3D Gaussian Splatting

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Latest in 3D Gaussian Splatting

May 18, 2026cs.CV

RT-Splatting: Joint Reflection-Transmission Modeling with Gaussian Splatting

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis with high visual quality. However, existing methods struggle with semi-transparent specular surfaces that exhibit both complex reflections and clear transmission, often producing blurry reflections or overly occluded transmission. To address this, we present RT-Splatting, a framework that disentangles each Gaussian's geometric occupancy from its optical opacity. This factorization yields a unified surface-volume scene representation with a single set of Gaussian primitives. Our hybrid renderer interprets this representation both as a surface to capture high-frequency reflections and as a volume to preserve clear transmission. To mitigate the ambiguity in jointly optimizing reflection and transmission, we introduce Specular-Aware Gradient Gating, which suppresses misleading gradients from highly specular regions into the transmission branch, effectively reducing distracting floaters. Experiments on challenging semi-transparent scenes show that RT-Splatting achieves state-of-the-art performance, delivering high-fidelity reflections and clear transmission with real-time rendering. Moreover, our factorization naturally enables flexible scene editing. The project page is available at https://sjj118.github.io/RT-Splatting.
Ji Shi, Xianghua Ying, Bowei Xing +2
May 18, 2026cs.CV

GaussianZoom: Progressive Zoom-in Generative 3D Gaussian Splatting with Geometric and Semantic Guidance

We introduce GaussianZoom, a generative zoom-in 3D reconstruction system with an iterative progressive framework that combines geometry-consistent scene modeling and multi-scale semantic reasoning to enable high-fidelity extreme zoom-in rendering from low-resolution inputs. To achieve this, we develop a novel multi-view consistent super-resolution module with depth-based feature warping and VLM-driven detail synthesis, ensuring accurate multi-view correspondence while enriching fine-scale appearance beyond the observed resolution. To support zooming across large magnification ranges, we further introduce a new expandable continuous Level-of-Detail hierarchy that dynamically modulates Gaussian visibility for smooth, alias-free cross-scale rendering. Experiments on Mip-NeRF360 and Tanks&Temples demonstrate that GaussianZoom achieves superior perceptual quality, multi-view consistency, and robustness under extreme magnification, establishing a strong baseline for generative zoom-in 3D scene reconstruction.
Jiale Shi, Jiarui Hu, Zesong Yang +3
May 18, 2026cs.CV

Xiaomi Auto World Model: A Joint World Model Integrating Reconstruction and Generation for Autonomous Driving

This report presents a unified technical system addressing the two core capabilities of world models for autonomous driving: world representation and world generation. For world representation, we propose WorldRec, a feed-forward reconstruction architecture driven by sparse scene queries. WorldRec initializes structured queries in 3D space, leveraging them to aggregate cross-view, cross-temporal features, thereby naturally enforcing spatial consistency across frames and yielding compact yet high-fidelity 3D Gaussian scene representations. For world generation, we propose WorldGen, a two-stage training framework of bidirectional pretraining followed by causal fine-tuning through three progressive stages (Teacher Forcing, ODE distillation, and DMD), enabling high-quality online causal video generation in as few as 4 denoising steps. Building on both modules, we further introduce the JWM, which deeply integrates WorldRec and WorldGen to achieve synergistic gains in generation stability, cross-frame consistency, and visual fidelity, providing a solid foundation for closed-loop simulation, data synthesis, and end-to-end training in autonomous driving.
Lijun Zhou, Hongcheng Luo, Zhenxin Zhu +34
May 18, 2026cs.CV

Efficient Sparse-to-Dense Visual Localization via Compact Gaussian Scene Representation and Accelerated Dense Pose Estimation

This letter presents LiteLoc, a novel and efficient localizer built on 3D Gaussian Splatting (3DGS). The previous state-of-the-art (SoTA) sparse-to-dense localizer, STDLoc, has shown remarkable localization capability but suffers from severe storage redundancy and computational latency. By revisiting its design decisions, we derive two simple yet highly effective improvements that cumulatively make LiteLoc much more efficient in both memory and computation, while also being easier to train. One key observation is that the color field, inherited directly from Feature 3DGS, is functionally useless for localization. Yet, its reconstruction of high-frequency photometric details necessitates excessive Gaussian primitives, resulting in a tightly coupled color-feature representation with significant memory overhead and sub-optimal feature field optimization. To resolve this, we propose a color-free decoupled feature field that constructs a compact Gaussian scene representation by retaining only task-essential feature attributes, thereby eliminating approximately 94% of redundant storage with no loss of localization-relevant information. We further find that the primary computational bottleneck lies in the dense Perspective-n-Point (PnP) solver, where most matches contribute saturated geometric constraints with diminishing accuracy gains. Accordingly, we propose a condensing strategy that distills dense matches into a subset of 5% representative matches, enabling a nearly 19-fold speedup in robust estimation with negligible performance drop. Extensive experiments show that LiteLoc surpasses STDLoc in multiple scenes with considerable efficiency benefits, opening up exciting prospects for latency-sensitive visual localization.
Zizhuo Li, Songchu Deng, Linfeng Tang +1
May 17, 2026cs.CV

GEM: Gaussian Evolution Model for Occupancy Forecasting and Motion Planning

Future 3D semantic occupancy forecasting and motion planning are central to autonomous driving, as they require models to reason about how surrounding scenes evolve and how the ego vehicle should act. Existing occupancy world models commonly discretize scenes into latent embeddings, volumetric features, or quantized tokens, and forecast future states through fixed-step autoregressive generation. This limits temporal flexibility, obscures scene evolution, accumulates errors over long horizons, and poorly matches the continuous-time dynamics of real driving scenes. We propose GEM, a Gaussian Evolution Model for non-autoregressive occupancy world modeling, where driving scenes are represented as explicit continuous 4D Gaussian primitives with learned dynamics. Instead of rolling out future occupancy states step by step, GEM directly queries the Gaussian world representation at arbitrary timestamps and splats the corresponding conditional 3D Gaussians into semantic occupancy volumes. This enables efficient forecasting over the full horizon while retaining a compact and interpretable scene representation. By decoupling spatial geometry, temporal support, and primitive motion, GEM makes the predicted world easier to inspect, as each primitive's evolution can be followed continuously over time. The same representation also supports motion planning by predicting future ego trajectories from the learned Gaussian world. Extensive experiments show that GEM achieves state-of-the-art future semantic occupancy forecasting and strong motion planning performance, while providing flexible temporal querying.
Cheng Chen, Hao Huang, Saurabh Bagchi
May 17, 2026stat.ML

On Gaussian approximation for entropy-regularized Q-learning with function approximation

In this paper, we derive rates of convergence in the high-dimensional central limit theorem for Polyak--Ruppert averaged iterates generated by entropy-regularized asynchronous Q-learning with linear function approximation and a polynomial stepsize k−ωk^{-ω}, ω∈(1/2,1)ω\in (1/2,1). Assuming that the sequence of observed triples (sk,ak,sk+1)k≥0(s_k,a_k,s_{k+1})_{k \geq 0} forms a uniformly geometrically ergodic Markov chain, and under suitable regularity conditions for the projected soft Bellman equation, we establish a Gaussian approximation bound in the convex distance with rate of order n−1/4n^{-1/4}, up to polylogarithmic factors in nn, where nn is the number of samples used by the algorithm. To obtain this result, we combine a linearization of the soft Bellman recursion with a Gaussian approximation for the leading martingale term. Finally, we derive high-order moment bounds for the algorithm's last iterate, which might be of independent interest.
Artemy Rubtsov, Rahul Singh, Eric Moulines +2
May 16, 2026cs.GR

Topo-GS: Continuous Volumetric Embedding of High-Dimensional Data via Topological Gaussian Splatting

Dimensionality reduction algorithms map high-dimensional data into visualizable 2D or 3D spaces, but traditionally rely on a discrete point-cloud paradigm. This discrete abstraction is susceptible to visual occlusion and artificial discontinuities, often failing to represent the continuous density of the underlying manifold. To address these limitations, we introduce Topo-GS, a framework that repurposes 3D Gaussian Splatting (3DGS) to cast multidimensional projection as a meshless volumetric reconstruction process. Instead of standard photometric losses, Topo-GS is driven by local geometric constraints. By solving orthogonal Procrustes targets, the optimization enforces an As-Rigid-As-Possible prior while explicitly aligning the spatial covariance of each Gaussian to the local tangent space. Recognizing that unrolling data of varying intrinsic dimensionalities requires distinct spatial treatments, we utilize a topology-aware strategy that tailors the loss formulation to preserve either continuous 1D trajectories or cohesive 2D surfaces. Quantitative and visual evaluations demonstrate that Topo-GS successfully transforms discrete scatter plots into continuous volumetric representations, where inherent projection distortions explicitly manifest as observable geometric variations, while preserving local topological fidelity comparable to discrete baselines.
João Paulo Gois, Luis Gustavo Nonato
May 16, 2026cs.CV

P2GS: Physical Prior-guided Gaussian Splatting for Photometrically Consistent Urban Reconstruction

3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency. To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.
Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi +2
May 16, 2026cs.LG

Prediction Is Not Physics: Learning and Evaluating Conserved Quantities in Neural Simulators

