Gaussian Splatting

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19 papers in the last 28 days · 0.3% of indexed attention

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Period ending 2026-09-21

7 new papers

A weekly snapshot of new work published in Gaussian Splatting.

Period ending 2026-09-14

8 new papers

A weekly snapshot of new work published in Gaussian Splatting.

Period ending 2026-09-07

2 new papers

A weekly snapshot of new work published in Gaussian Splatting.

167 papers

Latest in Gaussian Splatting

Sep 17, 2026cs.RO

CoRef-GS: Cooperative Referring Gaussian Splatting for Multi-Agent Scene Understanding

Referring scene understanding for embodied robots requires grounding object- and relation-centric language queries from a designated viewpoint. While a local semantic Gaussian map can support such grounding within one agent's observations, cooperative settings require this ability to remain effective after independently reconstructed maps are aligned and fused. In this setting, the referred target or its contextual landmark may come from another agent's observations, while spatial relations must still be interpreted from the querying robot's viewpoint. We formulate this problem as cooperative referring Gaussian grounding over fused maps, which requires geometric alignability, instance-level semantic comparability, and view-conditioned relation reasoning. Existing language-aware Gaussian methods mainly focus on single-map querying, whereas Gaussian registration methods optimize geometric or photometric alignment without preserving language-grounding-oriented semantic compatibility. We propose CoRef-GS, a cooperative referring Gaussian splatting framework. CoRef-GS constructs local open-vocabulary instance-aware Gaussian maps, then aligns partially overlapping maps with a cross-agent alignment module by geometric and semantic consistency, and grounds queries using a view-conditioned mask relation graph. We further introduce CoQuad-Ref, a dual-quadruped benchmark spanning both real-world and simulated indoor scenes. Experiments show that, on simulated scenes, CoRef-GS reduces the rotation error from 2.58° after coarse initialization to 0.15° after refinement, and improves real-world referring mIoU over ReferSplat from 52.6% to 68.8%. The established benchmark and source code will be publicly released at https://github.com/ruojiruoli17/CoRef-GS.git.
Zhikun Zhou, Kunyu Peng, Runyi Yang +7
Sep 17, 2026cs.CV

EliGSiR: Continual RGB-D Mapping with Gaussian Splatting under Bounded Compute

Conventional 3D Gaussian Splatting assumes a closed set of observations and long optimization schedules. Continual RGB-D mapping in contrast poses the problem that new observations arrive online, while previously reconstructed regions must be preserved. We present EliGSiR (Evidence-guided Load-adaptive Incremental Gaussian Splatting with Image Replay), a continual Gaussian mapper that controls how the available optimization budget is used as the reconstruction evolves. Map-Guided View Scheduling filters redundant incoming views and reconsiders retained views according to the current state of the map. Load-Adaptive Fidelity adjusts supervision resolution to the current mapping load instead of following a fixed resolution schedule. Targeted Geometry Growth separates depth supervision from Gaussian creation and adds geometric capacity only where repeated RGB-D observations indicate missing or misplaced structure. Together, these mechanisms adapt which views are optimized, how much image detail is used, and where the representation grows while mapping remains active. We evaluate EliGSiR on Replica, TUM RGB-D, ScanNet++, and real RGB-D sensor sequences, considering both the final reconstruction and the map available throughout acquisition. On TUM RGB-D fr3/long_office_household, EliGSiR reaches 21.52 dB with the same ground-truth mapping poses used by the controlled baselines, compared with 19.42 dB for SplaTAM. In the tracked-pose comparison, EliGSiR with live ORB-SLAM3 poses reaches 23.02 dB in 155.5 s, compared with 20.10 dB in 230.9 s for CaRtGS using its native tracker. We further evaluate reconstruction throughout acquisition and show how EliGSiR adaptive view scheduling, supervision fidelity, and geometry growth improve the use of the available mapping budget.
Björn Ellensohn, Elmar Rueckert, Christian Rauch
Sep 17, 2026cs.CV

GS-PI: An Optimization-Decoupled Appearance Decomposition Approach for Generating PBR Gaussian Assets

Gaussian Splatting (GS) excels at novel-view synthesis but encodes baked-in radiance, tightly entangling illumination with geometry and preventing seamless integration into physically based rendering (PBR) pipelines. Existing inverse-rendering methods attempt to disentangle materials via joint optimization, but often suffer from competing objectives that cause severe ambiguities and residual lighting artifacts. To overcome this, we present GS-PI, a novel optimization-decoupled framework that casts PBR material generation as a geometry-conditioned diffusion process on 3D point clouds. By operating directly in the 3D domain, our method inherently guarantees multi-view consistency, sidestepping the severe pixel correspondence issues that challenge 2D diffusion approaches. We introduce a multi-scale cross-view conditioning mechanism that integrates three complementary components: a global semantic prior, source-anchored photometric cues, and an absolute spatial learned view-direction conditioning signal. This design efficiently compresses complex multi-view evidence, mitigating cross-view projection misalignment and successfully preventing specular highlights from baking into intrinsic colors. By extracting a point cloud from a pre-trained Gaussian model, predicting PBR attributes via conditional diffusion, and distilling them back through differentiable rasterisation, we yield a fully relightable PBR-GS asset. GS-PI outperforms recent inverse-rendering baselines while replacing per-scene joint illumination/BRDF optimization with a learned diffusion pass followed by a short target-driven distillation, without requiring proxy meshes.
Jieting Xu, Rengan Xie, Zijian Huang +3
Sep 16, 2026cs.CV

RGS: Reflection-aware Gaussian Splatting via Learning Geometry Continuity for Reflective Objects

Gaussian Splatting has significantly improved the quality of novel view synthesis with explicit Gaussian representation. However, we observed that existing 3D Gaussian Splatting methods (3DGS) often suffer from surface collapse issues on reflective regions, and thus produce inferior geometry and low-quality specular. In this work, we propose a physically-based deferred rendering framework, named Reflection-aware Gaussian Splatting (RGS), that can accurately model specular regions and improve novel view synthesis performance. Specifically, we found that a powerful 3D foundation model can provide a strong 3D geometric prior to foster correct geometric modeling. Based on this, we propose a cross-view shape consistency regularization to regularize the geometry surface with the large model prior and cross-view constraints. In this manner, our RGS can produce smoother geometric surfaces on reflective regions while reducing geometric hollows. To further improve rendering results on reflective regions, we present a reflection-aware densification strategy that is designed to capture specular variations across various views. With this strategy, our RGS is able to render novel views of objects in higher quality. Extensive experiments demonstrate our method consistently renders high-quality reflective objects, achieving state-of-the-art performance.
Xiaobiao Du, Yida Wang, Cheng Bi +2
Sep 15, 2026cs.RO

BRAVE-6D: Benchmark for Robotic Active Vision in 6DOF Pose Estimation

Detecting and grasping small objects remains a significant challenge in robotics. Active vision, where the robot moves closer to the object, is an intuitive solution, yet comparing approaches on common ground is difficult since identical physical scene setups are required. Hence, we introduce BRAVE-6D, a benchmark designed to evaluate robotic active vision systems for object pose estimation, a crucial first step in grasping objects. BRAVE-6D leverages view synthesis based on Gaussian Splats (3DGS) to provide scenes and tools for benchmarking active vision systems. We show baseline solutions performing visual servoing within the scene and accurately estimating the poses of small objects.
Philipp Ausserlechner, Bernhard Neuberger, Alessandro Scherl +3
Sep 15, 2026cs.CV

HLC-GS: Risk-Map-Guided Height-Layer Consistency Gaussian Splatting for DSM Reconstruction from Optical Satellite Imagery

A Digital Surface Model (DSM) is a fundamental geospatial data product for representing the elevation of the Earth's surface. Recently, 3D Gaussian Splatting (3DGS) has shown considerable potential for DSM reconstruction from multi-view optical satellite imagery due to its explicit scene representation and efficient optimization. However, in 3DGS-based DSM generation, alpha-weighted aggregation of Gaussian altitudes may blend splats from different height layers at the same rendered pixel or DSM sampling location, producing non-physical intermediate elevations and height-layer mixing errors. To address this problem, we propose HLC-GS, a risk-map-guided height-layer consistency Gaussian Splatting method for DSM reconstruction from optical satellite imagery. HLC-GS consists of a risk map module, a dominant-layer reliability correction module, and a secondary-layer suppression module. The risk map localizes high-risk pixels with abnormal height dispersion and unreliable dominant-layer responses, while the latter two modules regularize unreliable dominant-layer responses and suppress weakly supported far secondary-layer responses. Extensive experiments are conducted on the DFC2019 and IARPA2016 datasets. Compared with six state-of-the-art DSM reconstruction methods, HLC-GS achieves better overall accuracy. Compared with the latest and precision-enhanced EOGS, HLC-GS reduces the average MAE from 1.46 m to 1.18 m and the average RMSE from 2.78 m to 2.58 m over the evaluated scenes, while improving PAG2.5_{2.5} from 86.09% to 88.61%. Overall, these results demonstrate that explicitly modeling per-pixel height-layer consistency alleviates height-layer mixing and improves the geometric quality of 3DGS-based DSM reconstruction from optical satellite imagery.
Jie Yang, Yingdong Pi, Qiyan Luo +3
Sep 14, 2026cs.CV

