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

Jun 25, 2026cs.CV

Structured-Li-GS: Structured 3D Gaussians Splatting with LiDAR Incorporation and Spatial Constraints

In this study, we develop a Structured framework for Gaussian Splatting (3DGS) with LiDAR integration (Structured-Li-GS). It is a lightweight Gaussian Splatting pipeline that leverages LiDAR-inertial-visual SLAM. Structured-Li-GS achieves high-quality 3D reconstructions with fewer Gaussians by training on accurate, dense, colorized point clouds. Gaussian primitives are anchored using sub-sampled point clouds, and their ellipsoidal parameters are initialized from local surface geometry. Our training strategy integrates a comprehensive set of loss terms, including photometric, flattening, offset, depth, and normal losses, guided by the dense point cloud, enabling accurate reconstruction without Gaussian densification. This approach produces up-to-scale, high-fidelity results with a moderate model size. For experimental validation, we develop a custom hardware-synchronized LiDAR-camera handheld scanner. Experiments on both benchmark datasets and our real-world in-house dataset demonstrate that Structured-Li-GS surpasses state-of-the-art methods while using fewer Gaussians.
Huaiyuan Weng, Huibin Li, Chul Min Yeum
Jun 25, 2026cs.CV

SatSplatDiff: Geometry-preserving generative refinement for high-fidelity satellite Gaussian Splatting

Gaussian Splatting has been recently explored for satellite 3D reconstruction, demonstrating flexibility and efficiency in representing radiometrically diverse satellite scenes. However, the limited top viewpoint of satellite imagery results in insufficient supervision on building facades, leaving surface holes and degraded visual fidelity. Generative refinement, which leverages pretrained generative priors to iteratively refine and update the rendered images used as supervision targets, has recently been investigated to improve the visual fidelity of Gaussian-rendered images. However, since these models refine each view independently, the resulting images can generate hallucinations and break photo-consistency, leading to geometric degradation. To address these limitations, we propose SatSplatDiff, which aims to minimize geometric degradation prevalent in generative refinement. Building on photogrammetric DSM initialization and 2DGS-based shadow casting established in our prior work SatSplat, we first introduce monocular depth supervision and multi-scale geometric refinement to establish a geometrically accurate and well-regularized surface representation. We then apply shadow-guided generative refinement, where geometrically calculated shadow maps guide the Gaussians to maintain consistency with the underlying geometry, improving visual fidelity while reducing geometric degradation. Extensive evaluations on the IARPA2016 and DFC2019 datasets demonstrate state-of-the-art performance, reducing geometric MAE by up to 18% and improving visual fidelity (FID-CLIP) by 28-45% over existing baselines. Our method delivers up to 5x resolution enhancement with minimal hallucination and sensor-consistent appearance, demonstrating seamless cross-tile consistency and strong scalability for large-scale reconstruction. Source code is available at https://github.com/GDAOSU/SatSplatDiff
Jiyong Kim, Shuang Song, Ronjgun Qin
Jun 23, 2026cs.RO

ArtiTwinSplat: Interactable Digital Twin Reconstruction via Gaussian Splatting from RGB-D videos

Deploying robots in unstructured real-world environments needs accurate, interactive models of the objects. Constructing these models at scale remains a critical bottleneck for robotic system integration. We present ArtiTwinSplat, a framework that automatically constructs articulated, photo-realistic digital twins of objects directly from RGB-D videos, requiring no CAD models, simulation assets, or manual annotations. Our method is built on 3D Gaussian Splatting that preserve geometric fidelity and photometric realism, coupled with an unsupervised articulation discovery pipeline that recovers part structure and joint kinematics from observed motion alone. With tracking and optimization stages our method provides stable, queryable digital twins that support real-time rendering, viewpoint control, and interactive manipulation. Unlike prior methods confined to simulation, ArtiTwinSplat operates directly on real-world observations and produces twins that are immediately usable by downstream robot planning and learning systems. This method offers a practical, scalable pathway toward digital twin construction, lowering the integration barrier for articulated object manipulation in embodied AI and human-robot collaboration contexts.
Pranjal Mishra, René Zurbrügg, Max Wilder-Smith +4
Jun 18, 2026cs.CV

From Uncertainty to Stability and Fidelity: Guiding Sparse-View 3D Gaussian Splatting with Fisher Information