A diffusion model trained on Hamiltonian trajectories can achieve rollout MSE near 10−310^{-3}, but the standard deviation of its energy over time is between 7500 and 36000 times larger than the ground-truth energy standard deviation, indicating a failure to preserve conservation laws. This gap motivates our central question of whether neural networks can learn or select globally conserved quantities from physical trajectories. We investigate this across three Hamiltonian systems: projectile motion, pendulum, and spring-mass. We use a structured T(v)+V(q)T(v)+V(q) energy model, a black-box Conservation Discovery Network (CDN), a polynomial CDN, and a conditional diffusion baseline. The structured network reaches R2≥0.9999R^2 \geq 0.9999 against analytical energy on clean data, while the black-box CDN reaches R2≥0.996R^2 \geq 0.996 when trained with temporal consistency plus a small alignment loss to analytical energy at t=0t=0 (λalign=0.2λ_{\mathrm{align}}=0.2). With λalign=0λ_{\mathrm{align}}=0, CDN Pearson R2R^2 collapses on pendulum and spring-mass (<10−3< 10^{-3}), showing that temporal consistency alone is not enough to reliably identify the true energy. Under 1%1\% additive Gaussian noise, the CDN outperforms the structured model on the projectile and spring-mass systems, suggesting that the CDN may be more robust to noisy inputs in this setting. However, the polynomial CDN is sensitive to training configuration: it achieves R2=0.78R^2=0.78 under a short training schedule on the pendulum system, but reaches R2=0.9998R^2=0.9998 with more training time and data, regardless of whether noise is added.
Andrew Bukowski, Aditya Kothari, Simba Shi +1
May 15, 2026cs.IT

GeoGS-CE: Learning Delay--Beam Channel Priors with 3D Gaussians for High-Mobility Scenarios

Wideband channel estimation (CE) in high-mobility scenarios remains challenging because channel responses vary rapidly, while practical systems can allocate only sparse pilots to accommodate dense users. Fortunately, many high-mobility environments, such as high-speed railways, exhibit scheduled trajectories, predictable velocities, and a limited number of dominant propagation paths. These properties induce a delay--beam power spectrum that is more stable than the instantaneous complex channel frequency response (CFR), less sensitive to the random phase coherence, and rich in geometric information. To exploit such environmental properties, we propose GeoGS-CE, a two-stage channel estimation framework for sparse-pilot high-mobility scenarios. In the offline stage, GeoGS-CE jointly models: 1) a scene-level 3D Gaussian representation that captures the non-line-of-sight (NLoS) geometric scattering support, and 2) a leakage-aware differentiable wireless rendering process that maps the NLoS Gaussians, together with an explicit virtual line-of-sight (LoS) component, to the measured delay--beam power spectrum, while accounting for practical OFDM delay and array leakage effects. In the online stage, the delay--beam power spectrum is predicted for each user location and used as a strong covariance prior, enabling accurate full-band and full-array CFR reconstruction and tracking through a linear MMSE estimator. Simulations based on channels generated from a segment of the Guangshen high-speed railway show that the proposed geometric prior substantially improves CFR reconstruction over pilot-only and non-geometric baselines.
Yumeng Zhang, Jiajia Guo, Chaozheng Wen +2
May 15, 2026cs.CV

Robust Prior-Guided Segmentation for Editable 3D Gaussian Splatting

3D Gaussian Splatting (3D-GS) enables real-time 3D scene reconstruction but lacks robust segmentation for editing tasks such as object removal, extraction, and recoloring. Existing approaches that lift 2D segmentations to the 3D domain suffer from view inconsistencies and coarse masks. In this paper, we propose a novel framework that leverages the Segment Anything Model High Quality (SAM-HQ) to generate accurate 2D masks, addressing the limitations of the standard SAM in boundary fidelity and fine-structure preservation. To achieve robust 3D segmentation of any target object in a given scene, we introduce a prior-guided label reassignment method that assigns labels to 3D Gaussians by enforcing multiview consistency with learned priors. Our approach achieves state-of-the-art segmentation accuracy and enables interactive, real-time object editing while maintaining high visual fidelity. Qualitative results demonstrate superior boundary preservation and practical utility in Virtual Reality (VR) and robotics, advancing 3D scene editing.
Raushan Joshi, Jean-Yves Guillemaut
May 15, 2026cs.CV

EndoGSim: Physics-Aware 4D Dynamic Endoscopic Scene Simulations via MLLM-Guided Gaussian Splatting

In robot-assisted minimally invasive surgery, high-fidelity dynamic endoscopic scene reconstruction and simulation are crucial to enhancing downstream tasks and advancing surgical outcomes. However, existing methods primarily focus on visual reconstruction, lacking physics-based descriptions of the scene required for realistic simulation. We propose a unified framework that achieves physics-aware reconstruction and physical simulation of endoscopic scenes through Multi-modal Large Language Models (MLLMs)-guided Gaussian Splatting. Our approach utilizes 4D Gaussian Splatting (4DGS) integrated with pre-trained segmentation and depth estimation to represent deformable tissues and tools. To achieve automatic inference of physical properties, we introduce an object-wise material field that initializes material parameters via MLLM and refines them through a differentiable Material Point Method (MPM) under joint supervision from rendered images and optical flow. Validated on both open-source and in-house datasets, our framework achieves superior simulation fidelity and physical accuracy compared to state-of-the-art methods, underscoring its potential to advance robot-assisted surgical applications.
Changjing Liu, Yiming Huang, Long Bai +2
May 15, 2026cs.DS

Complexity of Non-Log-Concave Sampling in Fisher Information

We study the query complexity of obtaining a relative Fisher information guarantee for sampling from a log-smooth non-log-concave distribution; this is a sampling analog of finding an approximate stationary point in optimization. Our algorithm is based on the proximal sampler, which is an implicit discretization of the Langevin diffusion, and requires an implementation of the backward step known as the restricted Gaussian oracle (RGO). We show that by leveraging the recent results for log-concave sampling with high-accuracy guarantees in Rényi divergence, we can obtain an approximate RGO implementation that -- when used with the proximal sampler -- yields a complexity guarantee in relative Fisher information that inherits the same dimension dependence as log-concave sampling, and improves upon prior work for non-log-concave sampling. We also show a converse reduction that any improvement in the dimension dependence in relative Fisher information for non-log-concave sampling will yield an improved dimension dependence for high-accuracy log-concave sampling.
Sinho Chewi, Andre Wibisono
May 15, 2026cs.LG

Learning Context-conditioned Gaussian Overbounds for Convolution-Based Uncertainty Propagation

Uncertainty quantification is essential in safety-critical settings--from autonomous driving to aviation, finance, and health--where decisions must rely on conservative bounds rather than point estimates. Predictor-level intervals (e.g., from quantile regression, conformal prediction, variance networks, or Bayesian models) generally do not compose: adding two per-variable intervals need not yield a valid interval for their sum or preserve coverage. In aviation, Gaussian overbounding replaces complex error distributions with a conservative Gaussian whose tails dominate the truth, so conservatism propagates through linear operations. Yet classical overbounds are global, often overly conservative, and hard to adapt to feature-conditioned errors. We propose a unified learning framework that trains neural networks to produce context-aware Gaussian overbounds--mean and scale--with provable conservatism on a finite quantile grid and, under three explicit regularity assumptions, continuous-tail conservatism on a certified interval. Our overbounding loss enforces conservativeness at selected quantiles while penalizing distributional distance with a Wasserstein-style term. The learned bounds support conservative linear-combination and convolution analysis on the enforced grid, and on the certified interval when assumptions hold, while being less redundant than traditional methods. We provide a scoped analysis of discrete-to-continuous conservatism and compact-domain objective regularity, and validate on synthetic data and real-world datasets, including multipath, ionospheric, and tropospheric residual errors. Across these settings, the method yields tighter bounds while maintaining conservatism on the enforced grid and in experiments. The framework is modality-agnostic and applicable to learning systems that require conservative, feature-conditioned uncertainty estimates in dynamic environments.
Ruirui Liu, Xuejie Hou, Yiping Jiang +1
May 15, 2026cs.CV

Learn2Splat: Extending the Horizon of Learned 3DGS Optimization

3D Gaussian Splatting (3DGS) optimization is most commonly performed using general-purpose first-order optimizers such as Adam or SGD. Although robust across scenes, they update each parameter independently without exploiting the structural and spatial relationships among Gaussians, which slows convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, those are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce Learn2Splat, a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show higher novel view synthesis quality at equal wall-clock time, while remaining stable over long horizons, with zero-shot generalization to unseen datasets and settings. To support our findings, we build a unified framework to train and evaluate learned and standard optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://autonomousvision.github.io/learn2splat .
Naama Pearl, Stefano Esposito, Haofei Xu +6
May 15, 2026cs.LG

FLUIDSPLAT: Reconstructing Physical Fields from Sparse Sensors via Gaussian Primitives