NOVA-GS: Noise-Aware View-Consistent Gaussian Splatting for Low-Light Novel View Synthesis

Reconstructing 3D scenes under real-world low-light conditions remains challenging due to severe sensor noise, low signal-to-noise ratios, and degraded photometric consistency, which destabilize geometry estimation and novel view synthesis. Existing approaches often rely on well-lit reference data for reliable Structure-from-Motion (SfM) initialization under degraded inputs or apply per-view enhancement methods that introduce cross-view inconsistencies. To address these limitations, we propose \textbf{NOVA-GS}, a unified noise-aware framework for low-light 3D Gaussian Splatting that subsumes enhancement, denoising, and geometry optimization within a single process. Our method leverages VGGT-based feed-forward estimation to obtain robust camera poses and geometry directly from degraded inputs, eliminating the need for SfM. Building on this initialization, NOVA-GS integrates three coupled components: a structure-aware enhancement module for exposure correction, a self-supervised denoising module with blind-spot masking for pseudo-supervision, and a consistency-driven Gaussian Splatting optimization enforcing cross-view geometric coherence. We further introduce a noise-guided spherical harmonic regularization to suppress view-dependent artifacts in noisy regions. Extensive experiments on diverse real-world low-light datasets demonstrate improved geometric fidelity, color consistency, and robustness without requiring paired supervision or well-lit references. https://shaurya2524.github.io/nova-gs/
Shaurya Pavan A, Vemunuri Divya Madhuri, Yash Pradeep Gawande +1
Sep 11, 2026cs.CV

Tri-DehazeGS: Scene--Medium Decoupled Gaussian Splatting with Transmittance-Aware Optimization

Recovering clean 3D scenes from hazy multi-view images is challenging because haze attenuates scene radiance and introduces atmospheric scattering. Recent scattering-aware Gaussian Splatting methods introduce physical haze models into reconstruction, but they often apply degradation in image space or bind medium-related variables to Gaussian primitives, which can entangle clean scene radiance with atmospheric effects. Moreover, low-transmittance regions provide weakened supervision for Gaussian optimization, causing distant or dense-haze areas to be under-reconstructed. We argue that clean reconstruction under haze requires both scene--medium disentanglement and transmittance-aware optimization rebalancing. To this end, we propose Tri-DehazeGS, a scene--medium decoupled Gaussian Splatting framework. It represents the clean scene with Gaussian primitives, models the participating medium using an independent view-shared tri-plane field, and composes hazy observations through a physical scattering model. We further introduce Medium-Decoupled Transmittance Gradient Compensation (MD-TGC), which compensates haze-suppressed gradients after medium freezing without altering forward rendering. Experiments on real and synthetic haze benchmarks show that Tri-DehazeGS improves clean novel-view reconstruction. Code is available at https://github.com/aptx46/Tri-DehazeGS.
Kui Jiang, Yang Gu, Jiacheng Liu +3
Sep 10, 2026cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.
Haolong Wang, Yicheng Zhan, Kaan Akşit +1
Sep 9, 2026cs.CV

Shape-guided Gaussian Splatting for Sparse-View X-ray 3D Reconstruction

Sparse-view X-ray 3D reconstruction is essential for reducing radiation exposure, but recovering a density field from a handful of X-ray projections is severely ill-posed. Recently, 3D Gaussian Splatting has achieved state-of-the-art performance in sparse-view reconstruction by representing the volume using explicit, optimized primitives, but it requires dozens of projected views. With fewer views, reconstruction quality degrades severely since the explicit primitives are optimized freely without any anatomical information. Anatomical structures, in contrast, share similar geometry and density across a population. Their variations are bounded within a limited range that statistical shape models can capture. This paper proposes a shape-guided Gaussian splatting framework for sparse-view X-ray 3D reconstructions. Our contribution lies in driving Gaussian positions toward anatomically valid configurations, alongside atlas-based density regularization. Our method ensures anatomically consistent reconstruction and improves PSNR by 2.83 dB over a state-of-the-art Gaussian splatting baseline with as few as 5 views. Code Available: https://github.com/polyshape-lab/ShapeGuidedGaussian
Pranav Poudel, Florence Dell'Aniello Picard, Nairouz Shehata +2
Sep 9, 2026cs.CV

LinearMask-GS: Stable-Mask Importance Pruning for Compact 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) enables real-time novel view synthesis but produces millions of primitives through adaptive densification, leading to significant storage overhead. Learned-mask pruning methods such as LP-3DGS address this by assigning each Gaussian a learnable mask to identify and prune redundant primitives. However, we identify a limitation of this paradigm: the steep slope of the Gumbel-Sigmoid activation drives mask values to the extremes within the short mask-training window, before the importance ranking has stabilized, producing a sharply bimodal distribution from which that ranking can no longer be reliably recovered. We propose LinearMask-GS, which replaces Gumbel-Sigmoid with a linear increment activation that keeps mask values in a mid-confidence regime throughout mask training, producing a stable, unimodal mask distribution whose ranking tracks importance. On Mip-NeRF 360, our method achieves 3.6x and 1.6x Gaussian reductions over 3DGS and LP-3DGS, respectively, while maintaining or improving rendering quality. For outdoor scenes, it yields a 1.6x reduction (from 2.18M to 1.36M) with notable gains in PSNR (+0.38 dB), SSIM (+0.025), and LPIPS (-0.029).
Donghun Ryu, Minhyeok Lee
Sep 8, 2026cs.DS

High-Magnetization Sampling at Low Temperatures: Ising Models and Bayesian Sparse Linear Regression

Sparsity is a powerful structural resource in optimization and statistics. We develop frameworks for leveraging sparsity in sampling problems over the Hamming slice Xkd:={x{±1}d:{i:xi=1}=k}\mathcal{X}_k^d:=\{\mathbf{x}\in\{\pm 1\}^d:|\{i:\mathbf{x}_i=1\}|=k\}, in high-dimensional regimes where kdk\ll d (i.e., where Xkd\mathcal{X}_k^d is \emph{highly magnetized}). We use our frameworks to design improved samplers for canonical problems in the study of \emph{Ising models} and \emph{Bayesian sparse linear regression}. Our first main result considers the \emph{Sherrington--Kirkpatrick} (SK) model restricted to fixed-magnetization slices Xkd\mathcal{X}_k^d. We give a polynomial-time sampler for fixed-magnetization SK models at any inverse temperature β>0β>0, under arbitrary external fields, provided that kcβdk\le c_βd for an appropriate constant cβc_β. By combining this result with an annealing strategy for estimating normalizing constants, we obtain polynomial-time samplers for the SK model at arbitrarily low temperatures under a sufficiently strong external field of strength hh. In the large-ββ limit, our framework permits sampling at field strengths within constant factors of the \emph{Almeida--Thouless line} delineating the replica-symmetric and replica-symmetry-breaking regions ([dAT78]), improving polynomially over the field strength h(β)h(β) required by the recent work of [BAR26]. Our second main result concerns the measurement complexity of polynomial-time Bayesian sparse linear regression. Recent work by [KSTZ25] shows how to sample from the canonical \emph{Gaussian spike-and-slab posterior} with expected sparsity kk, at any signal-to-noise ratio, given nk3log3dn\gtrsim k^3\log^3 d Gaussian measurements. We improve this requirement to nk3/2log2d+klog3dn\gtrsim k^{3/2}\log^2 d+k\log^3 d, using a common sparsity-aware framework underlying both our results.
Syamantak Kumar, Purnamrita Sarkar, Kevin Tian +1
Sep 8, 2026cs.CV

GSComplete: Gaussian Splat Completion with 2D Diffusion Priors

Gaussian splats provide a fast, high-fidelity representation for 3D objects but are often constructed from incomplete input data in practice, leaving missing regions. Existing completion methods either do not preserve the original splats or require scarcely available 3D training data. We propose GSComplete, which combines 3D generation based on Score Distillation Sampling with a novel preservation loss that encourages the original splats to be preserved where they should be visible. This effectively completes the Gaussian splat object using only 2D diffusion priors while fully preserving existing splats and generating new splats only in missing regions, without occluding the input. To evaluate our approach, we introduce a new dataset of partial Gaussian splat objects and show that GSComplete achieves significantly more accurate preservation of the input than existing methods with comparable plausibility of the completed result. Our code and dataset will be made available upon acceptance.
Elias Brugger, Philipp Erler, Stefan Ohrhallinger +1
Sep 8, 2026cs.CV

EdMCGS: Event-Driven Markov Chain Gaussian Splatting for Extreme-Low-Frame-Rate Dynamic Scene Reconstruction