3D Gaussian Splatting (3DGS) has emerged as a promising technique for novel view synthesis. However, 3DGS requires dense input views to achieve high-quality rendering. In sparse-view scenarios, 3DGS often prones to overfitting, resulting in noticeable artifacts and degraded rendering quality. Previous methods explore to address this issue by introducing additional priors (e.g. depth priors) or integrating regularization techniques (e.g. Dropout). However, these methods are often applied without principled guidance. In particular, prior-based augmentation typically samples novel viewpoints randomly, while Dropout-based regularization randomly removes Gaussians. The compounded randomness introduces uncertainty and instability, limiting the fidelity of novel view synthesis. In this paper, we propose a novel method for sparse-view 3DGS that incorporates Fisher Information to quantitatively guide the utilization of geometric priors and regularization. Specifically, our method comprises two key components: (1) Stereo augmentation with Fisher Information. By leveraging Fisher Information, we actively select most informative supporting views and use depth priors to curate reliable pseudo ground truths, which reduces randomness in augmentation and improves stability and rendering fidelity; (2) Uncertainty-aware regularization. We reduce the instability of Dropout-based regularization by using Fisher Information to quantitatively measure the uncertainty of each 3D Gaussian, and adaptively adjust the removal probability, leading to more stable and effective regularization. With these two components, our method effectively mitigates overfitting and improves the stability of optimization in sparse-view 3DGS, resulting in superior rendering fidelity. Extensive experiments show that our method achieves state-of-the-art performance in sparse-view novel view synthesis benchmarks.
Junbao Zhou, Qingshan Xu, Yuan Zhou +7
Jun 18, 2026cs.RO

LIT-GS: LiDAR-Inertial-Thermal Gaussian Splatting for Illumination-Robust Mapping

Gaussian Splatting has enabled real-time neural rendering, yet existing LiDAR-inertial-visual (LIV) Gaussian mapping pipelines remain fragile under illumination changes and texture-deficient scenes due to their reliance on RGB photometric cues. We present LIT-GS, a LiDAR-inertial-thermal Gaussian Splatting framework that injects LiDAR-derived plane geometry as an explicit constraint in both pose/structure refinement and Gaussian optimization. Specifically, we exploit LIV visual map points as confidence-aware cross-modal anchors to establish reliable thermal-LiDAR associations, and incorporate weighted LiDAR point-to-plane residuals into bundle adjustment to jointly refine camera poses and 3D points under weak thermal supervision. Building on the refined structure, we further introduce a LiDAR-plane-regularized differentiable splatting objective that constrains rendered 3D points to align with locally observed planes, mitigating surface thickening and structural drift in low-contrast thermal imagery. Experiments on proprietary sequences and public datasets demonstrate that LIT-GS consistently improves geometric accuracy and rendering quality over state-of-the-art LIV-based Gaussian Splatting baselines, particularly in challenging lighting conditions.
Shikuan Shi, Chunran Zheng, Jiaming Xu +3
Jun 17, 2026cs.CV

Hand-4DGS: Feed-Forward 3D Gaussian Splatting for 4D Hand Reconstruction from Egocentric Videos

Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.
Jeongmin Bae, Seoha Kim, Marc Pollefeys +3
Jun 17, 2026eess.SP

Point-Cloud-Assistant Localized Statistical Channel Prediction by Tangent Gaussian Splatting

Accurate, site-specific channel information is crucial for optimizing next-generation wireless networks. Among various approaches, localized statistical channel modeling (LSCM), which models the channel multipath angular power spectrum (APS) from the reference signal received power (RSRP) measurement, has emerged as a state-of-the-art method tailored for efficient network optimization. However, despite its effectiveness, LSCM cannot predict APS at the vast majority of locations where no measurements are available, which significantly restricts its applicability in large-scale, real-world scenarios. To address this challenge, we present \emph{point-cloud-assisted tangent Gaussian splatting} (PC-TGS), the first framework to \emph{extrapolate} APS to unmeasured outdoor grids by integrating sparse radio measurements with dense LiDAR-based geometry. PC-TGS represents environmental scatterers as anisotropic 3D Gaussians, initialized and refined through a relaxed-mean reparameterization of the raw point cloud. A tangent-plane projection accurately maps each Gaussian into the local angular domain, while a depth-aware electromagnetic splatting process aggregates their contributions. To ensure practical deployment, we derive a closed-form Gaussian-weighted average (GWA) for APS bin integration and provide a provable error bound. { Evaluations on a LiDAR-scanned city-scale dataset (5M points, 6,310 RSRP samples) demonstrate that PC-TGS achieves better APS and RSRP prediction performance compared to state-of-the-art baselines and faster inference time for APS extrapolation task. These results highlight the potential of PC-TGS to enable geometry-aware and data-efficient channel prediction in large-scale wireless digital twins.
Ye Xue, Yiheng Wang, Xinhua Shao +3
Jun 16, 2026cs.CV