Reconstructing continuous flow fields from sparse surface-mounted sensors is central to aerodynamic design, flow control, and digital-twin instrumentation. Existing neural methods for this task typically encode sensor readings into implicit latent codes with little spatial interpretability and limited formal guidance on how representational capacity should scale with observation count. Inspired by 3D Gaussian Splatting, we introduce FLUIDSPLAT, a sensor-conditioned model that predicts K anisotropic Gaussian primitives forming a partition-of-unity scaffold, a spatially explicit and interpretable intermediate representation of the flow. For an idealized Gaussian primitive estimator, we prove an O(K−s/d)O(K^{-s/d}) approximation rate for fields with Sobolev smoothness ss; incorporating NN noisy observations yields a squared-risk decomposition with bias O(K−2s/d)O(K^{-2s/d}) and variance O(σ2K/N)O(σ^{2}K/N).Balancing the two yields K∗ ⁣∼ ⁣(N/σ2)d/(2s+d)K^{*}\!\sim\!(N/σ^{2})^{d/(2s+d)}: primitive count cannot grow freely under sparse sensing, revealing a variance bottleneck that motivates complementing the scaffold with a state-conditioned residual decoder. Across four benchmarks spanning 2D and 3D, FLUIDSPLAT achieves 11-28% error reduction over several strong baselines on cylinder flow, AirfRANS, FlowBench LDC-3D, and PhySense-Car 3D benchmarks.
Huaxi Huang, Meng Li, Zhengqing Gao +3
May 15, 2026cs.CV

REC-RL: Referring expression counting via Gaussian and range-based reward optimization

Referring expression counting (REC) is an intention-driven task that requires context-aware visual reasoning. While recent vision-language models incorporate language for visual understanding, most existing REC methods rely on rulebased reinforcement learning with rewards focused primarily on final accuracy, overlooking the quality of intermediate reasoning. We propose REC-RL, a reinforcement learning framework that introduces a think-range-answer paradigm to explicitly optimize the visual reasoning process. RECRL employs Group Relative Policy Optimization and two lightweight rewards: an accuracy reward that combines range-based interval supervision with Gaussian-based precision guidance, and a format reward that enforces structured outputs. By modeling intermediate focus prediction as internal decision-making, REC-RL avoids additional annotations and better aligns with human perception. Extensive experiments demonstrate consistent improvements over strong baselines and robust generalization across benchmarks.
Hui Liu, Yunlai Teng, Kunlong Bai +4
May 14, 2026cs.CV

3D Skew-Normal Splatting

3D Gaussian Splatting (3DGS) has emerged as a leading representation for real-time novel view synthesis and has been widely adopted in various downstream applications. The core strength of 3DGS lies in its efficient kernel-based scene representation, where Gaussian primitives provide favorable mathematical and computational properties. However, under a finite primitive budget, the symmetric shape of each primitive directly affects representation compactness, especially near asymmetric structures such as object boundaries and one-sided surfaces. Recent works have explored more complex kernel distributions; however, they either remain within the elliptical family or rely on hard truncation, which limits continuous shape control and introduces distributional discontinuities. In this paper, we propose Skew-Normal Splatting (SNS), which adopts the Azzalini Skew-Normal distribution as the fundamental primitive. By introducing a learnable and bounded skewness parameter, SNS can continuously interpolate between symmetric Gaussians and Half-Gaussian-like shapes, enabling flexible modeling of both sharp boundaries and interior regions. Moreover, SNS preserves analytical tractability under affine transformations and marginalization. This property allows seamless integration into existing Gaussian Splatting rasterization pipelines. Furthermore, to address the strong coupling between scale, rotation, and skewness parameters, we introduce a decoupled parameterization and a block-wise optimization strategy to enhance training stability and accuracy. Extensive experiments on standard novel-view synthesis benchmarks show that SNS consistently improves reconstruction quality over Gaussian and recent non-Gaussian kernels, with clearer benefits on sharp boundaries and thin or one-sided structures.
Xiangru Wu, Ke Fan, Yanwei Fu
May 14, 2026cs.CV

Denoising-GS: Gaussian Splatting with Spatial-aware Denoising

Recent advances in 3D Gaussian Splatting (3DGS) have achieved remarkable success in high-fidelity Novel View Synthesis (NVS), yet the optimization process inevitably introduces noisy Gaussian primitives due to the sparse and incomplete initialization from Structure-from-Motion (SfM) point clouds. Most existing methods focus solely on adjusting the positions of primitives during optimization, while neglecting the underlying spatial structure. To this end, we introduce a new perspective by formulating the optimization of 3DGS as a primitive denoising process and propose Denoising-GS, a spatial-aware denoising framework for Gaussian primitives by taking both the positions and spatial structure into consideration. Specifically, we design an optimizer that preserves the spatial optimization flow of primitives, facilitating coherent and directed denoising rather than random perturbations. Building upon this, the Spatial Gradient-based Denoising strategy jointly considers the spatial supports of primitives to ensure gradient-consistent updates. Furthermore, the Uncertainty-based Denoising module estimates primitive-wise uncertainty to prune redundant or noisy primitives, while the Spatial Coherence Refinement strategy selectively splits primitives in sparse regions to maintain structural completeness. Experiments conducted on three benchmark datasets demonstrate that Denoising-GS consistently enhances NVS fidelity while maintaining representation compactness, achieving state-of-the-art performance across all benchmarks. Source code and models will be made publicly available.
Qingyuan Zhou, Xinyi Liu, Weidong Yang +5
May 14, 2026eess.IV

Efficient Dense Matching for Enhanced Gaussian Splatting Using AV1 Motion Vectors

3D Gaussian Splatting (3DGS) has emerged as a prominent framework for real-time, photorealistic scene reconstruction, offering significant speed-ups over Neural Radiance Fields (NeRF). However, the fidelity of 3DGS representations remains heavily dependent on the quality of the initial point cloud. While standard Structure-from-Motion (SfM) pipelines using COLMAP provide adequate initialisation, they often suffer from high computational costs and sparsity in textureless regions, which degrades subsequent reconstruction accuracy and convergence speed. In this work, we introduce an AV1-based feature detection and matching pipeline that significantly reduces SfM processing overhead. By leveraging motion vectors inherent to the AV1 video codec, we bypass computationally expensive exhaustive matching while maintaining geometric robustness. Our pipeline produces substantially denser point clouds, with up to eight times as many points as classical SfM. We demonstrate that this enhanced initialisation directly improves 3DGS performance, yielding an 9-point increase in VMAF and a 63% average reduction in training time required to reach baseline quality. The project page: https://sigmedia.tv/AV1-3DGS.github.io/
Julien Zouein, Vibhoothi Vibhoothi, François Pitié +1
May 14, 2026cs.CV

Towards Accurate Single Panoramic 3D Detection: A Semantic Gaussian Centric Approach

Three-dimensional object detection in panoramic imagery is crucial for comprehensive scene understanding, yet accurately mapping 2D features to 3D remains a significant challenge. Prevailing methods often project 2D features onto discrete 3D grids, which break geometric continuity and limit representation efficiency. To overcome this limitation, this paper proposes PanoGSDet, a monocular panoramic 3D detection framework built upon continuous semantic 3D Gaussian representations. The proposed framework comprises a panoramic depth estimation component and a semantic Gaussian component. The panoramic depth estimation component extracts the equirectangular semantic and depth features from the monocular panorama input. The semantic Gaussian component includes a semantic Gaussian lifting module that projects spherical features into 3D semantic Gaussians, a semantic Gaussian optimization module that refines these semantic Gaussians, and a Gaussian guided prediction head that generates 3D bounding boxes from optimized Gaussian representations. Extensive experiments on the Structured3D dataset demonstrate that our method significantly outperforms existing methods.
Kanglin Ning, Yiran Zhao, Wenrui Li +3
May 14, 2026cs.CV

FedStain: Modeling Higher-Order Stain Statistics for Federated Domain Generalization in Computational Pathology

Robust whole-slide image (WSI) analysis under strict data-governance remains challenging due to substantial cross-institutional stain heterogeneity. Domain generalization (DG) mitigates these shifts but typically requires centralized data, conflicting with privacy regulations. Federated learning (FedL) provides a decentralized alternative; however, existing FedL and federated DG (FedDG) approaches rely almost exclusively on low-order statistics, assuming Gaussian-like stain distributions. In contrast, real-world staining processes often produce asymmetric, heavy-tailed color distributions due to biochemical diffusion and scanner nonlinearity. Consequently, current methods fail to model the higher-order, non-Gaussian characteristics dominating real-world stain variability. To address this, we propose FedStain, a stain-aware FedDG framework explicitly incorporating higher-order stain moments--skewness and kurtosis--as compact statistical descriptors exchanged during federated optimization. These descriptors require no pixel-level data transmission, preserving strict privacy and communication efficiency, while enabling the global model to capture stain variability missed by low-order statistics. FedStain also employs a contrastive, cross-site parameter aggregation strategy to promote stain-invariant representations without relaxing data constraints. Extensive experiments on Camelyon17 and our new MvMidog-Fed benchmark show FedStain yields consistent improvements, outperforming state-of-the-art FedL, DG, and FedDG baselines by up to +3.9% absolute accuracy. To our knowledge, FedStain is the first FedDG approach to explicitly model higher-order stain statistics, enabling robust cross-institutional deployment in computational pathology.
Fengyi Zhang, Junya Zhang, Wenzhuo Sun
May 13, 2026cs.CV