We present EdMCGS (Event-driven Markov chain Gaussian Splatting), an end-to-end method for reconstructing dynamic 3D scenes from extreme-low-frame-rate RGB together with an event stream, which can then be rendered at any intermediate timestamp. Methods relying solely on RGB images generate numerous artifacts due to the lack of evidence from between consecutive frames. To supply this missing evidence, we model the scene motion as an event-driven Markov chain, in which the sparse RGB frames anchor the state at their own timestamps while the events recorded within an interval drive the transition across it. Since the transition reads the events of the current interval, it remains active at inference and produces the in-between motion of the 3D Gaussians directly from the events rather than by interpolation, which sets our method apart from prior work that uses events only as training-time supervision. The state is carried by a compact set of control points, each driven by the events sampled in the neighborhood of its own image projection, and a temporal local isometry term keeps the propagated motion locally rigid. Experiments on synthetic and real-world scenes show that EdMCGS outperforms both RGB-based and event-based baselines, while rendering in real time with far fewer Gaussians than the strongest event-based baseline. We release our source code and a new dataset at https://github.com/joseclipse/EdMCGS.
Yuzhong Wang, Wenmin Wang, Xinxing Yu
Sep 7, 2026cs.CV

TV-SGS: Gaussian Splatting with Geometric Information Propagation via Tensor Voting under sparse views

Gaussian Splatting has been effective in inferring scene representations that excel in novel view synthesis. Multiple splats cooperate seamlessly to synthesize the pixels of novel views and are jointly optimized even though they only affect each other indirectly, via pixels they project to in common. We present an approach that enables direct communication among splats to enhance the geometric structures they form in 3D. This is accomplished by Tensor Voting, which was originally designed to infer structures from noisy inputs and has been adapted here to provide supervision during test-time optimization, leading to more accurate scene geometry. We introduce a new class of 3D losses that do not rely on rendering and can be combined with essentially all losses previously reported in the literature. Our 3D losses are especially effective when the input views are sparse and geometric regularization is essential due to limited supervision from the images. Our method is easy to integrate with a diverse set of backbones, and our experiments on the DTU and Tanks-and-Temples datasets demonstrate that TV-SGS improves the geometry of the outputs compared to the backbone, while maintaining or improving rendering quality.
Harish N Sathishchandra, Philippos Mordohai
Sep 7, 2026cs.RO

Generalizable 6D Pose Estimation of Textureless Objects with Planar-based Gaussian Splatting

Estimating the 6D pose of textureless objects without prior CAD models remains a critical challenge due to the lack of appearance features. While recent generalizable approaches alleviate the dependence on object-specific models, their performance on low-texture objects is often limited by insufficient geometric constraints in the underlying representations. In this work, we propose PG-Pose, a geometry-aware framework combining Planar-based Gaussian Splatting (PGS) reconstruction and Geometry-driven pose optimization. In the offline representation extraction stage, three distinct representations of the object are extracted from multi-view reference RGB images with known poses. PG-Pose reconstructs a 3D Gaussian representation and renders high-fidelity depth maps to generate 3D point clouds through back projection. In the online pose inference stage, the initial pose of the input image is estimated by 2D-3D correspondence matching between the input image and the reconstructed 3D point clouds, followed by a PGS-Refiner for iterative pose optimization. Evaluations on the OnePose-LowTexture datasets, PG-Pose achieves an average accuracy of 94.2% ADD(S)@0.1d, with a 2.1% improvement average accuracy compared with the state-of-the-art (SOTA) GS-based approach. To further demonstrate the effectiveness of PG-Pose for industrial robots in grasping tasks, we deploy it on a dual-arm industrial robot and successfully realize the grasping task on an unseen object.
Jie Lu, Hengtan Zhang, Li Gong +7
Aug 31, 2026cs.CV

SMG: Semantic Motion Graph for Monocular Dynamic Gaussian Splatting

We study dynamic Gaussian Splatting from monocular videos. While recent advancements in dynamic Gaussian splatting offer a promising foundation for modeling dynamic scenes, they often overfit to the training views and fail under occlusion or complex scene motion due to the lack of reliable regularization signals in under-constrained regions. We propose Semantic Motion Graph (SMG), a novel approach models the Gaussian motion as the low-rank semantic motion. Our key insight is that the real-world scene motion is often structured by semantic coherence: regions that are spatially close and semantically related tend to exhibit consistent dynamics. To leverage this prior, we construct SMG to model structured motion of the scene. The Gaussian motion is driven by the motion of SMG nodes. We further observe that the uncertainty of Gaussian motion arises from both unreliable off-the-shelf priors and weakly constrained regions during optimization. SMG addresses this by using reliable graph nodes to guide the motion of nearby unreliable nodes. To evaluate dynamic Gaussian splatting under challenging real-world scenarios, we introduce a new multiview dataset collected under an ego-exo setup. Extensive experiments demonstrate that SMG achieves state-of-the-art performance on monocular dynamic Gaussian splatting across challenging real-world benchmarks. Project page: https://smg-gaussian.github.io/.
Haozheng Yu, Xinyu Yang, Rundong Luo +2
Aug 30, 2026cs.LG

When 3D Gaussian Splatting Recovers Real Surfaces

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

DReSG: Diffusion Residuals for Stylized Gaussian Splatting

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

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

We present LaGSplat (Latent Lagrangian Gaussian Splatting), a framework that infers interactive, physics-governed dynamics from one or a few monocular videos. At inference it lets a user push on the filmed object, rigid or deformable, with an external force that was never measured, annotated, or seen during training. This is possible because a low-dimensional latent state qRd\mathbf{q} \in \mathbb{R}^d plays two roles at once: it is the generalised coordinate of a learned dissipative Lagrangian and the conditioning variable of a Gaussian Splatting decoder. The inductive bias of this decoder, whose primitives are explicit points μi(q)μ_i(\mathbf{q}) that move with the object, is what lets a force ff applied in the image pull back into a latent generalised force J(q)fJ(\mathbf{q})^\top f and enter the equations of motion, which pixel-space (CNN) or neural-field (NeRF) decoders cannot do. We validate LaGSplat on test cases of increasing difficulty, from rigid to deformable and from autonomous to forced real systems, combining monocular video and sensor measurements. We further demonstrate interactive use: forces of arbitrary magnitude and direction can be applied to the reconstructed object at any time, its response rendered in real time, in 2D or 3D. Assuming a dissipative Euler-Lagrange equation over a few generalised coordinates trades generality for a bounded, plausible response to unseen forces, where an unconstrained predictor diverges.
Louen Pottier
Aug 11, 2026cs.CV

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

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

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

Gaussian-splatting proxies enable interactive rendering of volumetric medical scans, but a clipping plane exposes anatomy not constrained by external-view training and intersects primitives that conventional splatting can only keep or drop whole. We present XClipGS (eXact Clipping), which treats these as two separate problems: the render-time clip operator and supervision of the hidden interior. Under the local affine model used by EWA splatting, the ray integral of a half-space-restricted Gaussian factorizes exactly into its ordinary 2D footprint and a conditional Gaussian CDF whose argument is affine in pixel coordinates. The resulting closed-form per-pixel operator introduces no learned clipping parameters or auxiliary network and remains differentiable with respect to the primitive and plane. We use multi-distance reference views with varied clipping-plane axes and offsets to supervise the interior through the same operator. We also introduce a paired clipped/unclipped cut-face protocol with difference-referenced cut error (CDE) and culled-side leakage (Leak), because global image metrics dilute errors near the plane. On eight CT and MRI volumes with plane offsets not used for training, XClipGS attains the highest PSNR on every volume (33.56 versus 32.34 dB for ClipGS) while rendering at over 650 FPS, far above real time, versus 278 FPS. On voxel-axis cut-face views, it raises average band SSIM from 0.809 to 0.860 and leaks roughly 40 times less. Without retraining, it also achieves the best average across all four metrics on arbitrary-normal planes; on a fixed interior, it matches RaRa's face fidelity with about 16 times less leakage. Project page: https://gaozhongpai.github.io/XClipGS/
Zhongpai Gao, Benjamin Planche, Meng Zheng +4
Aug 5, 2026cs.CV

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

Recent advances in 4D Gaussian Splatting (4DGS) enable high-fidelity, real-time spatiotemporal rendering, but expose a fundamental trade-off between motion expressiveness and storage efficiency. While anchor-based designs achieve compactness through anchor-level parameter sharing, their rigid uniform parametrization enforces fixed Neural Gaussian counts and feature budgets per anchor. Consequently, insufficient fidelity is addressed by excessive anchor density, rather than lightweight, targeted increases in Neural Gaussian count or feature capacity, resulting in memory waste. To overcome this rigidity, we introduce an adaptive-capacity anchor-based framework that dynamically allocates the representational capacity based on local spatiotemporal demands. Adaptive Anchor Cardinality varies the number of Neural Gaussians per anchor, concentrating primitives in regions of high geometric or motion complexity while suppressing redundancy. In parallel, Adaptive Anchor Feature Masking modulates anchor-level feature channels, assigning rich features to complex regions and lightweight representations to simpler ones. Experiments on MPEG, Panoptic Sports, and N3DV datasets demonstrate substantial storage reduction without degrading visual quality. Notably, on challenging MPEG sequences with complex motion, our method achieves up to 1.5x higher compression than state-of-the-art anchor-based methods while preserving comparable quality.
Seunghyeon Song, Joo Chan Lee, Chanung Park +4
Aug 3, 2026cs.CV

