully characterized by at most m2m^2 directional derivatives once a conditioning set of size mm is specified. By using these reduced, dimension-free conditionals as local factors in a Vecchia approximation, TERA effectively decouples nn and dd from the dense matrix inversion. This reduces the per-target evaluation cost to O(dm2+m6)\mathcal{O}(dm^2 + m^6) time and O(dm2+m4)\mathcal{O}(dm^2 + m^4) memory, leaving the underlying derivative GP model mathematically unchanged. Empirical evaluations demonstrate that TERA achieves state-of-the-art predictive accuracy while operating orders of magnitude faster than standard derivative GPs. Crucially, both computation time and peak GPU memory remain essentially flat with respect to dd, enabling highly scalable inference in high-dimensional spaces.
Hyunseok Seung, Matthias Katzfuss
Jun 1, 2026cs.LG

Are we really tilting? The mechanics of reward guidance in flow and diffusion models

Reward guidance algorithms steer a learned generative process toward the reward-tilted measure at inference time. While empirically powerful, these methods are prone to reward hacking: the guided model over-optimizes the reward at the cost of fidelity to the learned distribution. Prior work has attributed this to the complexity of neural reward functions or implicit biases in diffusion training, but its fundamental origins remain poorly understood. We show that reward hacking arises from an approximation made in most practical implementations of reward-guided diffusion -- finite-particle plug-in estimation of the Doob h-function -- even in the simplest non-trivial settings of Gaussian and Gaussian mixture targets with quadratic rewards. In closed form, we isolate two distinct failure modes of the plug-in estimator: it leads to reward hacking within each mode and it cannot select high-reward modes. We propose a closed-form reward damping schedule that corrects the within-mode bias with no additional compute, and clarify the role of best-of-n sampling in compensating for the mode selection failure. Experiments on Gaussian mixture targets, a 2D checkerboard, and FLUX.1 text-to-image generation confirm that our theoretical insights carry over to practical settings.
Sanjit Dandapanthula, Nicholas M. Boffi
Jun 1, 2026cs.CV

MORPHOS: Autoregressive 4D Generation with Temporal Structured Latents

We present MORPHOS, a novel autoregressive framework that generates dynamic 3D assets from videos across diverse representations, including meshes, 3D Gaussians, and radiance fields. Existing methods are typically limited to a single representation, struggle to model topological changes, or fail to maintain temporal consistency over long videos. To address these limitations, we introduce the Temporal Structured Latents (T-SLAT), a unified 4D representation that jointly encodes geometry and appearance along the temporal dimension. Leveraging T-SLAT, MORPHOS autoregressively generates dynamic 3D assets via causal attention, conditioning each frame on its preceding history to ensure temporal consistency while handling evolving topologies. We also propose a temporal-structural augmentation to mitigate error accumulation in autoregressive generation. MORPHOS achieves state-of-the-art performance in appearance and competitive results in geometry across multiple benchmarks, demonstrating superior generalization across various representations and robustness in long-horizon generation.
Minkyung Kwon, Jinhyeok Choi, Youngjin Shin +3
Jun 1, 2026cs.CV

VEDAL: Variational Error-Driven Asynchronous Learning for 3D Gaussian Splatting Pruning

3D Gaussian Splatting (3DGS) achieves remarkable novel view synthesis quality with real-time rendering, yet suffers from excessive memory consumption due to millions of Gaussian primitives. Existing pruning methods rely on heuristic importance scores or synchronous batch updates, leading to suboptimal compression and training instability. We propose VEDAL, a principled framework that formulates Gaussian pruning as variational free energy minimization. Our approach introduces (1) a prediction-error gating mechanism that asynchronously activates pruning based on per-Gaussian reconstruction uncertainty, and (2) a variational uncertainty head that models pruning decisions as latent variables with learnable priors. The free energy objective naturally balances reconstruction fidelity against model complexity through an information-theoretic lens. Extensive experiments on Mip-NeRF 360, Tanks&Temples, and Deep Blending demonstrate that VEDAL achieves 5.2x compression with only 0.31 dB PSNR drop, outperforming PUP 3D-GS by +0.05 dB at a higher compression ratio and LightGaussian by +0.35 dB at comparable quality, while maintaining real-time rendering at 185 FPS.
Aoduo Li, Jiancheng Li, Huan Ye +5
Jun 1, 2026cs.CV

WebSpline: Structure-Informed Splines for Real-Time 3D Gaussians from Monocular Videos