PanoPlane: Plane-Aware Panoramic Completion for Sparse-View Indoor 3D Gaussian Splatting

We present PanoPlane, an approach for high-fidelity sparse-view indoor novel view synthesis that reconstructs closed room geometry via panoramic scene completion. Unlike perspective-based methods that generate training views from limited fields of view, PanoPlane leverages 360∘360^{\circ} panoramic completion to condition the generative process on the full spatial layout. We propose Layout Anchored Attention Steering, a training-free mechanism that steers attention within the diffusion model's internal representation toward scene's detected planar surfaces at inference time. By directing each unobserved region's attention toward geometrically consistent observed content, our method replaces unconstrained hallucination with grounded surface extrapolation. The resulting panoramic completions provide supervision for 3D Gaussian Splatting, enabling accurate novel-view synthesis across unobserved regions from as few as three input views. Experiments on Replica, ScanNet++, and Matterport3D demonstrate state-of-the-art novel view synthesis quality across 3, 6, and 9 input views, achieving up to +17.8%+17.8\% improvement in PSNR over the current state-of-the-art baseline without any training or fine-tuning of the diffusion model.
Adil Qureshi, Dongki Jung, Jaehoon Choi +1
May 13, 2026cs.GR

BlitzGS: City-Scale Gaussian Splatting at Lightning Speed

We present BlitzGS, a distributed 3DGS framework that reduces active Gaussian workload for fast city-scale reconstruction. BlitzGS manages this workload at three coupled levels. At the system level, the framework shards Gaussians across GPUs by index parity rather than spatial blocks. This approach mitigates the cross-block visibility redundancy inherent in spatial partitioning. Furthermore, it distributes each rendering step through a single cross-GPU exchange that routes projected Gaussians to their tile owners. At the model level, scheduled importance-scoring passes shrink the global Gaussian population. During these passes, the framework generates a per-Gaussian visibility weight to bias density-control updates toward contributing primitives and a per-view importance mask for the view-level renderer. At the view level, BlitzGS trims each camera's active set with a distance-based LOD gate to exclude excessively fine primitives for the current frustum and the importance-based culling mask to skip Gaussians with negligible cross-view contribution. On large-scale benchmarks, BlitzGS matches the rendering quality of recent large-scale baselines while delivering an order-of-magnitude speedup, training city-scale scenes in tens of minutes. Our code is available at https: //github.com/AkierRaee/BlitzGS.
Zhongtao Wang, Huishan Au, Yilong Li +6
May 13, 2026cs.CV

Sparse Code Uplifting for Efficient 3D Language Gaussian Splatting

3D Language Gaussian Splatting (3DLGS) augments 3D Gaussian Splatting with language-aligned visual features for open-vocabulary 3D scene understanding. A core challenge is efficiently associating high-dimensional vision-language embeddings with millions of 3D Gaussians while preserving efficient feature rendering for text-based querying. Existing methods either store dense features directly on Gaussians, causing high storage costs and slow rendering, or learn compact representations through expensive per-scene optimization with repeated feature rasterization. No existing method simultaneously achieves fast 3D semantic reconstruction, efficient storage, and fast rendering. We propose SCOUP (Sparse COde UPlifting), which addresses all three by decoupling language representation learning from 3D Gaussian optimization. Rather than working directly in 3D, we learn sparse codebook-based representations entirely using features associated with 2D image regions, associating each region with a sparse set of codebook coefficients. We then uplift these coefficients to 3D Gaussians with our weighted sparse aggregation using Gaussian-to-pixel associations, where each Gaussian accumulates coefficients over codebook atoms across views. Top-KK filtering then extracts the most dominant multi-view coefficients per Gaussian, enabling efficient storage and fast rendering. Our method achieves up to 400×400\times training speedup while being 3×3\times more memory efficient during training compared to the state-of-the-art in rendering speed. Across multiple benchmarks, SCOUP matches or outperforms existing methods in open-vocabulary querying accuracy.
Lovre Antonio Budimir, Yushi Guan, Steve Ryhner +2
May 13, 2026cs.CV

Real2Sim: A Physics-driven and Editable Gaussian Splatting Framework for Autonomous Driving Scenes

Reliable autonomous driving relies on large-scale, well-labeled data and robust models. However, manual data collection is resource-intensive, and traditional simulation suffers from a persistent reality gap. While recent generative frameworks and radiance-field methods improve visual fidelity, they still struggle with temporal and spatial consistency and cannot ensure physics-aware behavior, limiting their applicability to driving scenario generation. To address these challenges, we propose Real2Sim, an unified framework that combines 4D Gaussian Splatting (4DGS) with a differentiable Material Point Method (MPM) solver. Real2Sim explicitly reconstructs dynamic driving scenes as temporally continuous Gaussian primitives, supports instance-level editing, and simulates realistic object-object and object-environment interactions. This framework enables physics-aware, high-fidelity synthesis of diverse, editable scenarios, including challenging corner cases such as collisions and post-impact trajectories. Experiments on the Waymo Open Dataset validate Real2Sim's capabilities in rendering, reconstruction, editing, and physics simulation, demonstrating its potential as a scalable tool for data generation in downstream tasks such as perception, tracking, trajectory prediction, and end-to-end policy learning.
Kaicong Huang, Talha Azfar, Weisong Shi +1
May 13, 2026cs.CV

Z-Order Transformer for Feed-Forward Gaussian Splatting

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

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

Generalizable 3D Gaussian Splatting has recently emerged as an efficient approach for novel-view synthesis, enabling feed-forward synthesis from only a few input views. However, existing pixel-wise feed-forward methods suffer from over-bright renderings when the number of input views varies during inference, as well as insufficient supervision for accurate Gaussian scale estimation, which leads to hole artifacts, particularly in high-resolution renderings. To address these issues, we identify that the over-brightness is caused by the varying number of overlapping Gaussians and propose a simple alpha normalization strategy to maintain brightness consistency across different number of input views. In addition, we introduce an auxiliary 3D sampling-based regularizer to improve Gaussian scale estimation, thereby mitigating hole artifacts in high-resolution rendering. Experiments on benchmark datasets demonstrate that our method significantly improves baseline models under varying input-view and high-resolution rendering settings.
Hoang Chuong Nguyen, Renjie Wu, Jose M. Alvarez +1
May 13, 2026cs.CV

HarmoGS: Robust 3D Gaussian Splatting in the Wild via Conflict-Aware Gradient Harmonization

In-the-wild 3D Gaussian Splatting remains challenging due to transient distractors and illumination-induced cross-view appearance inconsistencies. Existing methods mainly rely on image-level masking to suppress unreliable supervision, but masking alone cannot fully eliminate residual occlusions or resolve illumination-induced inconsistencies, both of which can introduce conflicting cross-view gradients. These unresolved conflicts may destabilize Gaussian optimization and lead to visible reconstruction artifacts. We propose a conflict-aware 3DGS framework that addresses this problem from both image-space supervision and gradient-level optimization. Semantic Consistency-Guided Masking learns pixel-wise consistency scores to adaptively refine prior masks and suppress unreliable supervision before gradient formation. A dual-view Conflict-Aware Gradient Harmonization strategy further reconciles view-specific gradients by mutually rotating them into an orthogonal configuration, reducing negative directional interference across views. We also introduce conflict-aware densification and pruning to stabilize Gaussian growth and remove persistently conflicting primitives. Extensive experiments on standard in-the-wild benchmarks demonstrate that our method achieves state-of-the-art rendering quality under complex transient distractors and cross-view inconsistencies.
Yulei Kang, Tianze Zhu, Jian-Fang Hu +2
May 13, 2026cs.CV

GuardMarkGS: Unified Ownership Tracing and Edit Deterrence for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) is becoming a practical representation for novel view synthesis, but its growing adoption, together with rapid advances in instruction-driven 3DGS editing, also exposes a dual copyright risk: once a 3DGS-based asset is released, it can be used without permission and manipulated through 3D editing. Existing protection methods address only one side of this problem. Watermarking can trace ownership after unauthorized use, but it cannot prevent malicious editing. Adversarial edit-deterrence methods can disrupt editing, but they do not provide evidence of ownership. To the best of our knowledge, we present the first unified protection framework for 3DGS that jointly optimizes ownership tracing and unauthorized editing deterrence. Our framework combines a scene-wide watermarking objective over all Gaussians with an adversarial objective for edit deterrence. The adversarial branch combines latent-anchor separation, denoising-trajectory diversion, and cross-attention diversion to divert the editing trajectory, while an update-saliency-motivated Gaussian selection strategy assigns stronger adversarial updates to mask-selected Gaussians, improving the balance among watermark recovery, edit deterrence, and rendering fidelity. Experiments on scenes from Mip-NeRF 360 and Instruct-NeRF2NeRF demonstrate that the proposed framework achieves a favorable balance among bit accuracy, edit deterrence, and rendering quality. These results suggest that practical copyright protection of 3DGS-based assets can be more effectively addressed by integrating ownership tracing and unauthorized editing deterrence into a single optimization framework.
Utae Jeong, Jaewan Choi, Junseok Lee +4
May 12, 2026cs.CV