AIGS-Net: Compact Illumination Field Modeling via 2D Gaussian Splatting for Fast Low-Light Image Enhancement

Existing low-light image enhancement methods often face a bottleneck between the representation capacity of illumination-field modeling and computational complexity. To address this issue, this paper proposes an Adaptive Illumination Gaussian Splatting Network (AIGS-Net), an ultra-lightweight architecture for fast low-light enhancement. Unlike conventional static priors, AIGS-Net constructs an input-adaptive 2D Gaussian Splatting illumination field. The opacity of Gaussian basis functions is dynamically modulated by relative luminance statistics of the input image, and spatially varying illumination compensation is rendered through ordered alpha compositing. To guide adaptive illumination compensation efficiently, a zero-parameter nonlinear multiscale contextual encoding module is introduced to extract low-frequency structures and local contrast cues without additional convolutional weights. To suppress noise amplification and sensor-induced color bias, AIGS-Net integrates noise-mask estimation, locked single-channel Gamma mapping, cross-channel consistency regularization, and target color-alignment constraints. Experiments on LOL and LSRW benchmarks show that AIGS-Net improves detail recovery and color fidelity while requiring only approximately 40 learnable parameters, achieving an effective trade-off between enhancement quality and extreme inference efficiency.
Yuhan Chen, Kunyang Huang, Fuchen Li +4
Jun 16, 2026cs.CV

GSPan: A Continuous Gaussian Primitive Representation for Arbitrary-Scale Pansharpening

Pansharpening aims to generate high-resolution multispectral (HRMS) images by fusing low-resolution multispectral (LRMS) and panchromatic (PAN) observations. Most existing deep learning methods treat pansharpening as fixed-grid prediction, which limits scale adaptation. To address this, we propose GSPan, a framework that introduces 2D Gaussian Splatting (GS) into pansharpening. Instead of directly predicting pixels, GSPan represents band-wise residual details as continuous and learnable 2D Gaussian primitives. We design a Dual-Stream Hierarchical Interaction (DSHI) architecture with a Spatial-Spectral Interactive Attention (SSIA) module to estimate these primitives from complementary PAN and MS observations. The predicted primitives are rendered as a residual detail field and injected into the upsampled MS image. This continuous representation allows GSPan to render fused images on arbitrary target sampling grids without scale-specific retraining. It further enables a Scale-Decoupled Asymmetric Inference (SDAI) strategy, which estimates primitives at a reduced resolution and renders the fused image at the target resolution for efficient large-scene pansharpening. Experiments on QuickBird, GaoFen-2, WorldView-3, and WorldView-3-4K datasets show that GSPan delivers state-of-the-art fusion performance. Moreover, SDAI markedly accelerates inference, achieving a favorable trade-off between computational efficiency and fusion quality. Our results demonstrate the potential of continuous Gaussian residual representations as a flexible and scale-decoupled alternative to fixed-grid prediction.
Fangyi Li, Xiaoyuan Yang, Yixiao Li +3
Jun 15, 2026cs.CV

Fi-Gaussian: Frequency-Aware Implicit Gaussian Splatting for Single Image Dehazing

Single image dehazing continues to be hindered by the loss of high-frequency details and the difficulty of accurate physical scattering modeling. To address these issues, we propose Fi-Gaussian, a frequency-aware implicit Gaussian splatting network for single image dehazing. Unlike explicit rendering methods that rely on 3D point clouds, our method employs implicit Gaussian splatting to adaptively model the underlying distribution of clear images as a continuous representation in 2D feature space. The core of the network is a frequency-aware implicit Gaussian splatting module, which decouples low-frequency structural information and high-frequency texture information in the frequency domain and then performs adaptive Gaussian aggregation with complex-valued weights to recover fine details. In addition, a physics-driven scattering renormalization mechanism is introduced to estimate the transmission map and atmospheric light under the guidance of implicit Gaussian priors. Extensive experiments on multiple benchmark datasets demonstrate that Fi-Gaussian achieves state-of-the-art quantitative performance and produces visually superior dehazed results, validating the effectiveness of implicit Gaussian splatting for low-level vision tasks.
Yuhan Chen, Ying Fang, Guofa Li +5
Jun 15, 2026cs.CV