Dynamic scene reconstruction from monocular videos remains highly challenging, as existing methods often struggle to balance global structural coherence and local fine-grained details under limited multi-view cues. To address this challenge, we propose WebSpline, a novel dynamic 3D Gaussian framework that enables structurally coherent and high-fidelity reconstruction from monocular videos with fast rendering. The core of WebSpline is the Structure-Informed Spline (SIS) representation, which models each dynamic Gaussian trajectory using a learnable cubic Hermite spline whose motion is structurally organized with an auxiliary Structural Proxy Graph (SPG). The proposed framework is optimized in two stages: (i) in the first stage, the SPG is initialized from 2D point tracks and refined with temporal rigidity regularization to establish structural coherence for moving objects across the sequence; and (ii) in the second stage, the SIS representation is initialized from the refined SPG and optimized under both spatial and structural neighborhood constraints. At inference, Gaussian motion is obtained solely by evaluating the learned SIS, enabling fast rendering. Extensive experiments on the challenging monocular dynamic scene benchmarks, iPhone and NVIDIA, demonstrate that our WebSpline achieves state-of-the-art rendering quality while rendering over 10 times faster than WorldTree, the second-best method on the iPhone dataset.
Jongmin Park, Jeonghwan Yun, Minh-Quan Viet Bui +1
Jun 1, 2026cs.RO

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

World models enable intelligent agents to predict the consequences of their actions on the environment. In this paper, we propose Multi Rigid Object Gaussian World Model (MRO-GWM), a novel model that learns action-conditional dynamics of rigid objects in 3D. By representing the scene by object-centric Gaussians, we can represent arbitrary object shapes and multi-object scenes. We develop a novel spatio-temporal transformer architecture that predicts future rigid body motion from a history of object Gaussians and future actions. Objects are represented by their Gaussians in a canonical frame, which allows for describing object motion as rigid body transformation. Our model is trained on reconstructions from multiple viewpoints, which requires the model to handle partial observations of objects due to occlusions. We analyze prediction performance of our approach on synthetic datasets composed of typical household objects with multi-object dynamics and interactions by a robot end effector. We also evaluate our model in model-predictive control for non-prehensile manipulation in simulation.
Jens U. Kreber, Lukas Mack, Joerg Stueckler
Jun 1, 2026cs.CV

VG2\text{VG}^2GT: Voxel-Gaussian Splatting Visual Geometry Grounded Transformer

Gaussian splatting has shown strong potential for 3D reconstruction and novel view synthesis. However, most existing methods require accurate camera parameters and per-scene optimization, while feed-forward methods with pixel-aligned Gaussian primitives often suffer from artifacts and non-uniform primitives. In this paper, we propose VG2\text{VG}^2GT, a Voxel-Gaussian Splatting Visual Geometry-Grounded Transformer. VG2\text{VG}^2GT leverages a frozen pretrained visual foundation model (VFM), incorporates a multi-scale differentiable voxel module to enhance geometric understanding, and directly splits and regresses Gaussian primitive parameters from voxel features. During training, depth maps are supervised through stochastic solid volume rendering, enabling geometrically accurate Gaussian scene reconstruction while keeping the visual foundation model fully frozen. This design enables VG2\text{VG}^2GT to be seamlessly plugged into any patch-feature-based VFM, while substantially reducing the required training cost. VG2\text{VG}^2GT outperforms current state-of-the-art methods on widely used DTU, Replica, TAT, and ScanNet datasets.
Yibin Zhao, Yihan Pan, Jun Nan +3
May 31, 2026cs.CV

Splatshot: 3D Face Avatar Generation from a Single Unconstrained Photo

Reconstructing a photorealistic 3D face avatar from a single unconstrained photograph is challenging: feed-forward 3D Gaussian Splatting (3DGS) models degrade on out-of-distribution inputs, while pretrained diffusion models produce high-fidelity images but lack multi-view consistency. We observe that these paradigms are fundamentally complementary: explicit 3D representations guarantee geometric consistency, whereas 2D diffusion priors ensure photorealism. Building on this, we propose SplatShot, a training-free framework that couples these representations directly within the denoising process. Given a base 3DGS face model and a single reference image, we jointly denoise all target views using a per-step 3D feedback loop. At each timestep, we predict clean images from the noisy latents, refit the 3DGS to these multi-view predictions, and back-propagate the photometric discrepancy between the 3DGS re-renderings and 2D predictions into the noise estimate. This steers the sampling trajectory toward strictly 3D-coherent, identity-faithful outputs. Experiments on diverse in-the-wild images demonstrate that SplatShot produces 3D avatars with superior identity preservation, photorealism, and multi-view consistency.
Hao Liang, Zhixuan Ge, Soumendu Majee +3
May 31, 2026cs.RO

LEGS: Fine-Tuning Teleop-Free VLAs for Humanoid Loco-manipulation in an Embodied Gaussian Splatting World

Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes--covering a new scene at more than 15x lower cost than teleoperation--to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.
Hojune Kim, Timothy Chen, Jiankai Sun +4
May 31, 2026cs.LG

UR-JEPA: Uniform Rectifiability as a Regularizer for Joint-Embedding Predictive Architectures