Revisiting Photometric Ambiguity for Accurate Gaussian-Splatting Surface Reconstruction

Surface reconstruction with differentiable rendering has achieved impressive performance in recent years, yet the pervasive photometric ambiguities have strictly bottlenecked existing approaches. This paper presents AmbiSuR, a framework that explores an intrinsic solution upon Gaussian Splatting for the photometric ambiguity-robust surface 3D reconstruction with high performance. Starting by revisiting the foundation, our investigation uncovers two built-in primitive-wise ambiguities in representation, while revealing an intrinsic potential for ambiguity self-indication in Gaussian Splatting. Stemming from these, a photometric disambiguation is first introduced, constraining ill-posed geometry solution for definite surface formation. Then, we propose an ambiguity indication module that unleashes the self-indication potential to identify and further guide correcting underconstrained reconstructions. Extensive experiments demonstrate our superior surface reconstructions compared to existing methods across various challenging scenarios, excelling in broad compatibility. Project: https://fictionarry.github.io/AmbiSuR-Proj/ .
Jiahe Li, Jiawei Zhang, Xiao Bai +4
May 12, 2026math.ST

A proximal gradient algorithm for composite log-concave sampling

We propose an algorithm to sample from composite log-concave distributions over Rd\mathbb{R}^d, i.e., densities of the form π∝e−f−gπ\propto e^{-f-g}, assuming access to gradient evaluations of ff and a restricted Gaussian oracle (RGO) for gg. The latter requirement means that we can easily sample from the density RGOg,h,y(x)∝exp⁡(−g(x)−12h∣∣y−x∣∣2)\text{RGO}_{g,h,y}(x) \propto \exp(-g(x) -\frac{1}{2h}||y-x||^2), which is the sampling analogue of the proximal operator for gg. If f+gf + g is αα-strongly convex and ff is ββ-smooth, our sampler achieves ε\varepsilon error in total variation distance in O~(κdlog⁡4(1/ε))\widetilde{\mathcal O}(κ\sqrt d \log^4(1/\varepsilon)) iterations where κ:=β/ακ:= β/α, which matches prior state-of-the-art results for the case g=0g=0. We further extend our results to cases where (1) ππ is non-log-concave but satisfies a Poincaré or log-Sobolev inequality, and (2) ff is non-smooth but Lipschitz.
Linghai Liu, Sinho Chewi
May 12, 2026cs.CV

3D Gaussian Splatting for Efficient Retrospective Dynamic Scene Novel View Synthesis with a Standardized Benchmark

Retrospective novel view synthesis (NVS) of dynamic scenes is fundamental to applications such as sports. Recent dynamic 3D Gaussian Splatting (3DGS) approaches introduce temporally coupled formulations to enforce motion coherence across time. In this paper, we argue that, in a synchronized multi-view (MV) setting typical of sports, the dynamic scene at each time step is already strongly geometrically constrained. We posit that the availability of calibrated, synchronized viewpoints provides sufficient spatial consistency, and therefore, explicit temporal coupling, or complex multi-body constraints seems unnecessary for retrospective NVS. To this end, we propose an approach tailored for synchronized MV dynamic scene. By initializing the SfM-derived point cloud at the start time and propagating optimized Gaussians over time, we show that efficient retrospective NVS can be achieved without imposing a temporal deformation constraint. Complementing our methodological contribution, we introduce a Dynamic MV dataset framework built on Blender for reproducible NeRF and 3DGS research. The framework generates high-quality, synchronized camera rigs and exports training-ready datasets in standard formats, eliminating inconsistencies in coordinate conventions and data pipelines. Using the framework, we construct a dynamic benchmark suite and evaluate representative NeRF and 3DGS approaches under controlled conditions. Together, we show that, under a synchronized MV setup, efficient retrospective dynamic scene NVS can be achieved using 3DGS. At the same time, the dataset-generation framework enables reproducible and principled benchmarking of dynamic NVS methods.
Yunxiao Zhang, Suryansh Kumar
May 12, 2026cs.CV

PairDropGS: Paired Dropout-Induced Consistency Regularization for Sparse-View Gaussian Splatting

Dropout-based sparse-view 3D Gaussian Splatting (3DGS) methods alleviate overfitting by randomly suppressing Gaussian primitives during training. Existing methods mainly focus on designing increasingly sophisticated dropout strategies, while they overlook the resulting inconsistencies among different dropped Gaussian subsets. This oversight often leads to unstable reconstruction and suboptimal Gaussian representation learning.In this paper, we revisit dropout-based sparse-view 3DGS from a consistency regularization perspective and propose PairDropGS, a Paired Dropout-induced Consistency Regularization framework for sparse-view Gaussian splatting. Specifically, PairDropGS first constructs a pair of the dropped Gaussian subsets from a shared Gaussian field and designs a low-frequency consistency regularization to constrain their low-frequency rendered structures. This design encourages the shared Gaussian field to preserve stable scene layout and coarse geometry under different random dropouts, while avoiding excessive constraints on ambiguous high-frequency details. Moreover, we introduce a progressive consistency scheduling strategy to gradually strengthen the consistency regularization during training for stability and robustness of reconstruction. Extensive experiments on widely-used sparse-view benchmarks demonstrate that PairDropGS achieves superior training stability, significantly outperforms existing dropout-based 3DGS methods in reconstruction quality, while exhibiting the simplicity and plug-and-play nature for improving dropout-based optimization.
Hantang Li, Qiang Zhu, Xiandong Meng +3
May 12, 2026cs.CV

PointForward: Feedforward Driving Reconstruction through Point-Aligned Representations

High-fidelity reconstruction of driving scenes is crucial for autonomous driving. While recent feedforward 3D Gaussian Splatting (3DGS) methods enable fast reconstruction, their per-pixel Gaussian prediction paradigm often suffers from multi-view inconsistency and layering artifacts. Moreover, existing methods often model dynamic instances via dense flow prediction, which lacks explicit cross-view correspondence and instance-level consistency. In this paper, we propose PointForward, a feedforward driving reconstruction framework through point-aligned representations. Unlike pixel-aligned methods, we initialize sparse 3D queries in world space and aggregate multi-view image information via spatial-temporal fusion onto these queries, enforcing explicit cross-view consistency in a single feedforward pass. To handle scene dynamics, we introduce scene graphs that explicitly organize moving instances during reconstruction. By leveraging 3D bounding boxes, our method enables instance-level motion propagation and temporally consistent dynamic representations. Extensive experiments demonstrate that PointForward achieves state-of-the-art performance on large-scale driving benchmarks. The code will be available upon the publication of the paper.
Cheng Chi, Xianqi Wang, Hongcheng Luo +9
May 12, 2026cs.CV

PointGS: Semantic-Consistent Unsupervised 3D Point Cloud Segmentation with 3D Gaussian Splatting

Unsupervised point cloud segmentation is critical for embodied artificial intelligence and autonomous driving, as it mitigates the prohibitive cost of dense point-level annotations required by fully supervised methods. While integrating 2D pre-trained models such as the Segment Anything Model (SAM) to supplement semantic information is a natural choice, this approach faces a fundamental mismatch between discrete 3D points and continuous 2D images. This mismatch leads to inevitable projection overlap and complex modality alignment, resulting in compromised semantic consistency across 2D-3D transfer. To address these limitations, this paper proposes PointGS, a simple yet effective pipeline for unsupervised 3D point cloud segmentation. PointGS leverages 3D Gaussian Splatting as a unified intermediate representation to bridge the discrete-continuous domain gap. Input sparse point clouds are first reconstructed into dense 3D Gaussian spaces via multi-view observations, filling spatial gaps and encoding occlusion relationships to eliminate projection-induced semantic conflation. Multi-view dense images are rendered from the Gaussian space, with 2D semantic masks extracted via SAM, and semantics are distilled to 3D Gaussian primitives through contrastive learning to ensure consistent semantic assignments across different views. The Gaussian space is aligned with the original point cloud via two-step registration, and point semantics are assigned through nearest-neighbor search on labeled Gaussians. Experiments demonstrate that PointGS outperforms state-of-the-art unsupervised methods, achieving +0.9% mIoU on ScanNet-V2 and +2.8% mIoU on S3DIS.
Yixiao Song, Qingyong Li, Wen Wang +1
May 12, 2026cs.GR

3DGS3^3: Joint Super Sampling and Frame Interpolation for Real-Time Large-Scale 3DGS Rendering

3D Gaussian Splatting (3DGS) enables high-quality real-time 3D rendering but faces challenges in efficiently scaling to ultra-dense scenes and high-resolution due to computational bottlenecks that limit its use in latency-sensitive applications. Instead of optimizing the splatting pipeline itself, we propose \textbf{3DGS3^3}, a unified post-rendering framework that jointly performs super sampling and frame interpolation through differentiable processing of low-resolution outputs to achieve both high-resolution and high-frame-rate rendering. Our \textbf{Gradient- -Aware Super Sampling (GASS)} module leverages the continuous differentiability of 3DGS to extract image gradients that guide a GRU-based refinement network to enable high-fidelity super sampling. Furthermore, a \textbf{Lightweight Temporal Frame Interpolation (LTFI)} module based on a compact U-Net-like backbone fuses temporal and differentiable spatial cues from consecutive frames to synthesize temporally coherent intermediate frames. Experiments on public datasets demonstrate that 3DGS3^3 achieves superior rendering efficiency and visual quality when compared with state-of-the-art methods and remains compatible with existing 3DGS acceleration techniques. The code will be publicly released upon acceptance.
Yibo Zhao, Fan Gao, Youcheng Cai +1
May 12, 2026cs.CV