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

Dynamic 4D Gaussian Splatting has emerged as an efficient representation for dynamic novel view synthesis through explicit scene modeling and real-time rendering. However, existing methods typically require dense multi-view videos for sufficient geometric constraints, making capture expensive and limiting sparse-camera deployment. Reducing input views lowers acquisition cost but weakens geometry supervision, often causing missing structures and floating Gaussians. Depth priors provide geometric cues, yet no single source offers both dense coverage and reliable geometry. Monocular depth provides dense structure but is scale-ambiguous and locally biased, whereas multi-view geometric depth provides incomplete anchors consistent with the reconstruction coordinate system. To exploit their complementarity, we propose D2^2-4DGS, a sparse-camera dynamic 4D Gaussian Splatting framework guided by dual-source depth priors. We align monocular estimates with valid multi-view geometric depths and verify their consistency to identify reliable geometric anchors. These verified anchors support consistency-aware pruning and depth supervision, while verified geometric depths and aligned mono-only estimates provide candidate geometry for densification in under-reconstructed regions. Finally, RGB-D joint optimization improves appearance fidelity and geometric consistency under sparse-view supervision. Across all nine dataset--view settings, D2^2-4DGS achieves the highest PSNR, improving by 1.33 dB on average over the best competing method in each setting.
Jijian Zhao
Jul 31, 2026cs.CV

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

3D Gaussian Splatting (3DGS) gives high-quality novel-view synthesis, but its adaptive radiance primitives are not directly usable as structured assets: opacity is not an additive area measure, refinement can change the induced geometry, and watertight mesh extraction can hallucinate collision surfaces in unobserved regions. We introduce Manifold-GS, a certified hybrid asset layer for Gaussian scenes. The method separates appearance opacity from geometric quadrature mass, represents surface-like Gaussians as a discrete unoriented varifold, and exports only confidence-certified open surface patches while retaining uncertified content as residual splats. It provides refinement-conservative mass transport, local realizability diagnostics, source-preserving patch bindings, and conservative collision candidates. On three DTU scenes, a frozen asset benchmark shows zero patch-defined edit leakage, texture round-trip PSNR of 30.1/35.3/33.7 dB, and lower collision floater area than official 2DGS meshes on all scenes, with large gaps on two scenes. The result is a precision-coverage tradeoff rather than a universal reconstruction claim. External-region annotations, phantom-collision probes, and 5k-face simplification further support the certified asset interpretation, while RGB-only experiments show that local realizability is not sufficient for sparse-view surface identifiability.
Boyang Li
Jul 30, 2026eess.IV

TSOG: A Format For Temporally And Spatially Ordered Gaussians

We propose Temporally and Spatially Ordered Gaussians (TSOG), a format for efficient representation of 4D Gaussian Splatting (4DGS) content. TSOG extends the Spatially Ordered Gaussians (SOG) framework to the temporal domain by introducing a timeline attribute and temporal parameterization of geometry and appearance attributes. Similar to SOG, TSOG is a lossy format that assigns each Gaussian a unique index and encodes attribute values as index-aligned image data. TSOG is model-agnostic, extensible, and compatible with both discrete and continuous 4DGS representations. Evaluation using a PLYs sequence and FreeTimeGS as baselines, serving as simplistic and state-of-the-art 4DGS representations respectively, shows file size reductions exceeding 90%, with PSNR differences ranging between -0.42 and +0.85 dB. These results demonstrate substantial file size savings with minimal quality degradation, enabling efficient representation, storage, and delivery of dynamic scenes for next-generation 4D content.
Shady Gmira, Evangelos Alexiou, Emmanouil Potetsianakis +1
Jul 28, 2026cs.CV

PanoLess: Environment Reconstruction from Partial Reflective Views

Reflections from shiny objects and glass facades naturally extend the field of view of a camera, capturing the surrounding environment without the need to pan the camera or acquire a full panorama. We propose PanoLess, a Gaussian-splat-based framework that reconstructs the surrounding environment as a distant illumination map from images captured on only one side of a reflective surface. PanoLess leverages surface-aligned 2D Gaussian splats with deferred shading to recover accurate per-pixel normals and reflection cues, which are fused into a neural cubemap representation of the environment. In addition, PanoLess produces a visibility map that explicitly denotes which regions of the environment are supported by the partial reflective observations. Unlike existing inverse-rendering and reflection-aware Gaussian-splatting approaches, which typically require full 360-degree coverage and struggle under incomplete views, PanoLess enables consistent, physically grounded illumination estimation from partial-view input. We show that PanoLess achieves high-fidelity and geometrically consistent environment reconstruction, outperforming reflection-aware baselines on a new custom synthetic benchmark and publicly available datasets, and demonstrating generalization to real-world reflective captures.
Ahitagni Das, Ashok Veeraraghavan, Vivek Boominathan
Jul 23, 2026cs.CV

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

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

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

Pixel-aligned Gaussian splatting enables efficient and generalizable novel-view synthesis. However, high-resolution rendering faces a critical trade-off where increasing input resolution improves detail at the expense of quadratically rising network computational cost. Conversely, maintaining low-resolution inputs stabilizes this cost but results in insufficient Gaussian density and artifacts. To address this, we propose SubSplat, which introduces Sub-pixel Gaussian Reparameterizer(SPGR) to subdivide primary Gaussians into fine-grained primitives, restoring structural density directly from low-resolution features. We further enhance the reparameterization quality through feature aggregation, which effectively captures high-frequency details across multiple views. Experiments on RealEstate10K and ACID demonstrate that SubSplat achieves high-fidelity rendering with superior efficiency. Our results validate that the proposed framework successfully resolves the trade-off between reparameterization fidelity and network computational cost inherent in pixel-aligned Gaussian Splatting.
Jiun Lee, Jaekwang Kim, Sangmin Lee
Jul 20, 2026cs.CV

ECoNGS: Efficient Compressive Neural Gaussian Splats for Volume Visualization

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

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

2D Gaussian Splatting is an attractive direction for image representation due to its explicit formulation, fast rasterization, and favorable decoding efficiency. The representation quality of this paradigm depends on the proper allocation of Gaussian capacity to the demanding regions. However, existing methods fail to allocate Gaussian capacity efficiently during optimization: under-reconstructed content is often refined in a fragmented pixel-wise manner, while neighboring optimized Gaussians with similar attributes are redundantly retained. This inefficiency motivates the need for a density control framework that jointly addresses insufficient allocation in under-reconstructed regions and redundant allocation in over-reconstructed regions. Our key insight is that this framework should exploit two complementary forms of locality: the local continuity of reconstruction errors in image space for improved Gaussian allocation, and the local similarity of neighboring Gaussians in Gaussian space for redundant elimination. Based on this insight, we propose Locality-Aware Density Control (LocoADC), a plug-and-play framework that improves Gaussian capacity utilization through Region-wise Gaussian Densification (RGD) and Similarity-Driven Gaussian Merging (SDGM) strategies, together with a local color consistency constraint for more reliable merging. Extensive experiments on diverse datasets show that LocoADC consistently improves multiple baselines by enabling more effective local Gaussian allocation, including a 2.93 dB PSNR gain over GI on the CLIC dataset under the same 30k Gaussian budget. Code is available at: \textit{https://github.com/ChenJiaCong-1005/LocoADC}.
Jiacong Chen, Qingyu Mao, Xiandong Meng +5
Jul 17, 2026cs.CV

OmniStyle-INR: Universal and Multimodal Style Transfer for INRs

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

ImprovedVBGS: Real-time Continual Variational Bayes Gaussian Splatting

On-the-fly reconstruction is a key requirement for many applications in robotics and autonomous navigation. Variational Bayes Gaussian Splatting (VBGS) enables continual learning without replay buffers using Coordinate Ascent Variational Inference (CAVI), but its per-frame iterations over all observed points make it too slow for real-time use with strict memory and latency requirements. We present ImprovedVBGS, an accelerated framework for on-the-fly continual reconstruction. This is achieved primarily through (i) spatially truncated variational inference, and (ii) improved reassignment that uses forwarding, truncation and eliminates wasteful dynamic recompilation. On the NeRF synthetic dataset, we reduce mean per-frame latency from ~84.0 s to ~0.050 s on an RTX 3070 Ti, a 1680x speed-up while maintaining reconstruction quality. We also improve novel-view synthesis quality using an exact renderer with no added training costs.
Damani Mguni-Coker
Jul 15, 2026cs.CV

Posterior Variance Is a Constraint Map, Not an Error Map: Closed-Form Uncertainty for Radiative Gaussian Splatting in Sparse-View CT