A central difficulty in training Joint-Embedding Predictive Architectures (JEPAs) is preventing representation collapse. LeJEPA addresses this by enforcing an isotropic Gaussian target on the embeddings via Sketched Isotropic Gaussian Regularization (SIGReg). This target is in tension with the manifold hypothesis, which expects embeddings to concentrate on a low-dimensional subset of the ambient space. We propose \emph{UR-JEPA}, which targets a uniformly nn-rectifiable measure of local tangent dimension nn at small scales, realized through a Gaussian-kernel smoothed Carleson-type square function LCGLT\mathcal{L}^{\text{CGLT}}, with a complementary Jones ββ-number formulation. On Inet10, UR-JEPA(LCGLT\mathcal{L}^{\text{CGLT}}) attains 0.9141±0.00140.9141 \pm 0.0014 for a +0.83+0.83,pp gain over LeJEPA(LSIGReg\mathcal{L}^{\text{SIGReg}}) with ∼30%\sim 30\% lower seed standard deviation; on matched-recipe Galaxy10~SDSS, a single-seed ImageNet-100100 run, and a 33-seed EuroSAT remote-sensing run, the two methods lie in the same peak-accuracy band at convergence, with UR-JEPA retaining its lower-seed-variance signature. On EuroSAT the in-domain pair is competitive at 96.096.0 to 96.1%96.1\% with large remote-sensing foundation-model transfer at a 25×25\times smaller backbone. The distinction is geometric: direct visualization of the projector output distribution shows that on all four datasets UR--JEPA(LCGLT\mathcal{L}^{\text{CGLT}}) produces a global PCA spectrum with a 44 to 55 order-of-magnitude drop at index ∼20\sim 20 to 2525 out of D=32D = 32, while LeJEPA's spectrum is near-flat (top-to-bottom ratio at most 3.63.6). Per-dimension marginals are simultaneously near-Gaussian for both methods (mean Shapiro-Wilk W∈[0.992,0.996]W \in [0.992, 0.996]) as a Diaconis-Freedman consequence. At matched accuracy the two regularizers therefore yield structurally distinct projected representations.
Triet M. Le
May 30, 2026stat.ML

Statistical Analysis of using the Shapley Value for Sensor Anomaly Localization with Accurate Classifiers

Recent publications have suggested using the Shap- ley value for sensor anomaly/attack localization. We study the performance of such an approach by using mathematically de- fined optimum binary classifiers in the Shapley value calculation. To judge localization performance, we study the ability of the Shapley value of a given sensor observation to determine if that observation is anomalous. First, we prove that for cases with independent sensor observations, an optimized anomaly test using the Shapley value is equivalent to an optimized lower-complexity anomaly test using a single term in the Shapley value calculation, yielding the exact same probability of error. For some popular dependent observation cases involving two sensors, including correlated bivariate Gaussian/Laplacian probability density functions and constant/Gaussian at- tacks/anomalies, we prove that these two tests are fundamentally different, yielding different decision regions and error probabil- ities. Further, we prove that the Shapley value test is sometimes strictly inferior to the other (single term in Shapley calculation) test in certain statistically dependent bivariate Gaussian scenarios with large correlation magnitude and additive attacks/anomalies, while it is strictly superior in others, depending on the sign of the correlation. One can combine these two approaches to obtain a strictly better approach in these cases. These results, which provide the first theoretical statistical analysis of Shapley-based localization, seem very interesting based on the wide acceptance of the Shapley value by many researchers and should encourage further research on this topic. Numerical results are provided which illustrate our findings.
Xubin Fang, Rick S. Blum
May 30, 2026cs.GR

Directed Distance Fields for Constant-Time Ray Queries on Gaussian Splatting

3D Gaussian Splatting (3DGS) renders new views of a scene in real time. Like every rasterizer, it answers only primary rays, the rays from the camera through the image. It cannot trace the secondary rays that shadows, ambient occlusion, and global illumination need. We turn a trained 3DGS scene into a ray oracle by distilling a Directed Distance Function (DDF). The DDF is a small neural field. It takes a ray, given by an origin and a direction, and returns the distance to the first surface and whether the ray hits anything. Each query is one forward pass. The field is 52MB, and its size does not depend on the number of Gaussians, so its cost and memory stay flat as the scene grows. We make three points. First, we study what supervision a DDF needs. Depth rendered from the Gaussians is too blurry to teach thin parts, while clean distance supervision recovers them. Second, we measure speed. The DDF is 26 to 72 times faster than sphere tracing an equivalent signed distance field, and unlike a bounding volume hierarchy built over the Gaussians, even on dedicated RT-core hardware, its query time and memory do not grow with the scene. Third, we show a pipeline that needs no mesh: images give a 3DGS scene, a neural surface gives clean distances, and the DDF learns from them. We use the DDF as a secondary-ray oracle for global illumination. It reproduces reference ray-traced shadows at 30.3dB and ambient occlusion at 21.3~dB across 142 objects, and on real captured scenes. Our codes are available at https://github.com/smlab-niser/ddf-gs.
Subhankar MIshra
May 30, 2026cs.CV

Beyond Static Gaussians: An Empirical Investigation of Architectural Paradigms for Dynamic 3D Scene Reconstruction