PD-4DGS:Progressive Decomposition of 4D Gaussian Splatting for Bandwidth-Adaptive Dynamic Scene Streaming

4D Gaussian Splatting (4DGS) enables high-quality dynamic novel view synthesis, yet current models remain monolithic bitstreams that clients must download in full before any frame can be rendered, causing black-screen waits of tens to hundreds of seconds on mobile bandwidth and leaving 4DGS incompatible with modern adaptive-bitrate delivery. Progressive 3DGS compression alleviates this for static scenes, but it acts only on spatial anchors and cannot partition the temporal deformation networks that dominate dynamic-scene size. We present PD-4DGS, the first framework for progressive compression and on-demand transmission of 4DGS. Hierarchical Deformation Decomposition (HDD) externalises the coarse-to-fine motion hierarchy already latent in 4DGS into three independently transmittable layers -- a static scaffold, a global deformation, and a local refinement -- so that any prefix of the bitstream is already renderable, turning a single training run into a scalable, DASH/HLS-compatible bitstream. A Gaussian-entropy attribute rate-distortion loss together with a temporal mask consistency regulariser shrink the base layer while suppressing low-bitrate flicker; a capacity-weighted rollout schedule, gated online by a learnt activation rate rho, then prevents deformation-network under-training without any per-scene hyperparameter. On the Dycheck iPhone benchmark, PD-4DGS cuts the streamed bitstream by >60% at matched rendering fidelity and reduces first-frame latency from 73--930 s to ~1.7 s on a 2 Mbps link, uniquely enabling true on-demand progressive streaming for 4DGS.
Jiachen Li, Guangzhi Han, Jin Wan +5
May 12, 2026cs.CV

VidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion Priors

Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat, a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction.
Jimin Tang, Wenyuan Zhang, Junsheng Zhou +5
May 11, 2026cs.CV

PG-3DGS: Optimizing 3D Gaussian Splatting to Satisfy Physics Objectives

Recent advances in Gaussian Splatting have enabled fast, high-fidelity 3D scene generation, yet these methods remain purely visual and lack an understanding of how shapes behave in the physical world. We introduce Physics-Guided 3D Gaussian Splatting (PG-3DGS), a framework that couples differentiable physics simulation with 3D Gaussian representations to generate 3D structures satisfying physics functionalities. By allowing physical objectives to guide the shape optimization process alongside visual losses, our approach produces geometries that are not only photometrically accurate but also physically functional. The model learns to adjust shapes so that the generated objects exhibit physically meaningful behaviors, for example, teapots that can pour and airplanes that can generate lift, without sacrificing visual quality. Experiments on pouring and aerodynamic lift tasks show that PG-3DGS improves physical functionality while preserving visual quality. In addition to simulation gains, bench-top physical lift tests with 3D-printed aircraft (Cessna, B-2 Spirit, and paper plane) under identical airflow conditions show higher scale-measured lift for PG-3DGS, generated structures than an appearance-matching baseline in all three cases. Our unified framework connects appearance-based reconstruction with physics-based reasoning, enabling end-to-end generation of 3D structures that both look realistic and function correctly.
Zachary Lee, Maxwell Jacobson, Yexiang Xue
May 11, 2026cs.RO

MAGS-SLAM: Monocular Multi-Agent Gaussian Splatting SLAM for Geometrically and Photometrically Consistent Reconstruction

Collaborative photorealistic 3D reconstruction from multiple agents enables rapid large-scale scene capture for virtual production and cooperative multi-robot exploration. While recent 3D Gaussian Splatting (3DGS) SLAM algorithms can generate high-fidelity real-time mapping, most of the existing multi-agent Gaussian SLAM methods still rely on RGB-D sensors to obtain metric depth and simplify cross-agent alignment, which limits the deployment on lightweight, low-cost, or power-constrained robotic platforms. To address this challenge, we propose MAGS-SLAM, the first RGB-only multi-agent 3DGS SLAM framework for collaborative scene reconstruction. Each agent independently builds local monocular Gaussian submaps and transmits compact submap summaries rather than raw observations or dense maps. To facilitate robust collaboration in the presence of monocular scale ambiguity, our framework integrates compact submap communication, geometry- and appearance-aware loop verification, and occupancy-aware Gaussian fusion, enabling coherent global reconstruction without active depth sensors. We further introduce ReplicaMultiagent Plus benchmark for evaluating collaborative Gaussian SLAM. Intensive experiments on synthetic and real-world datasets show that MAGS-SLAM achieves competitive tracking accuracy and comparable or superior rendering quality to state-of-the-art RGB-D collaborative Gaussian SLAM methods while relying only RGB images.
Zhihao Cao, Qi Shao, Shuhao Zhai +3
May 11, 2026cs.CV

UAV-Assisted Scan-to-Simulation for Landslides Using Physics-Informed Gaussian Splatting

Landslide monitoring and simulation play an important role in urban safety assessment and disaster prevention. Existing landslide simulation pipelines typically rely on digital elevation model and mesh-based representations, which are suitable for geometric analysis, but often lack visual realism. This limitation reduces their effectiveness in interactive applications, hazard communication, and public education. In this paper, we propose a UAV-based scan-to-simulation framework that bridges photorealistic scene capture and physics-based landslide simulation through 3DGS. Specifically, our pipeline includes four stages: (1) UAV-based acquisition of slope imagery, (2) reconstruction of a low-anisotropy 3DGS scene representation, (3) volumetric conversion of the target simulation region by filling the interior of the surface-based model, and (4) integration with the Material Point Method (MPM) for landslide simulation. We validate the proposed framework on a real landslide site in Hong Kong that experienced a severe landslide event. The results show that our method supports both realistic visual reconstruction and effective simulation.
Zhenyu Liang, Jack C. P. Cheng
May 11, 2026cs.CV

TransmissiveGS: Residual-Guided Disentangled Gaussian Splatting for Transmissive Scene Reconstruction and Rendering

Transmissive scenes are ubiquitous in daily life, yet reconstructing and rendering them remains highly challenging due to the inherent entanglement between near-field reflections from the surrounding environment on the transmissive surface, and the transmitted content of the scene behind it. This coupling gives rise to dual surface geometries and dual radiance components within each observation, posing ambiguities for standard methods. We present TransmissiveGS, a novel framework for disentangled reconstruction and rendering of transmissive scenes. Specifically, we model the scene with a dual-Gaussian representation and introduce a deferred shading function to jointly render the two Gaussian components. To separate reflection and transmission, we exploit the inherent multi-view inconsistency of reflections and leverage the residuals from reconstructing multi-view consistent content as cues for disentangled geometry and appearance modeling. We further propose a reflection light field that enables high-fidelity estimation of near-field reflections. During training, we introduce a high-frequency regularization to preserve fine details. We also contribute a new synthetic dataset for evaluating transmissive surface reconstruction. Experiments on both synthetic and real-world scenes demonstrate that TransmissiveGS consistently outperforms prior Gaussian Splatting-based methods in both reconstruction and rendering quality for transmissive scenes.
Zhenyu Liang, Xiao Zhang, Tianchao Li +2
May 11, 2026cs.LG

Active Learning for Gaussian Process Regression Under Self-Induced Boltzmann Weights

We consider the active learning problem where the goal is to learn an unknown function with low prediction error under an unknown Boltzmann distribution induced by the function itself. This self-induced weighting arises naturally in problems such as potential energy surface (PES) modeling in computational chemistry, yet poses unique challenges as the target distribution is unknown and its partition function is intractable. We propose \texttt{AB-SID-iVAR}, a Gaussian Process-based acquisition function that approximates the intractable Bayesian target distribution in closed form while avoiding partition function estimation, and is applicable to both discrete and continuous input domains. We also analyze a Thompson sampling alternative (\texttt{TS-SID-iVAR}) as a higher variance Monte Carlo variant. Despite the unknown target, under mild conditions, we establish that the terminal prediction error vanishes with high probability, and provide a tighter average-case guarantee. We demonstrate consistent improvements over existing approaches in this setting on synthetic benchmarks and real-world PES modeling and drug discovery tasks.
Jixiang Qing, Henry Moss, Matthias Sachs
May 11, 2026cs.CV

CausalGS: Learning Physical Causality of 3D Dynamic Scenes with Gaussian Representations