Radiative Gaussian splatting reconstructs sparse-view CT fast and accurately, and recent work attaches per-Gaussian posteriors to yield per-voxel uncertainty maps. We ask what such a map actually measures: posterior variance is a data-constraint map, not an error map -- its alarms are trustworthy, its all-clears are not. Exploiting the strict linearity of X-ray rendering in the per-Gaussian densities, we derive a clamp-aware closed form that the unchanged rasterizer evaluates exactly in one forward pass, in volume and projection space: the infinite-sample limit of the sampling estimator of concurrent work, at ~8x lower cost. On the official 15-scene benchmark this uncertainty ranks true error on 14 of 15 scenes. Restricted to the object interior -- the tissue a clinician reads -- the ranking collapses (median Spearman 0.11, 0/15 pass), identically for a deep ensemble and for a strictly positive log-normal posterior: three constructions, two estimator families, no survivors. The mechanism is structural: about 90% of in-object error is bias that reproduces across retrainings, invisible to model disagreement; 73-81% of the full-volume correlation is carried by object/surround contrast; and an exactly solvable control puts the observed in-object ranking 4-5x below what a perfectly calibrated posterior with the same sigma-spread would score. The error scale, by contrast, is an engineering problem, and we solve it: reparameterizing the posterior contracts the cross-scene temperature spread from 19.3x to 2.6x, one scene-agnostic temperature transfers to unseen scenes (10/15 leave-one-scene-out), and the repaired scale tracks photon count at the Poisson-predicted -1/2 power. We distill evaluation practice that would have caught the illusion -- masked calibration, seed-wise bias decomposition, an exact-posterior reference -- and release all protocols, seeds and per-run evidence.
Chulin Zhao, Yiran Xu, Shu Liu
Jul 13, 2026cs.CV

HyperGS: Fast and Generalizable Gaussian Video Representation

Gaussian Splatting has emerged as an effective representation for video, but existing methods rely on per-video optimization. This leads to slow encoding and limits generalization across videos. To amortize this optimization, we propose HyperGS, a feedforward, optimization-free approach that directly predicts Gaussian representations from any video in a single forward pass, speeding up encoding and decoding by orders of magnitude while generalizing to out-of-distribution videos at higher resolutions. In HyperGS, we design a factorized spatiotemporal Transformer to extract tokens from video, and a learnable query-based Transformer to obtain 8-parameter Gaussian representations for each video frame. We find that naively predicting Gaussians across diverse videos induces a needle-like degeneration that collapses training, and address this with a rank-based geometric regularizer whose strength adapts dynamically to stabilize optimization. HyperGS achieves encoding at 10410^4--105×10^5\times the speed of per-video Gaussian optimization at matched reconstruction quality while generalizing zero-shot to 720p720p video, enabling higher-resolution rendering without re-encoding. HyperGS improves PSNR by +2.9--3.1 dB over the prior video encoders on K400, SSv2, and UCF101 at a smaller video representation size. By predicting explicit 2D Gaussians in a single forward pass, HyperGS combines the fast, flexible rendering of Gaussian Splatting with the speed and generalization of feedforward prediction, advancing Gaussians as a practical direction for fast and generalizable video representation.
Fatimah Zohra, Chen Zhao, Shuming Liu +2
Jul 13, 2026cs.RO

GeoGS-SLAM: Online Monocular Reconstruction Using Gaussian Splatting with Geometric Priors

SLAM methods based on 3D Gaussian Splatting (3DGS) have demonstrated impressive tracking and mapping performance, but typically require additional geometric information from external depth sensors. Meanwhile, recent SLAM systems that leverage geometric priors from pre-trained feed-forward models enable real-time dense reconstruction, yet often discard original RGB information during optimization, thus degrading overall reconstruction quality. We present GeoGS-SLAM, an online monocular dense reconstruction system that combines the 3DGS-based map representation with learned geometric priors. Given uncalibrated RGB input, we first employ a feed-forward visual geometry model to predict camera and scene priors. The Gaussian scene map is then expanded by directly sampling Gaussian primitives from both RGB input and geometric priors. Camera poses and the scene map are jointly optimized through a coarse-to-fine strategy that minimizes both photometric and geometric losses. To ensure global consistency, we further incorporate online loop closure detection and pose graph optimization. Extensive experiments across indoor and outdoor benchmarks demonstrate that GeoGS-SLAM achieves superior rendering quality and tracking accuracy compared to state-of-the-art methods while maintaining online real-time performance. Project page: https://rlgao.github.io/geogs_slam.
Ruilan Gao, Letian Jin, Yu Zhang
Jul 12, 2026cs.CV

DP-Splat: Bayesian Nonparametric Complexity Control for Gaussian Splatting

3D Gaussian Splatting represents scenes as finite mixtures of anisotropic Gaussians whose number of components KK is set by heuristic density control or user caps. Variational Bayes Gaussian Splatting (VBGS) recast splat fitting as conjugate variational inference, but KK remains fixed. We replace the finite symmetric Dirichlet over mixture weights with a truncated stick-breaking Dirichlet-process prior -- and, as a theory-backed alternative, a sparse overfitted finite Dirichlet -- so that the number of occupied components adapts to the data while every update remains a closed-form coordinate-ascent step; a natural-gradient stochastic variant makes the per-step cost independent of the number of points. We give an exact monotonicity guarantee, a rigorous truncation-error bound correcting an anti-conservative large-αα approximation in common use, and an honest account of what the fitted number of components estimates. Empirically: (i) the effective complexity K^\hat{K} adapts to scene complexity and recovers the true KK within ±1\pm 1 on well-separated synthetic data with regime-appropriate concentration; (ii) a deconfounded comparison shows the DP prior's contribution is complexity selection, not per-component efficiency -- converged DP fits exceed single-pass fixed-KK VBGS by +2.7 dB at matched budgets yet tie an equally converged fixed-KK baseline, and on 3D scenes DP-Splat matches or exceeds VBGS's held-out color prediction with 5.9-7.6x fewer components; (iii) the posterior-predictive color variance is well calibrated on model-matched synthetic data; and (iv) the ordering suggested by exact-posterior asymptotics reverses under mean-field coordinate ascent: the DP prior resists over-splitting while the sparse finite mixture saturates its truncation, a gap between variational practice and posterior asymptotics documented across three orders of magnitude in NN.
Aqi Dong
Jul 9, 2026cs.CV

On the Design of Mixture-of-Experts for Dynamic Gaussian Splatting

Dynamic scene reconstruction remains challenging due to the heterogeneous and spatially varying nature of real-world motion. Although recent 3D Gaussian Splatting methods have introduced diverse deformation formulations for dynamic novel view synthesis, each method typically relies on a single deformation model within its representation, which limits robustness across diverse dynamic scenarios. In this work, we study a fundamental problem-multi-deformation modeling for dynamic 3D Gaussian representations-under two distinct integration constraints that differ in when and how multiple deformation experts interact during training. From a Mixture-of-Experts (MoE) perspective, we view multi-deformation modeling as the problem of combining multiple specialized deformation models within a unified 3D representation. We first introduce Mixture of Deformation Experts (MoDE), which integrates multiple deformation experts directly into the deformable Gaussian Splatting pipeline through joint optimization. In MoDE, experts operate on a shared canonical Gaussian representation, enabling multi-deformation modeling without introducing additional training stages or modifying the original optimization schedule. In contrast, we further present Mixture of Experts for Dynamic Gaussian Splatting (MoE-GS) under a different integration constraint, where deformation experts are optimized independently and combined through a separate routing stage. As a result, expert interaction occurs over non-canonical Gaussian representations after individual optimization. Together, these two approaches provide alternative strategies for multi-deformation modeling, clarifying how integration constraints shape the design and behavior of deformation experts in dynamic 3D Gaussian representations. Our code is available at: https://github.com/cvsp-lab/MoE-GS-studio.
In-Hwan Jin, Hyeongju Mun, Joonsoo Kim +2
Jul 6, 2026cs.CV

DeGenseGS: Geometrically and Semantically Decoupled Surgical Scene Understanding in 4D Gaussian Splatting

Real-time, text-promptable 4D reconstruction is indispensable for autonomous surgical interaction. Severe misalignment between semantic meaning and physical anatomy still persists, largely because existing solutions integrate Vision-Language Models into deformable fields via a rigid coupling scheme that tightly binds semantic features to geometric warping. In this paper, we propose DeGenseGS, Geometrically and Semantically Decoupled Surgical Scene Understanding in 4D Gaussian Splatting, a novel framework that independently models semantic evolution and geometric deformation. Specifically, we propose a HexPlane-based spatiotemporal entanglement module that uses shared kinematic latents to synchronize semantic mutations with scene dynamics, while explicitly disentangling semantic updates from geometric deformation. To further ensure robustness against reconstruction artifacts, we devise a Rasterization-Native Semantic Extraction mechanism that infers semantics from topologically continuous feature maps. Additionally, we incorporate an angular-aligned optimization strategy that conforms to the native hyperspherical latent space, thereby preventing semantic distortion. Extensive evaluations on the CholecSeg8k and EndoVis18 datasets demonstrate that DeGenseGS achieves state-of-the-art performance. Our framework yields enhanced geometric completeness and robust semantic-anatomic alignment, enabling spatially continuous segmentation despite drastic tissue deformation and topological transitions.
Yimo Wang, Bin Kang, Shuojue Yang +1
Jul 5, 2026cs.RO