Dynamic scene reconstruction via 3D Gaussian Splatting (3DGS) has emerged as a compelling approach for representing evolving environments, yet understanding trade-offs between methodologies remains crucial. This paper presents a comprehensive analysis of dynamic 3DGS methods, categorizing them into two paradigms: structure-guided methods employing auxiliary representations (deformation fields, canonical spaces, grids) to model temporal changes, and gaussian-centric methods encoding dynamics directly into primitives via continuous functions or 4D representations. We evaluate representative methods from both paradigms on the D-NeRF benchmark. Our findings reveal that structure-guided methods achieve superior reconstruction fidelity and compact model sizes, while gaussian-centric approaches demonstrate significantly higher rendering speeds enabling real-time performance, though with greater quality variability and potentially substantial storage overhead. This analysis highlights a fundamental trade-off between reconstruction quality/compactness versus rendering speed, providing insights to guide future research and application development in dynamic scene reconstruction.
Adrian Ramlal, John S. Zelek
May 30, 2026cs.CV

Optimizing 3D Gaussian Splatting via Point Cloud Upsampling

3D Gaussian Splatting (3DGS) is a technique for creating and rendering 3D scenes, however its performance depends heavily on the quality of initial seed points. To improve 3DGS initialization, this study presents and evaluates several point cloud upsampling approaches: linear interpolation, triangular interpolation, spline-based surface reconstruction, moving least squares surface fitting, and Voronoi-based point generation. Additionally, this research introduces a depth-guided point lifting method that leverages depth maps to maintain geometric consistency with Structure-from-Motion (SfM) reconstructions. Through extensive experiments on the Mip-NeRF360 and Replica datasets, the proposed methods demonstrate improvements in reconstruction quality across diverse scene types. Results indicate that different upsampling strategies excel in different scenarios: surface reconstruction methods perform better with organic, detailed scenes, while simpler interpolation approaches are more suited for scenes dominated by piecewise-smooth geometries. In comparison, the depth-guided approach shows promise for adding geometry-aware points across the entire scene, importantly in texture-less regions. These findings, which provide preliminary practical guidelines for selecting appropriate upsampling methods based on scene characteristics and computational constraints, advances the understanding of how point cloud initialization affects 3DGS quality.
Adrian Ramlal, Yan Song Hu, John S. Zelek
May 29, 2026cs.CV

HiGS: A Hierarchical Rendering Architecture for Real-Time 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has become the standard for real-time novel view synthesis on commodity GPUs. Its pipeline ties spatial partitioning and rasterization to one tile size, yet the two pull in opposite directions: partitioning, which bins and depth-sorts gaussians, grows cheaper with larger tiles, while rasterization gets cheaper with smaller ones. Prior acceleration work reduces the cost of individual stages but keeps both locked to that single scale, where a few dense tiles dominate frame time. We present Hierarchically Tiled Gaussian Splatting (HiGS), which gives each its own scale: partitioning runs over coarse macro-tiles, while rasterization runs over the fine render tiles within them. Rasterization work is then issued in proportion to the gaussians in each macro-tile rather than per tile, so dense regions spread across many parallel units instead of serializing through one. Across tested scenes, HiGS renders up to 15.8x faster than the original 3DGS and outperforms every other rasterizer we evaluate, while preserving exact front-to-back alpha compositing.
Dawid Pająk, Martin Bisson, Rodolfo Lima
May 29, 2026cs.CV

Learning Global Motion with Compact Gaussians for Feed-Forward 4D Reconstruction

Dynamic scene reconstruction from monocular video remains a fundamental challenge in computer vision. Existing feed-forward methods predict 3D Gaussians pixel-wise for each frame, suffering from duplicated Gaussians and view-dependent biases that hinder effective learning of scene motion. We present C4G, a feed-forward 4D reconstruction framework built upon a compact set of timestamp-conditioned learnable Gaussian query tokens. Each token aggregates corresponding features across the full temporal context and decodes a 3D Gaussian whose position is modulated by the target timestamp, enabling globally coherent motion modeling without per-scene optimization. To capture fine-grained details, we further introduce a video diffusion model-based rendering enhancement module. Since our framework effectively aggregates features into Gaussians, we extend this capability to feature lifting, producing a 4D feature field that supports point tracking and dynamic scene understanding. C4G achieves strong novel-view synthesis performance using significantly fewer Gaussians and without requiring camera poses, while exhibiting stronger motion modeling and robustness to large temporal gaps.
Mungyeom Kim, Minkyeong Jeon, Honggyu An +10
May 29, 2026cs.RO