Learning a physical model from video data that can comprehend physical laws and predict the future trajectories of objects is a formidable challenge in artificial intelligence. Prior approaches either leverage various Partial Differential Equations (PDEs) as soft constraints in the form of PINN losses, or integrate physics simulators into neural networks; however, they often rely on strong priors or high-quality geometry reconstruction. In this paper, we propose CausalGS, a framework that learns the causal dynamics of complex dynamic 3D scenes solely from multi-view videos, while dispensing with the reliance on explicit priors. At its core is an inverse physics inference module that decouples the complex dynamics problem from the video into the joint inference of two factors: the initial velocity field representing the scene's kinematics, and the intrinsic material properties governing its dynamics. This inferred physical information is then utilized within a differentiable physics simulator to guide the learning process in a physics-regularized manner. Extensive experiments demonstrate that CausalGS surpasses the state-of-the-art on the highly challenging task of long-term future frame extrapolation, while also exhibiting advanced performance in novel view interpolation. Crucially, our work shows that, without any human annotation, the model is able to learn the complex interactions between multiple physical properties and understand the causal relationships driving the scene's dynamic evolution, solely from visual observations.
Nengbo Lu, Minghua Pan
May 11, 2026cs.CV

VeloGauss: Learning Physically Consistent Gaussian Velocity Fields from Videos

In this paper, we aim to jointly model the geometry, appearance, and physical information of 3D scenes solely from dynamic multi-view videos, without relying on any physical priors. Existing works typically employ physical losses merely as soft constraints or integrate physical simulations into neural networks; however, these approaches often fail to effectively learn complex motion physics. Although modeling velocity fields holds the potential to capture authentic physical information, due to the lack of appropriate physical constraints, current methods are unable to correctly learn the interaction mechanisms between rigid and non-rigid particles. To address this, we propose VeloGauss, designed to learn the physical properties of complex dynamic 3D scenes without physical priors. Our method learns the velocity field for each Gaussian particle by introducing a Physics Code and a Particle Dynamics System, and ultimately incorporates Global Physical Constraints to ensure the physical consistency of the scene. Extensive experiments on four public datasets demonstrate that our method outperforms achieves state-of-the-art performance in both Novel View Interpolation and Future Frame Extrapolation tasks.
Nengbo Lu, Bin Zhao
May 11, 2026cs.RO

Learning Point Cloud Geometry as a Statistical Manifold: Theory and Practice

Point clouds are a fundamental representation for robotic perception tasks such as localization, mapping, and object pose estimation. However, LiDAR-acquired point clouds are inherently sparse and non-uniform, providing incomplete observations of the underlying scene geometry. This makes reliable geometric reasoning challenging and degrades downstream perception performance. Existing approaches attempt to compensate for these limitations by estimating local geometry, but often rely on hand-crafted statistics or end-to-end supervised learning, which can suffer from limited scalability or require large amounts of accurately labeled data. To address these challenges, we explicitly model point cloud geometry under a principled mathematical formulation. We represent local geometry as a statistical manifold induced by a family of Gaussian distributions, where each point is associated with a Gaussian capturing its local geometric structure. Based on this formulation, we introduce Point-to-Ellipsoid (POLI), a deep neural estimator that predicts per-point Gaussian geometry. POLI learns a mapping from point cloud observations to their underlying geometry in a self-supervised manner, removing the need for labeled data while preserving strong geometric inductive biases. The resulting representation integrates seamlessly into existing robotic perception pipelines without architectural modifications. Extensive experiments show that POLI enables accurate and robust geometry estimation and consistently improves performance across diverse robotic perception tasks.
Jinwoo Lee, Jiwoo Kim, Woojae Shin +2
May 11, 2026cs.CV

DySurface: Consistent 4D Surface Reconstruction via Bridging Explicit Gaussians and Implicit Functions

While novel view synthesis (NVS) for dynamic scenes has seen significant progress, reconstructing temporally consistent geometric surfaces remains a challenge. Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) offer powerful dynamic scene rendering capabilities; however, relying solely on photometric optimization often leads to geometric ambiguities. This results in discontinuous surfaces, severe artifacts, and broken surfaces over time. To address these limitations, we present DySurface, a novel framework that bridges the effectiveness of explicit Gaussians with the geometric fidelity of implicit Signed Distance Functions (SDFs) in dynamic scenes. Our approach tackles the structural discrepancy between the forward deformation of 3DGS (canonical→dynamiccanonical \rightarrow dynamic) and the backward deformation required for volumetric SDF rendering (dynamic→canonicaldynamic \rightarrow canonical). Specifically, we propose the VoxGS-DSDF branch that leverages deformed Gaussians to construct a dynamic sparse voxel grid, providing explicit geometric guidance to the implicit SDF field. This explicit anchoring effectively regularizes the volumetric rendering process, significantly improving surface reconstruction quality, with watertight boundaries and detailed representations. Quantitative and qualitative experiments demonstrate that DySurface significantly outperforms state-of-the-art baselines in geometric accuracy metrics while maintaining competitive rendering performance.
Minje Kim, Younghyun Noh, Jaesoon Kim +1
May 11, 2026cs.CV

PaMoSplat: Part-Aware Motion-Guided Gaussian Splatting for Dynamic Scene Reconstruction

Dynamic scene reconstruction represents a fundamental yet demanding challenge in computer vision and robotics. While recent progress in 3DGS-based methods has advanced dynamic scene modeling, obtaining high-fidelity rendering and accurate tracking in scenarios with substantial, intricate motions remains significantly challenging. To address these challenges, we propose PaMoSplat, a novel dynamic Gaussian splatting framework incorporating part awareness and motion priors. Our approach is grounded in two key observations: 1) Parts serve as primitives for scene deformation, and 2) Motion cues from optical flow can effectively guide part motion. Specifically, PaMoSplat initializes by lifting multi-view segmentation masks into 3D space via graph clustering, establishing coherent Gaussian parts. For subsequent timestamps, we leverage a differential evolutionary algorithm to estimate the rigid motion of these parts using multi-view optical flow cues, providing a robust warm-start for further optimization. Additionally, PaMoSplat introduces an adaptive iteration count mechanism, internal learnable rigidity, and flow-supervised rendering loss to accelerate and optimize the training process. Comprehensive evaluations across diverse scenes, including real-world environments, demonstrate that PaMoSplat delivers superior rendering quality, improved tracking precision, and faster convergence compared to existing methods. Furthermore, it enables multiple part-level downstream applications, such as 4D scene editing.
Yinan Deng, Jianyu Dou, Jiahui Wang +3
May 11, 2026stat.ML

Characterizing the Generalization Error of Random Feature Regression with Arbitrary Data-Augmentation

This paper aims at analyzing the regularization effect that data augmentation induces on supervised regression methods in the proportional regime, where the number of covariates grows proportionally to the number of samples. We provide a tight characterization of the test error, measured in mean squared error, in terms only of the population quantities of the true data, as well as first and second order statistics of the augmentation scheme. Our results are valid under misspecified feature maps, and for any network architecture where only the last readout layer is trained, and the rest of the network is either frozen or randomly initialized. We specify our results in the case of Gaussian data, and show that our asymptotic characterization is tight in this setting.
Lucas Morisset, Alain Durmus, Adrien Hardy
May 11, 2026cs.CV

AdaptSplat: Adapting Vision Foundation Models for Feed-Forward 3D Gaussian Splatting

This work explores a simple yet powerful lightweight adapter design for feed-forward 3D Gaussian Splatting (3DGS). Existing methods typically apply complex, architecture-specific designs on top of the generic pipeline of image feature extraction →\rightarrow multi-view interaction →\rightarrow feature decoding. However, constrained by the scale bottleneck of 3D training data and the low-pass filtering effect of deep networks, these methods still fall short in cross-domain generalization and high-frequency geometric fidelity. To address these problems, we propose AdaptSplat, which demonstrates that without complex component engineering, introducing a single adapter of only 1.5M parameters into the generic architecture is sufficient to achieve superior performance. Specifically, we design a lightweight Frequency-Preserving Adapter (FPA) that extracts direction-aware high-frequency structural priors from the shallow features of a powerful vision foundation model backbone, and seamlessly integrates them into the generic pipeline via high-frequency positional encodings and adaptive residual modulation. This effectively compensates for the high-frequency attenuation caused by over-smoothing in deep features, improving the fitting accuracy of Gaussian primitives on complex surfaces and sharp boundaries. Extensive experiments demonstrate that AdaptSplat achieves state-of-the-art feed-forward reconstruction performance on multiple standard benchmarks, with stable generalization across domains. Code available at: https://github.com/xmw666/AdaptSplat.
Mingwei Xing, Xinliang Wang, Yifeng Shi
May 11, 2026cs.CV

SDTalk: Structured Facial Priors and Dual-Branch Motion Fields for Generalizable Gaussian Talking Head Synthesis

High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To address this issue, we propose SDTalk, a one-shot 3D Gaussian Splatting (3DGS)-based framework that generalizes to unseen identities without personalized training or fine-tuning. Our framework comprises two modules with a two-stage training strategy. In the first stage, we incorporate structured facial priors into the reconstruction module and separately predict 3DGS parameters for visible and occluded regions, enabling complete head reconstruction from a single image. In the second stage, we introduce a dual-branch motion field to model coarse and fine facial dynamics, improving detail fidelity and lip synchronization. Experiments demonstrate that SDTalk surpasses existing methods in both visual quality and inference efficiency.
Peng Jia, Zhen Xiao, Jia Li +3
May 10, 2026cs.CV