Dehaze-GaussianImage: Zero-Shot Dehazing via Efficient 2D Gaussian Splatting Representation

Existing single image dehazing methods are often constrained by computational redundancy in pixel-level optimization and the lack of physical interpretability in implicit neural networks. These limitations hinder the balance between representation efficiency and reconstruction fidelity. To address these issues, we propose Dehaze-GaussianImage, the first zero-shot framework that introduces 2D Gaussian Splatting (2DGS) into the image dehazing domain to break the traditional pixel-grid processing paradigm. Distinct from static convolutional neural networks (CNNs) or Transformers, our approach models hazy images as continuous and dynamically evolvable anisotropic Gaussian fields. Specifically, we propose a novel reconstruction-decoupling zero-shot learning strategy that embeds the atmospheric scattering model into the Gaussian parameter space. This strategy drives Gaussian primitives to adaptively split, clone, and prune during optimization, achieving geometric-level decoupling of the transmission medium and clear textures. Furthermore, explicit structure-preserving constraints are introduced to suppress artifacts commonly caused by traditional physical priors. Experimental results demonstrate that the proposed method achieves state-of-the-art (SOTA) performance in a fully unsupervised manner with minimal parameters, highlighting the potential of explicit Gaussian representation for low-level vision tasks.
Yuhan Chen, Wenxuan Yu, Guofa Li +5
Jun 15, 2026cs.CV

Continuous Splatting meets Retinex: Continuous Gaussian Splatting and Implicit Reflectance Modeling for Low-Light Image Enhancement

Low-light image enhancement aims to recover clear images from low-illumination observations and is crucial for high-level downstream vision tasks. However, existing methods frequently encounter color distortion and structural artifacts when balancing global smooth illumination adjustment and local high-frequency detail recovery. To address these issues, we propose CGS-Retinex as the first low-light image enhancement framework based on explicit-implicit joint modeling. Our framework deeply integrates continuous Gaussian splatting with Retinex theory. Specifically, we represent the image grid as a continuous parameter field and propose a continuous Gaussian renderer to estimate the spatially continuous global illumination distribution. This approach fundamentally eliminates grid artifacts caused by discrete Gaussian sampling. Furthermore, we introduce an implicit neural representation to model reflectance independently. We leverage shallow high-frequency features to guide the network in accurately reconstructing degraded texture details. Within the Retinex framework, we incorporate physics-inspired brightness consistency constraints and illumination smoothness regularization to enable explicit illumination and implicit reflectance to maintain proper exposure and achieve high-fidelity recovery of high-frequency structures and colors. Extensive experiments demonstrate that CGS-Retinex significantly suppresses dark-region noise and overexposure while achieving exceptional high-frequency structural fidelity and color restoration by precisely decoupling illumination and texture. This work establishes a novel continuous physical representation paradigm for low-light image enhancement.
Yuhan Chen, Yicui Shi, Guofa Li +5
Jun 9, 2026cs.CV

A Scalable PyTorch Abstraction for Multi-GPU Gaussian Splatting

Gaussian splatting methods have become increasingly popular for neural reconstruction of the real world. However, they are often limited in scale and resolution due to compute and memory constraints. We present a multi-GPU Gaussian splatting approach that scales reconstruction to higher resolutions and larger scenes while abstracting away the code complexity typically associated with distributing a model. To accomplish this, we propose a PyTorch backend that distributes the Gaussian parameters and splatting operators across GPUs via CUDA unified memory and NVLink. Because distribution occurs at the operator level, the model code requires no explicit cross-device communication. More broadly, the backend exposes multiple GPUs as an aggregate PyTorch device and supports other PyTorch operators. We demonstrate city-scale reconstructions with street-level detail consisting of over 1 billion Gaussian splats, more than 25 times as many as the current state of the art.
Matthew Cong, Francis Williams, Jonathan Swartz +3
Jun 6, 2026cs.CV