LiftNav: Path Planning via Semantic Lifting in TSDF-Guided Gaussian Splatting

Autonomous robots in unknown indoor environments require both reliable collision avoidance and object-level understanding. Classical representations such as TSDF support safe planning but lack semantics, while photorealistic methods like Gaussian Splatting (GS) provide rich appearance yet suffer from soft geometry, limiting precise obstacle avoidance. We present LiftNav, a hybrid navigation framework built on GSFusion's TSDF+GS dual map, augmented with a real-time pipeline of YOLO-based detection, TSDF-based 3D lifting, and B-spline trajectory optimization. This design enables flexible semantic navigation without dense 3D embeddings. We further introduce a hinge-loss-based collision penalty that improves trajectory smoothness and safety. We evaluate our approach in a simulation using the Replica dataset. Compared against a state-of-the-art radiance field baseline we show a 100% feasibility rate and shorter trajectories.
Hannah Schieber, Dominik Frischmann, Victor Schaack +2
May 29, 2026cs.CV

Benchmarking Single-Step Inpainting Methods for Multi-Object 3D Gaussian Splatting Scenes

The tasks of object removal and inpainting 3D Gaussian Splatting (3DGS) scenes face challenges such as 3D consistency across camera views. In comparing 2D inpainters and their suitability for the 3D domain, we find that reconstruction-based inpainters outperform generative diffusion models in 3D consistency. Integrating these 2D inpainters into different single-step methods for creating and finetuning 3DGS scenes, our results indicate that initializing the scene from scratch produces higher quality results than finetuning the existing scene. Using a state-of-the-art generative 2D inpainter, we create a straightforward baseline to underline the importance of object removal before inpainting in the 3D setting. Since 360° datasets rarely include real-world ground truths, and challenging occlusion scenarios are equally sparse, we introduce a novel multi-object scene with recorded ground truth data and many views with object occlusions.
Finn Dröge, Cecilia Curreli, Abhishek Saroha +1
May 29, 2026cs.LG

Reachability and asymptotics of Gaussian Transformer dynamics

We formulate data propagation through the Transformer, the machine learning architecture powering large language models, as a nonlinear control system on the space of probability measures. For the mean-field Transformer model with self-attention and affine feed-forward layers, we prove that Gaussian distributions remain exactly Gaussian along the induced flow. This invariance reduces the infinite-dimensional measure dynamics to a finite-dimensional bilinear control system governing the evolution of the mean and covariance, reformulates the expressive capacity of Transformers as a reachability problem for prescribed Gaussian moments, and reveals a novel connection with Riccati-type equations from classical filtering and control. For time-varying controls, we prove exact finite-time reachability of any target Gaussian distribution whose covariance matrix has the same rank as the initial one, this rank constraint being an intrinsic invariant of the dynamics. For time-invariant parameters, we derive explicit spectral conditions leading either to asymptotic stability toward positive-definite equilibria or to finite-time blow-up of the covariance. Numerical experiments complement the theory by showing that practical Transformers with Gaussian inputs remain close to moment-matched Gaussian distributions through early and intermediate layers, while Transformers with prescribed attention matrices reproduce the predicted covariance regimes: bounded evolution in stabilizing configurations and blow-up in destabilizing ones.
Albert Alcalde, Zhengping Ji, Enrique Zuazua
May 29, 2026cs.LG

Spectral Anatomy of Quantum Gaussian Process Kernels

Two recent results have reshaped quantum Gaussian processes (QGPs). On the one hand, \citet{lowe2025assessing} rule out the exponential speedups claimed by HHL-based QGP regression in the typical, well-conditioned regime; on the other, an independent line of work shows that highly expressive quantum kernels suffer posterior pathologies that break Bayesian optimization. We show that these seemingly unrelated phenomena are governed by the same quantity: the normalized spectral entropy S(K)/log⁡nS(K)/\log n of the kernel Gram matrix. We prove a Cauchy--Schwarz tail bound on Nyström approximation error, a finite-sample variance-contraction identity in terms of Bach's degrees of freedom dσ(K)d_σ(K), and a characterization of the \emph{target-dependent} optimal entropy via the intrinsic dimension of the target in the kernel eigenbasis. Empirically, the diagnostic is kernel-agnostic: hardware-efficient, matchgate, IQP \emph{and} RBF/Matérn/RFF/deep-kernel families all collapse onto identical S/log⁡nS/\log n curves on dequantization, ECE, and variance-contraction panels. The NLL sweet spot lives at high entropy for smooth targets and at low entropy for band-limited quantum-data targets. The diagnostic transfers from simulator to IBM Heron hardware with median absolute error 3.2%3.2\% and mean 5.2%5.2\% in S/log⁡nS/\log n across 2424 configurations at nq=4n_q = 4, with matchgate and IQP within 5%5\% mean and a single HE configuration returning a 30%30\% outlier that drops to 0.5%0.5\% on rerun (attributed to calibration drift); the same diagnostic transfers to a second Heron backend (mean error 2.7%2.7\%) and to a nq=6n_q = 6 scale-up on the original backend (mean error 1.7%1.7\%). No error mitigation is applied throughout.
Jian Xu, Chao Li, Guang Lin +4
May 29, 2026cs.LG

Local linear convergence of gradient methods for overparameterized Gaussian mixtures