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

Feedforward 3D Gaussian Splatting (3DGS) often struggles in trajectory-based sparse-view driving scenes. Existing Gaussian repair methods mainly target optimization-based 3DGS, while diffusion-based repair is typically restricted to iterative refinement near observed viewpoints, leaving feedforward 3DGS repair underexplored. We propose ConFixGS, a plug-and-play method that learns to fix feedforward 3DGS with confidence-aware diffusion priors. Starting from a pretrained feedforward model, ConFixGS generates diffusion-enhanced local pseudo-targets and validates them through reprojection-based cross-checking against support views. The resulting dense confidence maps guide refinement, enhancing reliable details while suppressing hallucinated or inconsistent evidence. On Waymo, nuScenes, and KITTI, ConFixGS improves challenging novel view synthesis, with PSNR gains of up to 3.68 dB and FID reduced by nearly half. Our results highlight confidence-aware fusion of generative priors and support-view consistency as a key principle for robust feedforward 3D driving scene reconstruction.
Rui Song, Tianhui Cai, Markus Gross +5
May 10, 2026cs.CV

BEA-GS: BEyond RAdiance Supervision in 3DGS for Precise Object Extraction

Most Gaussian Splatting techniques that provide a 3D semantic representation of the scene do not optimize the underlying 3D geometry, making object-level editing or asset extraction challenging. Recent methods, such as COBGS, Trace3D, ObjectGS, acknowledge this limitation and propose approaches that modify the scene's geometry to represent the underlying semantics. We advance this concept further by proposing a novel solution that provides near perfect boundaries in object extraction. We do so by introducing two new losses in the optimization that take care of: 1) a loss that modifies the geometry of visible Gaussians to respect semantic boundaries, and 2) a loss that adjusts the geometry of non-visible Gaussians that appear once the object is extracted. Our first loss propagates gradients directly through the rasterization, allowing for seamless integration within the optimization of the Gaussian parameters. The second loss also propagates gradients to Gaussian parameters but does so without passing through the rasterization, enabling modification of the scene's geometry even when little transmittance reaches a Gaussian (partial or non-visible). Exhaustive comparisons with 12 state of the art methods across 4 datasets, using six metrics, demonstrate that our approach produces overall the best boundary segmentation to date.
Alessio Mazzucchelli, Maria Naranjo-Almeida, Jorge Bustos-Sanchez +4
May 10, 2026cs.CV

GSMap: 2D Gaussians for Online HD Mapping

Accurate High-Definition (HD) map construction is critical for autonomous driving, yet existing methods face a fundamental trade-off: vectorization-based approaches preserve topology but struggle with geometric fidelity, while rasterization-based approaches enable precise geometric supervision but produce unstructured outputs. To bridge this gap, we propose GSMap, a novel framework that unifies both paradigms via a learnable 2D Gaussian representation. Each map element is modeled as an ordered sequence of 2D Gaussians, whose centers correspond to the vertices of the vectorized polyline/polygon. This formulation enables simultaneous optimization through: (1) Differentiable rasterization that enforces pixel-level geometric constraints, and (2) Topology-aware vectorization that maintains structural regularity. Experiments on both nuScenes and Argoverse2 demonstrate that our Gaussian-based representation effectively unifies geometric and topological learning, achieving significant performance improvements and demonstrating strong compatibility with existing HD mapping architectures. Code will be available at https://github.com/peakpang/GSMap
Zhenxuan Zeng, Lingxuan Wang, Sheng Yang +4
May 10, 2026cs.GR

LagrangianSplats: Divergence-Free Transport of Gaussian Primitives for Fluid Reconstruction

Reconstructing 3D fluid velocity fields from sparse 2D video observations is a highly ill-posed inverse problem, demanding both transport consistency with observed motion and physical validity under fluid laws. Existing methods typically impose these constraints through soft penalties, often leading to compromised accuracy and convergence issues. We introduce a reconstruction framework that structurally enforces both constraints. Specifically, we parameterize the reconstructed velocity using a continuous Divergence-Free Kernel representation, driving the advection of a Lagrangian 3D Gaussian Splatting representation. This formulation intrinsically guarantees both flow incompressibility and long-range transport coherence by construction. To enable the efficient optimization of such a constrained system, we introduce a novel Sliding Window scheme that propagates gradients over meaningful temporal horizons while maintaining tractable training costs. Experiments on synthetic and real-world datasets demonstrate that our method outperforms state-of-the-art baselines in both transport consistency and physical accuracy, enabling applications such as high-quality re-simulation and flow analysis.
Ningxiao Tao, Baoquan Chen, Mengyu Chu
May 10, 2026cs.GR

CAGS: Color-Adaptive Volumetric Video Streaming with Dynamic 3D Gaussian Splatting

Volumetric video (VV) streaming enables real-time, immersive access to remote 3D environments, powering telepresence, ecological monitoring, and robotic teleoperation. These applications turn VV streaming into a real-time interface to remote physical environments, imposing new system-level demands for photorealistic scene representation, low-latency interaction, and robust performance under heterogeneous networks. 3D Gaussian Splatting (3DGS) has been widely used for real-time photorealistic rendering, offering superior visual quality and rendering performance, but it faces challenges due to bandwidth consumption. Furthermore, as the foundation of adaptive VV streaming, existing Levels of Detail (LoD) methods based on density are not well-suited to Gaussian representations, leading to visible gaps and severe quality degradation. Recent studies have also explored attribute compression techniques to reduce bandwidth consumption. Our preliminary studies reveal that aggressive attribute compression primarily causes color distortion, which can be effectively corrected in the rendered image using a reference image. Motivated by these findings, we propose a novel Color-Adaptive scheme for adaptive VV streaming that uses vector quantization (VQ) to establish LoDs and correct color distortions with low-resolution reference images. We further present CAGS, an adaptive VV streaming system compatible with diverse Gaussian representations, which integrates the Color-Adaptive scheme by rendering reference images on the streaming server and performing color restoration on the client. Extensive experiments on our prototype system demonstrate that CAGS outperforms the existing adaptive streaming systems in PSNR by 5∼\sim20 dB under fluctuating bandwidth, operates significantly faster than existing scalable Gaussian compression methods, and generalizes across different Gaussian representations.
Daheng Yin, Yili Jin, Jianxin Shi +7
May 9, 2026cs.RO

Smoothing Out the Edges: Continuous-Time Estimation with Gaussian Process Motion Priors on Factor Graphs

Continuous-time state estimation is gaining in popularity due to its abilities to provide smooth solutions, handle asynchronous sensors, and interpolate between data points. While there are two main paradigms, parametric (e.g., temporal basis functions, splines) and nonparametric (Gaussian processes), the latter has seen less adoption despite its technical advantages and relative ease of implementation. In this article, we seek to rectify this situation by providing a new simplified explanation of GP continuous-time estimation rooted in the language of factor graphs, which have become the de facto estimation paradigm in much of robotics. To simplify onboarding, we also provide three working examples implemented in the popular GTSAM estimation framework.
Connor Holmes, Sven Lilge, Zi Cong Guo +2
May 9, 2026cs.CV

Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination

Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To realize our framework, we introduce a process (and associated dataset) that captures real VP scenes under varying background content and illumination conditions. This data is used to decompose a 3D scene into fixed appearance and variable lighting components. The variable lighting process simulates light transport by parameterizing each primitive with a UV coordinate, intensity value and resolution modifier. Using mipmaps, these directly sample the background texture in image space - implicitly capturing reflections and refractions without physically-based rendering. Combined with the fixed appearance component, this allows us to render relit scenes using a Gaussian Splatting rasterizer. Compared to baselines, our approach achieves higher-quality 3D reconstruction and controllable relighting. The method is efficient (<3 GB RAM, <5 GB VRAM, <2 hours training, ~35 FPS) and supports rendering useful arbitrary output variables including depth, lighting intensity, lighting color, and unlit renders.
Adrian Azzarelli, Nantheera Anantrasirichai, James Pollock +1
May 9, 2026cs.CV

ReorgGS: Equivalent Distribution Reorganization for 3D Gaussian Splatting

A converged 3D Gaussian Splatting (3DGS) model may approximate the target scene while remaining poorly parameterized for further optimization. We identify this failure mode as \emph{parameterization degeneration}: high-opacity floaters attenuate gradients to true surfaces through alpha compositing, and redundant overlapping clusters create strongly coupled parameter blocks with nearly collinear Jacobian responses. These effects explain why continued optimization can plateau even when the model still contains removable artifacts. We propose ReorgGS, an equivalent distribution reorganization method for converged 3DGS models. ReorgGS treats the existing Gaussian set as an empirical probability field, resamples centers from it, estimates local anisotropic covariances with kNN, initializes low opacity, and continues optimization with the original 3DGS renderer and loss. Unlike opacity reset, which only rescales opacity on the old overlap graph, ReorgGS rebuilds centers, covariances, and visibility structure, thereby changing the graph itself. Our analysis shows that distributional equivalence is not optimization equivalence. The reorganized model preserves scene support while improving gradient accessibility under alpha compositing and reducing opacity-weighted overlap, thereby weakening local parameter coupling during subsequent optimization. Under the same additional optimization budget, ReorgGS improves fitting quality at a fixed Gaussian count, suppresses persistent floaters, and reduces rendering overhead from redundant overlap.
Luchao Wang, Kaimin Liao, Qian Ren +3