Semantic-Guided Progressive Object Removal with Gaussian Splatting

Removing unwanted objects from reconstructed 3D scenes is an important task in computer vision, supporting applications in AR/VR, robotics, and digital content creation. Existing methods typically complete the entire masked region in a single step and without effectively utilizing semantic information from other views, leading to difficulties in handling complex geometric details and textures. In this work, we propose a novel framework that integrates Semantic-guided Block Matching (SBM) and Region-Wise Progressive Refinement (RPR) for high-quality 3D object removal. First, we leverage DINOv2 to encode semantic guidance from multi-view observations, and the best match tokens are decoded to complete missing regions in the target view while maintaining cross-view consistency. Second, we introduce a RPR strategy that segments the target mask into multiple subregions and selectively refines those with poor visual quality. Our method is built upon Gaussian Splatting, ensuring high-fidelity scene reconstruction with efficient computation. Experimental results demonstrate that our approach outperforms existing Gaussian-based methods in terms of perceptual quality and coherence in 3D object removal.
Xianliang Huang, Chen Xiao, Yuanxiang Ni +5
Jul 5, 2026cs.CV

Real-Time LiDAR Gaussian Splatting SLAM

We present a real-time LiDAR-based framework for Gaussian Splatting SLAM that tightly couples fast G-ICP registration with spherical rasterization-based dense mapping for large-scale sequences. Leveraging LiDAR geometry rather than appearance, we reuse tracking-estimated local covariances to initialize Gaussians with range-aware scales and to derive surface normals for geometry-aware map optimization. We further introduce a covariance-derived geometry score that measures local complexity and drives pruning in planar regions and selective densification in structurally rich areas, while optimized Gaussians and LiDAR-specific confidence cues are fed back to improve tracking robustness. On the Newer College dataset, our method achieves an F-score of 86.78% using purely online trajectories at real-time speed (>>20 FPS), and additional experiments on other datasets confirm its stability and scalability.
Seungjun Tak, Yewon Jeon, Jaeik Hwang +3
Jul 4, 2026cs.CV

City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion

Multi-view 3D surface reconstruction is a longstanding challenge in computer vision. Although recent large-scale reconstruction methods based on 3D Gaussian Splatting (3DGS) achieve impressive novel-view synthesis, producing high-quality surfaces over large scenes remains difficult, due to complex geometry, long optimization, and limited memory. In this paper, we propose a novel yet simple partitioning method to efficiently and faithfully reconstruct large-scale scene surfaces. Our key insight lies in a scene partitioning method based on viewpoint orientation. This partitioning approach ensures that views with similar orientations are jointly involved for more accurate depth estimations, leading to precise surface reconstructions and balanced computation on multiple GPUs in parallel. In addition, we propose a strategy to detect and repair missing regions in the initial point cloud caused by sparse viewpoints or insufficient textures, thereby further improving the geometric quality. Extensive experiments on the GauU-Scene, MatrixCity, and UrbanScene3D datasets demonstrate that our method outperforms the state-of-the-art approaches in surface reconstruction for large-scale scenes. Project page: https://hanl2010.github.io/VOP-GS.
Liang Han, Wenyuan Zhang, Junsheng Zhou +2
Jul 4, 2026cs.CV

Sparse-View Surface Reconstruction using Gaussian Splatting through High-Confidence Depth Propagation with Normal Priors

3D reconstruction from sparse views is a challenging task in 3D computer vision. Recent studies on 3D Gaussian Splatting (3DGS) have achieved remarkable results with sparse views in novel view synthesis, yet reconstructing high-quality geometric surfaces from sparse views remains a challenge, due to the limited geometry clues and the discreteness of Gaussians. In this paper, we propose a novel 3DGS-based method for high-fidelity surface reconstruction from sparse views. Our key insight is to introduce a normal-guided depth propagation approach, which can extend depth information from high-confidence regions to constrain the depth in low-confidence areas. Additionally, we propose an abnormal depth edge-aware regularization to address depth discontinuities caused by the discreteness of Gaussians. Extensive experiments on DTU and Tanks-and-Temples datasets demonstrate that our method outperforms the state-of-the-art methods in sparse view surface reconstruction. Project page: https://hanl2010.github.io/DP-GS.
Liang Han, Bangcai Wei, Junsheng Zhou +2
Jul 3, 2026cs.CV

TemporalGS: Training-Free Plug-and-Play Acceleration for 3D Gaussian Splatting Rendering via Temporal Priors

3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis with its fast and high-fidelity rendering. However, rendering at high FPS and low latency across various scenes remains a challenge, especially when large amounts of 3D Gaussian ellipsoids appear in the scene. To address this issue, we introduce TemporalGS, to the best of our knowledge, the first training-free plug-and-play algorithmic approach to accelerate 3DGS rendering without any post-training or post-processing, implemented on top of tile-based software rasterization. The key idea is that, instead of rendering frames independently as 3DGS, we leverage the temporal priors, represented by novel geometry and appearance buffers, etc., to reduce redundancy of Gaussian preprocessing, sorting, and rasterization operations of consecutive frames. Specifically, we propose two acceleration strategies: (1) temporal dynamic culling, which filters out Gaussians that contribute less to current frame rendering; (2) selective rendering, which renders only a small portion of tiles that cannot be approximated by the temporal priors. By adapting and interleaving these two strategies, TemporalGS yields a simple but effective plug-and-play solution for 3DGS rendering speed-up without any training. Extensive experiments show that TemporalGS achieves comparable or even better performance compared to existing state-of-the-art post-training or post-processing-based 3DGS rendering acceleration approaches. TemporalGS can significantly enhance the rendering speed of various 3DGS methods, achieving up to 1.48×1.48\times acceleration, while maintaining competitive rendering quality. We further extend our TemporalGS to hardware rasterization-based 3DGS to show the portability of our algorithm.
Yuhongze Zhou, Zihao Yang, Xinxin Zuo +1
Jul 2, 2026cs.CV

X-Splat: Gaussian Splatting for 3D CBCT Generation from Single Panoramic Radiograph

Generating a 3D dental volume from a single panoramic radiograph (PXR) could provide a low-radiation alternative to Cone-Beam Computed Tomography (CBCT), but the problem is highly underdetermined: panoramic acquisition integrates 3D attenuation along curved X-ray paths into a 2D image, leaving depth-resolved anatomy unobserved. Existing implicit and generative approaches often produce oversmoothed geometry or anatomically inconsistent hallucinations, lacking geometry-driven supervision and relying on smooth representations unable to precisely localize sharp anatomical boundaries. We propose X-Splat, the first Gaussian Splatting framework for generating CBCT-like 3D dental volumes from a single PXR. X-Splat uses the known panoramic acquisition geometry as a generation scaffold: learnable anisotropic Gaussian primitives are initialized along the X-ray paths that formed the input image and adjusted in a single feed-forward pass, constrained by Beer-Lambert reprojection and multi-view radiographic training supervision. A lightweight residual refiner adds dataset-level anatomical priors without overriding the geometry already resolved by the Gaussians. We train on synthetic PXR-CBCT pairs, enabling direct volumetric supervision without paired real scans. We further introduce segmentation-based geometry-aware metrics, providing the first evaluation of PXR-based generation over maxillofacial anatomy. X-Splat outperforms NeRF- and GAN-based baselines, recovering individual teeth, cortical boundaries, and alveolar structure, including the mandibular canal which prior methods fail to reconstruct. Code will be available at https://github.com/tomek1911/X-Splat
Tomasz Szczepański, Szymon Płotka, Michal K. Grzeszczyk +2
Jul 2, 2026cs.RO

DL-SLAM: Enabling High-Fidelity Gaussian Splatting SLAM in Dynamic Environments based on Dual-Level Probability

Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in dense dynamic Simultaneous Localization And Mapping (SLAM). Prevailing methods typically discard predefined dynamic objects, ignoring that transiently static objects offer valuable geometric constraints for pose estimation. A recent work attempts to leverage this potential by employing per-pixel uncertainty maps to quantify the magnitude of motion. While this approach enables transiently static objects to enhance pose estimation, it erroneously integrates these objects into the static map, resulting in persistent artifacts. Moreover, its reliance on purely geometric information leads to ambiguous object boundaries in the uncertainty maps. To overcome these limitations, we present DL-SLAM, a monocular Gaussian Splatting SLAM system built upon a novel dual-level probabilistic framework. Our method computes dynamic probability maps by combining semantic and geometric information. These pixel-level probabilities are lifted to 3D and aggregated to derive an object-level dynamic probability for each instance. Object-level probability enables the categorical pruning of dynamic Gaussians, resulting in an artifact-free static map. The static map, in turn, provides a geometrically consistent guidance to refine the pixel-wise probabilities, enhancing their reliability. Experimental results demonstrate that DL-SLAM outperforms existing approaches, improving tracking accuracy by up to 13% while generating high-fidelity semantic maps.
Ziheng Xu, Qingfeng Li, Xuefeng Liu +2
Jul 1, 2026cs.CV