We study the problem of learning Gaussian mixture models under overparameterization. Prior work has shown that while overparameterization is essential for avoiding spurious local optima and enables global recovery of the ground-truth model using the gradient-EM (expectation-maximization) algorithm, it can dramatically slow down the local rate of convergence. Under certain assumptions on the mixture weights, we show that a standard divergence measure minimized by statistical learning procedures possesses a manifold of slow growth on which the well-known Polyak stepsize reduces the loss geometrically, and design a gradient-based method that converges to minimizers at a locally linear rate. Additionally, we show that our method converges to nearly optimal solutions -- up to a natural misspecification threshold -- for mixtures with arbitrary weights. At a high level, the method alternates between several "short" gradient descent steps that approach the manifold and "long" Polyak steps that contract the distance to minimizers. Our results suggest that slow convergence is not an intrinsic challenge of overparameterization, but can be overcome by exploiting the favorable structure of the loss landscape.
Jingxing Wang, Vasileios Charisopoulos, Maryam Fazel
May 29, 2026cs.CV

DSD-GS: Dynamic-Static Decomposition of Gaussian Splatting for Efficient and High-Fidelity Dynamic Scene Reconstruction

Dynamic scene reconstruction and novel view synthesis are fundamental to next-generation visual intelligence applications such as virtual reality, robotics, and digital twins. However, high-fidelity reconstruction of complex, time-varying scenes from arbitrary viewpoints remains a significant challenge. Existing dynamic 3DGS methods suffer from computational inefficiency, since they model all Gaussians as dynamic components. While recent decomposition-based approaches address this issue, they still struggle with degraded reconstruction quality and prolonged training time. To mitigate these limitations, we propose a novel dynamic reconstruction framework built upon an efficient static-dynamic decomposition strategy using a Feed-Forward Gaussian Splatting encoder and an optical flow model. By eliminating redundant computations on static regions, our method achieves state-of-the-art performance, outperforming existing baselines across rendering quality, training and rendering speed, and storage efficiency. Notably, on the Neural 3D dataset, our framework requires only 10 minutes for training and achieves a rendering speed of over 700 FPS on a single NVIDIA RTX 5090 GPU at resolution of 1352x1014. Furthermore, our decomposition strategy eliminates the need for COLMAP preprocessing and enables deterministic initialization, thereby enhancing both efficiency and reproducibility.
Youngtae Han, Sung-hwan Han, Youngmin Yi
May 29, 2026cs.CV

Robust Dreamer: Deviation-Aware Latent Gaussian Memory for Action-Controlled AR Video Generation

Frame-wise action-controlled image-to-video generation is a promising paradigm for interactive world simulation, where each control signal should elicit an immediate visual response. However, maintaining visual fidelity and 3D consistency over long autoregressive rollouts remains challenging. Existing 3D-aware methods often suffer from catastrophic drift due to two impediments: information loss from \textit{Latent--RGB Cycling}, where generated latents are repeatedly decoded to RGB and re-encoded for future conditioning, and the training--inference gap induced by the \textit{error-free hypothesis}, where clean training memory fails to match prediction-corrupted inference memory. To address these challenges, we present \textbf{Robust Dreamer}, a memory-augmented framework built around how to design 3D memory and how to use it robustly. First, we introduce \textbf{Latent Gaussian Memory}, which anchors diffusion latents inherited from the generation process to Gaussian primitives and recalls them via latent-space Gaussian splatting. This provides dense, geometry-aware, view-aligned conditioning while avoiding accumulated degradation from repeated VAE conversion. Second, we propose \textbf{Deviation Learning with Dynamic Deviation Archive}, which synthesizes rollout-induced latent deviations through a one-step approximation, stores them by autoregressive stage and denoising timestamp, and injects them into historical memory during training. This exposes the generator to realistic corrupted memory states and teaches internal correction before inference. Experiments on ScanNet, DL3DV, and OmniWorldGame demonstrate state-of-the-art long-horizon performance.
Hanlin Chen, Jiaxin Wei, Xibin Song +5
May 28, 2026cs.CV

Uncertainty-driven 3D Gaussian Splatting Active Mapping via Anisotropic Visibility Field

We present Gaussian Splatting Anisotropic Visibility Field (GAVIS), a novel framework for uncertainty quantification and active mapping in 3DGS. Our key insight is that regions unseen from the training views yield unreliable predictions from the 3DGS. To address this, we introduce a principled and efficient method for quantifying the visibility field in 3DGS, defined as the anisotropic visibility of each particle with respect to the training views, and represented using spherical harmonics. The resulting visibility field is integrated into a Bayesian Network-based uncertainty-aware 3DGS rasterizer, enabling real-time (200 FPS) uncertainty quantification for synthesized views. Active mapping is further performed within a maximum information gain framework building on this formulation. Extensive experiments across diverse environments demonstrate that GAVIS consistently and significantly outperforms prior approaches in both accuracy and efficiency. Moreover, beyond standalone use, our method can be applied post-hoc to improve the performance of existing approaches.
Shangjie Xue, Jesse Dill, Dhruv Ahuja +3
May 28, 2026cs.CV