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

3D Gaussian Splatting (3DGS) has become an efficient explicit representation for radiance field reconstruction and real-time novel view synthesis. However, its standard photometric loss treats flat and structure-rich regions similarly, which may limit the recovery of sharp contours and fine details. Edge-Guided Gaussian Splatting (EGGS) improves structure awareness through edge-guided weighting, but mainly relies on first-order gradient responses and linear weighting. In this paper, we propose LEGS, a Laplacian-Enhanced Gaussian Splatting method with a nonlinearly weighted loss. LEGS replaces first-order gradient guidance with second-order Laplacian structural guidance and maps the normalized Laplacian response into pixel-wise weights through nonlinear response-to-weight functions. The proposed loss improves structure-aware Gaussian optimization while keeping the original 3DGS rendering pipeline unchanged. Experiments on the full Tanks&Temples and Mip-NeRF360 datasets show that LEGS improves peak signal-to-noise ratio (PSNR) by up to 1.68 dB over 3DGS and up to 0.52 dB over EGGS. Incorporating the proposed second-order nonlinear weighting strategy into FastGS and FasterGS further improves PSNR by up to 1.69 dB, demonstrating its effectiveness as a general loss-level extension for Gaussian Splatting pipelines with potential applications in AR/VR, immersive visualization, and real-time 3D content generation.
Yongfei Guo, Qizhou Huo, Xuan Sun +1
Jun 5, 2026cs.CV

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

Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65% to under 25%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4×\times and 5.5×\times, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/
Yuang Shi, Simone Gasparini, Géraldine Morin +1
Jun 4, 2026cs.CV

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

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

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

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

Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting

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

ZipSplat: Fewer Gaussians, Better Splats

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

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

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

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

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

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

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

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

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

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

Training vision-language-action (VLA) policies for humanoid loco-manipulation is constrained by the high cost and complexity of collecting human teleoperation demonstrations. VLA policies fine-tuned in simulators have, until now, failed to transfer effectively in humanoid loco-manipulation tasks. We present LEGS (Loco-manipulation via Embodied Gaussian Splatting), a hybrid simulator that composites a mesh foreground (robot, objects, props) over a photorealistic 3D Gaussian Splatting (3DGS) background reconstructed from a handheld scene capture. LEGS uses a procedural motion-primitive generator to synthesize labeled demonstrations at scale without human teleoperation, and a deterministic two-stage color calibration to align the rendered 3DGS image to the robot's deployment camera. On a Unitree G1 humanoid robot, across three pick-and-place tasks of increasing whole-body difficulty and three VLA backbones (psi_0, pi_0.5, GR00T N1.6), a policy trained purely on LEGS data matches or exceeds one trained on human teleoperation demos on every experiment. It also outperforms a mesh-only simulation baseline that ablates the effect of the 3DGS background, showing that photorealistic rendering is a key enabler for synthetic data transfer. Humanoid motion is recorded independently of scene appearance in LEGS, allowing the same auto-generated demonstrations to be re-rendered under new backgrounds and object meshes--covering a new scene at more than 15x lower cost than teleoperation--to augment training data for robustness to scene variations. Under combined object-and-scene appearance shift, the policy trained on re-rendered LEGS-AUG data maintains task success while the baseline trained on teleoperation data fails entirely. Our project page is located at https://legsvla.github.io/.
Hojune Kim, Timothy Chen, Jiankai Sun +4
May 30, 2026cs.GR

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

3D Gaussian Splatting (3DGS) renders new views of a scene in real time. Like every rasterizer, it answers only primary rays, the rays from the camera through the image. It cannot trace the secondary rays that shadows, ambient occlusion, and global illumination need. We turn a trained 3DGS scene into a ray oracle by distilling a Directed Distance Function (DDF). The DDF is a small neural field. It takes a ray, given by an origin and a direction, and returns the distance to the first surface and whether the ray hits anything. Each query is one forward pass. The field is 52MB, and its size does not depend on the number of Gaussians, so its cost and memory stay flat as the scene grows. We make three points. First, we study what supervision a DDF needs. Depth rendered from the Gaussians is too blurry to teach thin parts, while clean distance supervision recovers them. Second, we measure speed. The DDF is 26 to 72 times faster than sphere tracing an equivalent signed distance field, and unlike a bounding volume hierarchy built over the Gaussians, even on dedicated RT-core hardware, its query time and memory do not grow with the scene. Third, we show a pipeline that needs no mesh: images give a 3DGS scene, a neural surface gives clean distances, and the DDF learns from them. We use the DDF as a secondary-ray oracle for global illumination. It reproduces reference ray-traced shadows at 30.3dB and ambient occlusion at 21.3~dB across 142 objects, and on real captured scenes. Our codes are available at https://github.com/smlab-niser/ddf-gs.
Subhankar MIshra
May 29, 2026cs.CV