AnchorSplat: Fast and Structure Consistent Detail Synthesis for Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-fidelity rendering. However, existing assets often suffer from quality bottlenecks such as missing details and texture noise. Prior attempts to enhance these assets via 2D image processing introduce multi-view inconsistencies and high computational costs. In this paper, we propose a novel 3D-native refinement paradigm named AnchorSplat. AnchorSplat is an end-to-end deep network operating directly on 3D structures, avoiding the expensive optimization overhead of traditional 3D-2D-3D pipelines. Crucially, AnchorSplat is a strictly source-free solution requiring no original multi-view images. Central to the proposed method is the Point Anchor Mechanism, which enforces geometric consistency via local offset constraints, mitigating ill-posed mapping and gradient confounding. Furthermore, AnchorSplat replaces iterative densification with a single-pass multiplication mechanism. To facilitate research, we construct 3DGS-SR, the first large-scale benchmark for this task. Experiments demonstrate state-of-the-art results on the 3DGS-SR dataset, with throughput up to 10510^5 times faster than optimization methods. Notably, AnchorSplat exhibits robust zero-shot generalization across diverse data distributions, including generative model outputs and real-world scans.
Dexu Zhu, Jiangnan Shao, Xiaofeng Wang +4
Jul 1, 2026cs.CV

GADA: Geometry-Aware Deformable Aggregation for Image-Based Gaussian Splatting

Gaussian Splatting has achieved significant improvements by incorporating warping-based techniques. However, such methods suffer from pixel-level inaccuracies due to uncertain geometry. This uncertainty leads to spatial misalignments in the warped images, which disrupt residual learning used in warping-based methods and fundamentally limit the gains of correction, particularly on thin structures and high-frequency details. Driven by our insight that useful visual cues are not lost but locally preserved under slight displacement, we propose Geometry-Aware Deformable Aggregation (GADA). This method introduces an iterative refinement module with deformable offsets to actively correct spatial misalignments and recover these displaced cues. Furthermore, to address the limitations of standard pipelines where visibility checks (i.e., thresholding) often discard valid pixels and multi-view warped image fusion relies on naive mean aggregation, our module is coupled with an implicit confidence weighting mechanism that selectively suppresses unreliable evidence. Consequently, our approach outperforms prior warping-based Gaussian Splatting, preserving high-frequency quality while achieving 2.13 times faster FPS.
Siwoo Lim, Sunjae Yoon, Gwanhyeong Koo +1
Jun 30, 2026cs.CV

AugSplat: Radiance Field-Informed Gaussian Splatting for Sparse-View Settings

Generating high-quality novel views at real-time frame rates remains a central challenge in 3D vision, particularly in sparse-view scenarios. Neural radiance fields have demonstrated robust reconstruction from limited observations, but their reliance on volumetric rendering leads to high computational cost and slow inference. In contrast, Gaussian Splatting methods achieve real-time rendering through rasterization, but their optimization is highly sensitive to the quality of the initial geometry. This sensitivity becomes especially problematic in sparse-view settings, where limited observations often lead to incomplete or noisy point-cloud reconstructions. In this work, we present AugSplat, a simple framework for improving Gaussian Splatting in sparse-view regimes using radiance-field-based view augmentation. We first train a radiance field on the sparse input views and use it to synthesize additional images from nearby novel viewpoints, increasing the effective view-space coverage available for supervision. These synthetic views are then used as auxiliary supervision during Gaussian Splatting optimization. We study two variants: Staged AugSplat, which uses synthetic views for an initial optimization phase before switching to real images, and Dual AugSplat, which jointly trains on real and synthetic views with a decaying synthetic loss weight. Experiments on sparse-view mip-NeRF 360 scenes show that AugSplat improves reconstruction quality over standard Gaussian Splatting. Staged AugSplat achieves the strongest average performance, while Dual AugSplat provides a closely performing formulation that keeps real-image supervision active throughout training, and both variants preserve real-time rendering at inference.
Lorenzo Lazzaroni, Riccardo Bollati, Daniel Barath +2
Jun 29, 2026cs.CV

IBRSteG: Learning a Generalizable Steganography Framework for 3D Gaussian Splatting

Recent advances in deep learning have notably improved steganographic message hiding. However, designing a generalizable steganographic approach for 3D Gaussian Splatting (3DGS) that can embed meaningful 3D scene content remains challenging. In this paper, we propose IBRSteG, a generalizable framework for 3DGS steganography that enables undetectable concealment of secret scenes within a steganographic scene. Unlike existing approaches whose parameter generation is rigidly coupled with the specific scene, we formulate 3D steganography as a feed-forward 3D Gaussian embedding process that generalizes across different 3DGS scenes. To realize this, we introduce GAS (Gaussian Attributes Steganographer), a network that learns a scene-independent embedding function by injecting the attributes of secret 3D Gaussian points into a cover scene, thereby directly reconstructing the steganographic scenes without per-scene finetuning or optimization. By transforming 3D Gaussian into these structured attributes, these attributes are compatible with 2D learning paradigms and benefit from their structured nature, thereby enhancing generalization to unseen 3DGS scenes. Extensive experiments on established datasets demonstrate that IBRSteG can effectively conceal different scenes with high visual quality, and achieves superior capacity and security. Code is available at https://github.com/LingXiang2023/IBRSteG.
Fanye Kong, Hongyu Xia, Yu Zheng +3
Jun 29, 2026cs.CV

Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting

Recent advances in 3D Gaussian Splatting have demonstrated unprecedented success in novel view synthesis. However, the substantial inference and storage overhead driven by high-order Spherical Harmonics (SH) are primary bottlenecks for mobile platforms. In this paper, we present Flux-GS, a real-time Gaussian Splatting method designed to achieve high-fidelity rendering with significantly reduced overhead for resource-constrained mobile platforms. We first propose a Monte Carlo Specular Energy Aggregator, sampling third-order radiance residuals and aggregating specular energy into a compact latent space. In this way, our method effectively preserves visually salient lighting features in lower-order bands without expensive distillation or pre-training. To mitigate the high-frequency details lost during compression, we introduce an Attribute-Conditioned SH Enhancement module. This module predicts Gaussian-aware offsets based on intrinsic Gaussian attributes, which enhance the first-order SH representation prior to inference, without extra inference costs. Furthermore, the original single-view gradient-based densification is prone to producing excessive Gaussians and overfitting to a certain view. We address these limitations by proposing a Multi-view Alpha-based Densification and Pruning strategy. By leveraging multi-view guidance, we ensure multi-view structure consistency and the precise removal of redundant primitives. Extensive experiments demonstrate that Flux-GS achieves substantial parameter reduction while maintaining competitive visual quality, offering a robust and scalable solution for real-time mobile rendering. Code: \textcolor{magenta}{\href{https://xiaobiaodu.github.io/flux-gs-project/}{https://xiaobiaodu.github.io/flux-gs-project/}}.
Xiaobiao Du, YuAn Wang, Hao Li +3
Jun 29, 2026cs.CV

Shell-Supervised Gaussian Splatting for Urban Real-to-Sim Reconstruction

Real-to-sim reconstruction for embodied AI requires geometry that is useful for collision reasoning, navigation, and agent-environment interaction, not only photorealistic novel-view synthesis. However, close-range urban facades are difficult for video-to-3D reconstruction: glass, reflections, repeated windows, and weak texture can produce visually plausible renderings with unstable surface geometry. We introduce shell-supervised Gaussian Splatting, a reconstruction-stage framework that uses an external facade structural shell as lightweight geometric supervision for video-driven Gaussian reconstruction. The method aligns an exterior shell to the video reconstruction frame, renders per-view depth, camera-space normal, and valid-mask maps, and applies these cues through mask-gated losses during Gaussian optimization. This design preserves RGB-driven appearance while regularizing only visible shell-supported facade regions. Experiments on anonymized close-range urban facade scenes show improved facade orientation and visible-surface point-cloud consistency over photo-only, monocular-cue, and surface-oriented Gaussian baselines, while maintaining comparable held-out rendering quality.
Yuan Yang, Peijun Lu, Fangzhou Lu +5
Jun 28, 2026cs.CV

Resonant Brane Splatting for Arbitrary-Scale Super-Resolution

Arbitrary-Scale Super-Resolution (ASR) reconstructs images at continuous magnification factors. Recent methods accelerate inference by replacing computationally heavy implicit neural decoders with explicit 2D Gaussian Splatting (GS). However, since standard Gaussians are smooth low-pass primitives, modeling edges and fine textures requires multiple overlapping, well-aligned splats, which creates severe bottlenecks during rasterization. To address this, we introduce Resonant Brane Splatting (RBS), a feed-forward ASR framework. RBS replaces flat Gaussians with Branes: expressive primitives that emit spatially varying colors to natively model local contrast and complex textures within a single footprint. We achieve this by augmenting the standard Gaussian envelope with internal Gaussian-Hermite modes, assigning a distinct color coefficient to each. The zero-order mode recovers standard GS, while higher-order modes capture high frequencies. We predict Brane parameters directly from low-resolution features. Because Branes provide a mathematically richer formulation than simple Gaussians, far fewer primitives need to overlap to reconstruct a given target pixel. To exploit this, we introduce an efficient fully differentiable rasterizer with a precise culling strategy based on the classical quantum turning point. This allows us to safely skip negligible regions, drastically reducing the rendering overhead. Experiments on standard ASR benchmarks show that RBS improves reconstruction quality over implicit and GS baselines, while achieving superior speed-quality trade-off than prior GS methods.
Giulio Federico, Giuseppe Amato, Claudio Gennaro +2
Jun 28, 2026cs.CV