Supercharging Thermal Gaussian Splatting with Depth Estimation

Efficient and robust 3D scene representation is crucial in autonomous driving, robotics, and related fields. While RGB images provide valuable content for 3D reconstruction, other modalities like thermal or depth can enable additional information on the environment. Lately, novel view synthesis methods like 3D Gaussian Splatting have started using multiple modalities to further boost their performance. But fusing or combining multimodal data can make the process slower and can bring in additional challenges. Therefore, our project aims to use single modality based on thermal infrared domain, by removing the reliance on visible light as much as possible. This single modality can be expected to be faster as it does not rely on multimodal data. We propose a method, Thermal-to-Depth Gaussian Splatting (TDg), that uses only thermal images and depth estimation in its architecture to derive the radiance fields. Our TDg method outperforms the MSMG (Multiple Single-Modal Gaussians) baseline in most cases on our test datasets, RGBT-Scenes and ThermalMix. On average, the rendering quality metrics such as learned perceptual image patch similarity (LPIPS), structural similarity index measure (SSIM), and peak signal-to-noise ratio (PSNR) of TDg are 1.12%, 0.034%, and 0.01% better than the baseline MSMG values. It also reduces the training time significantly, by 12 mins 47 secs (55% improvement). Overall, our method is successful in deriving these thermal radiance fields, which can ultimately have several applications, such as identifying heat sources critical in surveillance, search or rescue operations, and industrial inspections where temperature is widely used to monitor machines.
Manoj Biswanath, Chenxin Cai, Hannah Schieber +2
May 28, 2026cs.CV

Boosting Zero-Shot 3D Style Transfer with 2D Pre-trained Priors

In this work, we focus on zero-shot 3D style transfer that can generate multi-view consistent stylized views of the 3D scene given an arbitrary style image. We primarily tackle the issue of data scarcity in 3D style transfer, which arises when each model is trained on only a single scene, thereby limiting the number of available content images. This scarcity significantly hampers stylization performance, as model optimization relies on a sufficient number of content-style image pairs to provide supervisory signals. Our core idea is to integrate a decoder pre-trained on large-scale 2D image datasets into the 3D style transfer pipeline, thereby leveraging the prior knowledge encoded in the decoder from learning over numerous content-style image pairs. Our method combines feature Gaussian splatting and deferred stylization, enabling high-quality stylization with the data-sufficient decoder network while ensuring view consistency by unifying view-dependent operations into a view-invariant process. Experiments demonstrate that our Data-Sufficient StyleGaussian (DS-StyleGaussian) model outperforms existing zero-shot 3D style transfer methods in terms of visual quality across various datasets. This work also suggests that 2D pre-training can serve as a strong enhancement for 3D tasks, bridging the data gap between 2D and 3D.
Xin Dong, Yunzhi Teng, Wenfeng Deng +1
May 28, 2026cs.CV

FRUC: Feedforward Dynamic Scene Reconstruction from Uncalibrated Collaborative Driving Views

We present FRUC, a feed-forward 3D Gaussian splatting framework for dynamic scene reconstruction from uncalibrated collaborative driving views. Existing multi-agent reconstruction frameworks are often hindered by rigid prerequisites, demanding precise spatial calibration and slow per-scene optimization. In this paper, we rethink this task by conceptualizing a distributed multi-vehicle network as a spatio-temporally unstructured ego-centric multi-camera system, where the core challenge lies in enhancing ego-centric occluded geometry through collaboration without degrading the ego's accurately observed visible geometry, while preserving reconstruction efficiency. For efficient reconstruction, FRUC is built upon a visual grounded geometric Transformer backbone to enable one-shot, calibration-free inference from a flexible number of multi-vehicle views. To achieve non-destructive geometric supplementation under uncalibrated cross-agent misalignment, FRUC first introduces an ego-centric causal occlusion field that explicitly derives occlusion evolution as latent priors by modeling agent-wise spatio-temporal correlations. Guided by these occlusion priors, it further formulates cross-agent integration as a deterministic residual denoising process via zero-initialized injection, turning challenging cross-agent fusion into bounded residual learning for robust collaborative blind-spot completion. Through extensive evaluations on the real-world V2XReal and UrbanIng-V2X datasets, FRUC is shown to be a new state-of-the-art for the scene reconstruction of dynamic collaborative driving environments, significantly outperforming existing methods in both rendering quality and efficiency.
Yihang Tao, Yu Guo, Zhengru Fang +2
May 28, 2026cs.GR