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

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

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

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

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

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

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

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

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

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

Supercharging Thermal Gaussian Splatting with Depth Estimation

Efficient and robust 3D scene representation is crucial in autonomous driving, robotics, and related fields. While RGB images provide valuable content for 3D reconstruction, other modalities like thermal or depth can enable additional information on the environment. Lately, novel view synthesis methods like 3D Gaussian Splatting have started using multiple modalities to further boost their performance. But fusing or combining multimodal data can make the process slower and can bring in additional challenges. Therefore, our project aims to use single modality based on thermal infrared domain, by removing the reliance on visible light as much as possible. This single modality can be expected to be faster as it does not rely on multimodal data. We propose a method, Thermal-to-Depth Gaussian Splatting (TDg), that uses only thermal images and depth estimation in its architecture to derive the radiance fields. Our TDg method outperforms the MSMG (Multiple Single-Modal Gaussians) baseline in most cases on our test datasets, RGBT-Scenes and ThermalMix. On average, the rendering quality metrics such as learned perceptual image patch similarity (LPIPS), structural similarity index measure (SSIM), and peak signal-to-noise ratio (PSNR) of TDg are 1.12%, 0.034%, and 0.01% better than the baseline MSMG values. It also reduces the training time significantly, by 12 mins 47 secs (55% improvement). Overall, our method is successful in deriving these thermal radiance fields, which can ultimately have several applications, such as identifying heat sources critical in surveillance, search or rescue operations, and industrial inspections where temperature is widely used to monitor machines.
Manoj Biswanath, Chenxin Cai, Hannah Schieber +2
May 27, 2026cs.CV

Eulerian Gaussian Splatting using Hashed Probability Pyramids

We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.
Mia Gaia Polansky, George Kopanas, Stephan Garbin +2
May 26, 2026cs.CV

Underwater360: Reconstructing Underwater Scenes from Panoramic Images with Omnidirectional Gaussian Splatting

Underwater scene reconstruction is essential for immersive exploration of aquatic environments, yet remains challenging due to complex participating-media effects such as absorption and scattering, as well as the limited field of view (FoV) of conventional cameras. Although combining panoramic imaging with 3D Gaussian Splatting (3DGS) offers a promising direction for photorealistic underwater rendering, traditional 3DGS struggles with both spherical projection distortion and underwater medium degradation. In this paper, we propose \textbf{Underwater360}, a physics-informed omnidirectional 3DGS framework for underwater panoramic scene reconstruction. First, we introduce an Omnidirectional Gaussian Splatting module that performs ray casting directly in spherical camera space instead of relying on 2D projection approximations, thereby reducing geometric distortions under 360^\circ FoV. Second, we design a physics-based appearance-medium modeling architecture with pose-conditioned appearance embeddings to explicitly decouple intrinsic scene radiance from depth-dependent backscatter and attenuation, enabling physically grounded scene appearance restoration. Finally, we establish a new panoramic underwater benchmark dataset containing both synthetic and real-world scenes. Extensive experiments demonstrate that Underwater360 achieves superior performance in underwater novel view synthesis and scene appearance restoration, delivering improved rendering quality and cross-view consistency in complex underwater environments. The code and datasets are released at https://github.com/SwcK423/Underwater360
Jiangbei Hu, Weichao Song, Shibo Yu +8
May 25, 2026cs.GR

Learning View-Dependent Splatting Kernels

We present a differentiable framework to automatically learn view-dependent 2D kernels in a splatting-based pipeline to improve reconstruction quality and representation efficiency for novel 3D view synthesis. Our volumetric primitive is defined as a bounding ellipsoid and a 3D-kernel latent vector. We first learn a projection network to output a 2D-kernel latent, taking the attributes of the ellipsoid and the 3D-kernel latent as input. Next, the result is sent to a decoder to produce a radially symmetric 2D kernel in terms of Mahalanobis distance, bounded by the projected ellipsoid. The neural networks along with per-primitive attributes are jointly optimized. The effectiveness of our approach is demonstrated on standard benchmarks, comparing favorably against state-of-the-art techniques on both analytical and learned kernels. Finally, we extend the idea to learn general 2D kernels for 2D splatting as well as image representation.
Huakeng Ding, Zhanpeng Liu, Fan Pei +2
May 22, 2026cs.CV