DR-GS: Physically-Based Deformable and Relightable 2D Gaussians

Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities. However, existing GS-based methods for deformable objects face two key limitations: (i) illumination is erroneously baked into textures, causing physically inconsistent responses under dynamic deformations and lighting changes; (ii) snapshot-based reconstruction restricts post-reconstruction material editing. To address these challenges, we propose Deformable and Relightable GS (DR-GS), a unified Gaussian framework that integrates physically-based inverse rendering, relighting, and deformation-aware manipulation. Through explicitly disentangling geometry, illumination, and material representations, DR-GS overcomes the limitations of static snapshots, resolving unrealistic appearance under varying conditions while enabling post-reconstruction parameter editing. Extensive experiments show that DR-GS achieves leading visual quality across static reconstruction, dynamic deformation, and relighting, reliably preserving reflections and specular highlights on glossy surfaces. It further establishes a fully decoupled geometry-illumination-material pipeline, enabling high-quality 3D asset creation and comprehensive post-editing.
Jiaxin Li, Tong Wu, Yi Wei +2
Jun 27, 2026cs.CV

RefGlass-GS: A UAV-Enabled Fusion Framework for Photorealistic, Semantic and Interactive Digitization of Reflective Glass Facades via Gaussian Splatting

Existing digitization of buildings with reflective glass facades suffers from geometric reconstruction distortion, unrealistic view-dependent texture rendering, and difficulties in object-based semantic enhancement. Therefore, we propose RefGlass-GS, a fusion framework that enables end-to-end UAV-based photorealistic, semantic, and interactive digitization of reflective glass facades. The contributions include: (1) proposing an individual glass panel segmentation method based on maximum a posteriori estimation with structural regularities, robust to severe reflection and background interference; (2) formulating a UAV viewpoint planning optimization function that maximizes the coverage of view-dependent appearance for sufficient data capture; (3) developing an optimized Gaussian Splatting framework with a Reflection MLP, a novel deferred shading function, and two enhanced regularization terms for effective modeling of high-frequency near-field reflections; (4) introducing a standardized data organization paradigm for structuring GS-based representations into object-based models, facilitating interactive facility management on digital twin platforms. Experiments on real-world reflective glass facade scenes validate the effectiveness and superiority of the proposed method. Specifically, the glass panel segmentation achieves an improvement of 0.1927 in mIoU over SOTA methods, and only our method enables instance-level panel extraction. The UAV view planning improves novel view synthesis for reflective facades by 13.15 dB in PSNR compared to commercially used nap-of-the-object planning methods. The RefGlass-GS modeling outperforms SOTA Gaussian Splatting approaches for reflective scenes with an average improvement of 5.08 dB in PSNR.
Zhenyu Liang, Xiao Zhang, Boyu Wang +5
Jun 27, 2026cs.CV

CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video

Reconstructing dynamic human--object interaction scenes from monocular video is difficult because the human, manipulated object, and background obey different motion models while sharing the same pixels. Existing dynamic radiance-field and Gaussian-splatting methods often entangle these components, causing object motion to leak into the human or static scene, and monocular human reconstruction remains underconstrained in regions that are rarely observed. We present CoGS, a compositional Gaussian-splatting framework for monocular human--object scene reconstruction. CoGS decomposes the video into three coordinated branches: an articulated human initialized from a complete canonical prior, a rigid object field driven by an estimated object trajectory, and a static scene field regularized by weak scene-only planar primitives when available. A six-stage optimization schedule first stabilizes the human and object independently, then fuses them with the scene under full-image supervision, visibility-aware human anchoring, object silhouette and motion constraints, and delayed scene regularization. This design keeps each component responsible for its own geometry and motion while allowing photometric evidence to correct the final composite. Experiments on HOSNeRF and NeuMan show that CoGS improves both human--object interaction reconstruction and in-the-wild human--scene rendering, achieving stronger fidelity and perceptual quality across full-frame and human-focused evaluations. Code will be released upon publication.
Jerrin Bright, John Zelek
Jun 26, 2026cs.CV

AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting

Inverse rendering requires separating illumination from surface materials, which is highly ambiguous due to their tight coupling in observed images. While Gaussian Splatting is efficient for novel view synthesis, existing relightable methods approximate scene lighting using discrete point lights, global environment maps, or implicit representations. By ignoring the physical spatial extent of real-world emitters, these approaches produce incorrect light attenuation and unrealistic shadows. We present AEGIR (Area Emitters for Gaussian Inverse Rendering), a framework that explicitly models local area emitters within a relightable Gaussian Splatting representation. Joint optimization of emitters, materials, and geometry is challenging due to flexible emitter parameterization, which increases both the number of parameters and the ambiguity between illumination and materials. We address this by introducing a differentiable deferred rendering pipeline that integrates multiple importance sampling with targeted regularization. As a result, AEGIR accurately simulates local light transport and achieves more consistent decomposition. Experiments show that explicit area emitters improve illumination reconstruction and enhance downstream tasks, including novel view synthesis, controlled relighting, and virtual object insertion, particularly in scenes with complex local lighting.
Mohamed Shawky Sabae, Philipp Langsteiner, Jan-Niklas Dihlmann +1
Jun 26, 2026cs.CV

SatSplat: Geometrically-Accurate Gaussian Splatting for Satellite Imagery

High-resolution satellite imagery demands 3D reconstruction methods that deliver both speed and geometric accuracy. Recent adaptations of 3D Gaussian Splatting (3DGS) to satellite imagery demonstrate strong efficiency, but reconstruction quality often degrades under diverse illumination across multi-date, high-altitude acquisitions (with small intersection angles), limiting applicability to remote sensing and vision tasks. We present SatSplat, the first framework to adapt 2D Gaussian Splatting (2DGS) to satellite photogrammetry, with online camera adjustment. We approximate satellite cameras with an affine model and learn a minimal delta parameterization for in-splat camera refinement from dense observations. The formulation is implemented with a 2DGS scene representation. To handle time-varying shadows and illumination changes, we integrate geometric shadow mapping and per-camera color correction during training. Across the evaluated DFC2019 and IARPA2016 benchmark sites, SatSplat achieves strong geometric accuracy while significantly outperforming prior 3DGS-based baselines. On our processed DFC2019 benchmark, SatSplat reduces mean absolute error by 11.93% and peak video memory by 31% relative to the previous state of the art. Our approach enables large-scale digital surface modeling with practical computational efficiency. The project page is available at https://gdaosu.github.io/satsplat/.
Shuang Song, Jiyong Kim, Rongjun Qin
Jun 26, 2026cs.CV

StructSplat: Generalizable 3D Gaussian Splatting from Uncalibrated Sparse Views

We present StructSplat, a feed-forward and generalizable 3D Gaussian reconstruction framework that operates directly on uncalibrated images without requiring camera parameters. Existing methods either rely on per-scene optimization or assume known camera poses, and often entangle geometry and appearance within a unified backbone, limiting reconstruction fidelity and generalization. Our key idea is to adopt a structured representation that organizes geometry, semantic, and texture cues with explicit roles in the reconstruction process. Specifically, we introduce a pixel-aligned feature injection mechanism to enable accurate texture modeling from 2D observations, incorporate semantic-aware priors to improve global consistency, and design a camera alignment strategy to prevent information leakage and improve generalization. Experiments show that our method significantly outperforms prior approaches on challenging benchmarks. On DL3DV, our method achieves 28.045 PSNR, surpassing AnySplat (22.377) by +5.67 dB. In cross-dataset evaluation, our method achieves +1.94 dB over AnySplat on ACID and +1.72 dB on RealEstate10K. Project page: https://structsplat.github.io Code: https://github.com/J-C-Zhao/StructSplat
Jia-Chen Zhao, Beiqi Chen, Xinyang Chen +2
Jun 25, 2026cs.CV

CoIn: Comprehensive 2D-3D Inpainting with Gaussian Splatting Guidance

3D scene inpainting is essential for reconstructing areas corrupted by occlusions or limited viewpoints. While recent methods leverage Gaussian Splatting (GS) for efficient 3D editing, they often depend on precise multi-view segmentation masks and are inherently constrained to object removal tasks. We propose CoIn, a novel framework that bridges 2D inpainting models and 3DGS through a multi-stage consistency pipeline. Our approach first generates initial inpainted images using a diffusion model, enabling the use of arbitrary-shaped masks and diverse tasks like object insertion. We then introduce Reference Adaptive GS with Feature Attention to reconstruct a coarse 3D scene by adaptively weighing towards a reference view (2D -> 3D). This 3D representation provides geometric guidance to the diffusion process via GS-based Reference Feature Warping, ensuring multi-view consistency (3D -> 2D). Finally, a Texture-Enhancing Discriminator refines the 3D scene to achieve high photometric realism (2D -> 3D). Experiments show that CoIn, effectively leveraging bidirectional information flow, achieves state-of-the-art performance and effectively handles both object removal and object insertion with flexible mask input.
Hana Kim, Minje Kim, Tae-Kyun Kim