Smaller and Faster 3DGS via Post-Training Dictionary Learning

3D Gaussian Splatting (3DGS) is a promising neural scene representation for real-time rendering, but trained models often suffer from large memory footprints, limiting deployment on less powerful devices. Existing compression techniques often lead to architectures with several additional trainable parameters. While achieving outstanding compression ratios, they introduce noticeable drops in image quality. In this work, we introduce the first dictionary-learning-based compression framework for 3DGS. The proposed post-training compression pipeline can be deployed in virtually any 3DGS model without the need for re-training or modifications to existing 3DGS models. Our compression framework is straightforward to implement, yet provides significant compression capabilities, preserves image quality, and improves real-time rendering performance. Across 13 benchmark scenes, our approach achieves an average compression ratio of 3.95x, 3.10x, and 4.55x when applied to 3DGS, 3DGS-MCMC, and PixelGS, respectively. This yields consistent rendering speedups of 23.3%, 24.3%, and 25.3%, while maintaining image quality.
Jiarong Gong, Jonas Unger, Ehsan Miandji
May 28, 2026cs.CV

DGSG-Mind: Dynamic 3D Gaussian Scene Graphs for Long-Term Scene Understanding and Grounding

Integrating open-vocabulary semantic information into dynamic 3D scene representations is essential for long-term embodied scene understanding. However, existing methods often suffer from fragile instance association due to incomplete cross-view cues, while their limited ability to handle object-level topological changes restricts long-term robotic task execution. Moreover, current 3D scene understanding methods either rely on simple feature matching without explicit spatial reasoning or assume offline ground-truth 3D geometry. To address these challenges, we present DGSG-Mind, a hybrid instance-aware 3D Gaussian dynamic scene graph system with an embodied reasoning agent. Our system couples a probabilistic voxel grid with explicit 3D Gaussians to enable robust cross-modal instance fusion and incremental semantic mapping. It handles dynamic changes through Gaussian-based visual relocalization and localized masked refinement guided by geometric-semantic consistency. Built on the instance Gaussian map, DGSG-Mind further constructs a hierarchical scene graph and develops the 3D Gaussian Mind, which integrates structural relations, spatial-semantic information, and visually annotated RoI Gaussian renderings for multimodal reasoning. Extensive experiments show that DGSG-Mind achieves the best zero-shot 3DVG performance among methods operating on self-reconstructed maps, while also delivering strong performance in 3D open-vocabulary semantic segmentation and scene reconstruction. We further deploy DGSG-Mind on real-world robots to demonstrate its target-oriented reasoning and dynamic update capabilities. The project page of DGSG-Mind is available at https://icr-lab.github.io/DGSG-Mind
Luzhou Ge, Xiangyu Zhu, Jinyan Liu +1
May 28, 2026cs.LG

EMAG: Differentiable 4D Gaussian Mixture Splatting for EEG Spatial Super-Resolution

High-density electroencephalography (HD-EEG) enables fine-grained measurement of cortical activity but requires expensive hardware and lengthy setup times, limiting its clinical and research accessibility. We propose EMAG (EEG Mixture of Anisotropic Gaussians), a differentiable framework that reconstructs HD-EEG signals from a sparse subset of low-density (LD) electrodes by representing brain electrical sources as a mixture of anisotropic 4D space-time Gaussians. EMAG places a mixture of multiple Gaussians at each point of a spherical brain grid, each parameterized by a full 4 x 4 precision matrix, enabling anisotropic spatial spreads and explicit coupling between spatial and temporal dimensions. The forward model renders scalp EEG via differentiable Gaussian field contributions at electrode locations, enabling end-to-end training without explicit source localization supervision. We evaluate EMAG on three public EEG benchmarks (Localize-MI, SEED, and SEED-IV) at super-resolution factors of 2x through 8/16x. EMAG outperforms the current state-of-the-art EEG super-resolution method at most super-resolution factors on three standard benchmarks (Localize-MI, SEED, SEED-IV). The explicit Gaussian parameterization further enables direct visualization and interpretability of learned brain source configurations, potentially opening avenues for clinical and neuroscientific applications, such as source localization or biomarker discovery.
Alex Lazarovich, Ofir Itzhak Shahar, Gur Elkin +1
May 28, 2026cs.CV

Learning Representations from 3D Gaussian Splats

3D Gaussian Splatting (3DGS) is a recent approach for scene rendering. Although primarily designed for view synthesis, its potential for scene understanding tasks remains underexplored. In this work, we conduct a comparative evaluation of various geometric deep learning architectures for the classification of 3D scenes represented using Gaussian Splatting. We benchmark point-based and graph-based models across both traditional point cloud datasets and dedicated Gaussian Splatting datasets. Scenes are embedded into latent representations, which are evaluated through end-to-end classification, linear probing, and clustering analysis. Our study provides insight into the suitability of different geometry-aware architectures and input feature configurations for learning effective 3D Gaussian Splat representations. The results highlight consistent differences between architectural families and reveal the impact of Gaussian-specific attributes on the quality of representation.
Julia Farganus, Krzysztof Żurawicki, Arkadiusz Gaweł +2
May 27, 2026cs.CV

Eulerian Gaussian Splatting using Hashed Probability Pyramids

We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
Mia Gaia Polansky, George Kopanas, Stephan Garbin +2