RiGS: Rigid-aware 4D Gaussian Splatting from a Single Monocular Video

Reconstructing dynamic 3D scenes from monocular videos is a fundamental yet highly challenging task, as real-world motions often involve both long-term smooth transformations and short-term complex deformations. Existing methods either struggle to maintain temporal consistency or fail to capture high-frequency dynamics due to limited motion modeling capacity. In this work, we present Rigid-aware 4D Gaussian Splatting (RiGS), which simultaneously captures motions across multiple temporal scales. Specifically, RiGS introduces three types of Gaussian primitives: static, rigid, and transient, which represent static backgrounds, long-term low-frequency motions, and short-term high-frequency dynamics, respectively. An object-wise dynamic mask is proposed to aggregate long-range spatiotemporal motion information and guide the decomposition of static and dynamic regions. To jointly model motion across scales, rigid Gaussians are allowed to transition into transient Gaussians based on their temporal duration, and both are optimized under scene flow guidance, providing dense 3D motion supervision. Extensive experiments demonstrate that RiGS achieves state-of-the-art performance on novel view synthesis benchmarks. Code is available at \hyperlink{https://github.com/ladvu/RiGS}{https://github.com/ladvu/RiGS}.
Chenyu Wu, Wanhua Li, Zhu-Tian Chen +1
May 21, 2026cs.CV

4D-GSW: Kinematic-Aware Spatio-Temporal Consistent Watermarking for 4D Gaussian Splatting

While 4D Gaussian Splatting (4DGS) has revolutionized high-fidelity dynamic reconstruction, safeguarding the intellectual property of these assets remains an open challenge. Conventional steganographic techniques often neglect the underlying kinematic manifolds, triggering non-physical artifacts such as severe temporal flickering and "FVD collapse". To address this, we propose \textbf{4D-GSW}, a kinematic-aware watermarking framework designed to embed robust copyright information while preserving high spatio-temporal consistency. Unlike prior 4D steganography that primarily focuses on opacity-guided invisibility, our approach explicitly addresses the physical coherence of motion trajectories. We introduce a \textbf{Spatio-Temporal Curvature (STC)} metric to identify "Dynamic Instants," adaptively gating watermark gradient injection to shield critical motion manifolds from non-physical perturbations. To ensure global coherence across complex deformations, we formulate a joint \textbf{HMM-MRF energy minimization} model that synchronizes watermark phases within both temporal trajectories and spatial neighborhoods. Furthermore, an \textbf{anisotropic gradient routing} mechanism ensures that watermark embedding remains strictly decoupled from photometric reconstruction fidelity. Extensive experiments have demonstrated the superior performance of our method in robustly hiding watermarks while resisting various attacks and maintaining high rendering quality and spatiotemporal consistency.
Sifan Zhou, Hang Zhang, Yuhang Wang +1
May 21, 2026cs.CV

No Pose, No Problem in 4D: Feed-Forward Dynamic Gaussians from Unposed Multi-View Videos

Recent feed-forward 3D gaussian splatting methods have made dramatic progress on individual aspects of 3D scene reconstruction, but no existing method jointly addresses dynamic content, multi-view input, and unknown camera poses in a single feed-forward pass. Methods that handle dynamics either require accurate camera poses or accept only monocular input; pose-free multi-view methods address only static scenes; and per-scene optimization methods bridge some of these gaps but at minutes-to-hours cost per scene. We introduce NoPo4D, the first feed-forward system that addresses this empty quadrant. Building on a pretrained geometry backbone and recent 4D Gaussian frameworks, NoPo4D introduces a velocity decomposition that splits Gaussian motion into per-pixel image-plane shifts and depth changes, allowing direct supervision from pseudo ground-truth optical flow on the 2D component. This sidesteps both the differentiable rendering that couples prior posed methods to pose accuracy and the 3D motion ground truth that prior pose-free methods require. The system is rounded out by a bidirectional motion encoder for cross-view and cross-frame feature aggregation, and view-dependent opacity that mitigates cross-view and cross-timestep Gaussian misalignments. On four multi-view dynamic benchmarks, NoPo4D consistently outperforms prior feed-forward baselines, and with an optional post-optimization stage surpasses per-scene optimization methods, while running orders of magnitude faster.
Matteo Balice, Yanik Kunzi, Chenyangguang Zhang +3
May 21, 2026cs.CV

Flow-based Gaussian Splatting for Continuous-Scale Remote Sensing Image Super-Resolution

High-resolution remote sensing images (RSIs) are crucial for Earth observation applications, yet acquiring them is often limited by sensor constraints and costs. In recent years, generative super-resolution (SR) methods, particularly diffusion models, have made significant progress. However, they typically require slow iterative inference with 40--1000 steps and exhibit limited flexibility in continuous-scale SR settings. To address these issues, we propose FlowGS, a generative reconstruction framework for arbitrary-scale SR of RSIs. FlowGS models the high-frequency detail representations between high- and low-resolution images and learns a continuous probability flow from noise to detail priors via flow matching (FM) constrained by shortcut consistency, thereby reducing generative complexity and improving inference efficiency. Additionally, we employ 2D Gaussian splatting to construct a continuous feature field, thereby enabling flexible reconstruction at arbitrary query locations. Experimental results show that FlowGS delivers competitive perceptual quality compared with existing methods in both continuous-scale and fixed-scale SR settings, with substantially improved inference efficiency.
Jiangwei Mo, Xi Lu, Hanlin Wu
May 21, 2026cs.CV

TWINGS: Thin Plate Splines Warp-aligned Initialization for Sparse-View Gaussian Splatting

Novel view synthesis from sparse-view inputs poses a significant challenge in 3D computer vision, particularly for achieving high-quality scene reconstructions with limited viewpoints. We introduce TWINGS, a framework that enhances 3D Gaussian Splatting (3DGS) by directly addressing point sparsity. We employ Thin Plate Splines (TPS), a smooth non-rigid deformation model that minimizes bending energy to estimate a globally coherent warp from control-point correspondences, to align backprojected points from estimated depth with triangulated 3D control points, yielding calibrated backprojected points. By sampling these calibrated points near the control points, TWINGS provides a fast and geometrically accurate initialization for 3DGS, ultimately improving structural detail preservation and color fidelity in reconstructed scenes. Extensive experiments on DTU, LLFF, and Mip-NeRF360 demonstrate that TWINGS consistently outperforms existing methods, delivering detailed and accurate reconstructions under sparse-view scenarios.
Hyeseong Kim, Geonhui Son, Deukhee Lee +1
May 20, 2026cs.CV

AIR: Amortized Image Reconstruction Framework for Self-Supervised Feed-Forward 2D Gaussian Splatting

2D Gaussian splatting provides an efficient explicit representation for image reconstruction, but existing methods still require costly per-image iterative optimization or rely on handcrafted priors for primitive allocation. We present AIR, a self-supervised feed-forward framework that amortizes iterative Gaussian fitting into a single network pass, eliminating per-image test-time optimization. AIR adopts a stage-wise residual architecture that progressively predicts additional Gaussian primitives from reconstruction residuals, together with an explicit Stage Control mechanism that activates new primitives only in under-reconstructed regions. A Predict--Optimize--Distill training strategy stabilizes multi-stage prediction by distilling short-horizon optimized Gaussian increments back into the predictor. The stabilized predictor is then jointly finetuned across stages and equipped with an image-adaptive quantizer for compact Gaussian storage. Experiments on Kodak and DIV2K show that AIR achieves better reconstruction quality than representative Gaussian-based baselines while reducing encoding time to 160--300,ms. Code: https://github.com/whoiszzj/AIR.git
Zhaojie Zeng, Yuesong Wang, Yawei Luo +1
May 19, 2026cs.CV

Cross-View Splatter: Feed-Forward View Synthesis with Georeferenced Images

We present Cross-View Splatter, a feed-forward method that predicts pixel-aligned Gaussian splats for outdoor scenes captured at ground level AND by satellite. Faithful reconstructions require good camera coverage, but ground imagery is time-consuming and hard to capture at scale for large outdoor scenes. Fortunately, satellite imagery can provide a global geometric prior that is easy to access via public APIs. Cross-View Splatter fuses orthorectified satellite views with GPS-tagged ground photos to predict Gaussian splats in a unified 3D coordinate frame. By aligning ground and bird's-eye feature representations, our model improves scene coverage and novel-view synthesis, compared to ground imagery alone. We train on curated georeferenced datasets and paired satellite-terrain data, mined from open mapping services. We evaluate our method on a new benchmark for novel-view synthesis with georeferenced imagery allowing comparison to prior state-of-the-art methods. Our code and data preparation will be available at https://nianticspatial.github.io/cross-view-splatter/.
Matias Turkulainen, Akshay Krishnan, Filippo Aleotti +6
May 18, 2026cs.CV

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

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

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

We introduce GaussianZoom, a generative zoom-in 3D reconstruction system with an iterative progressive framework that combines geometry-consistent scene modeling and multi-scale semantic reasoning to enable high-fidelity extreme zoom-in rendering from low-resolution inputs. To achieve this, we develop a novel multi-view consistent super-resolution module with depth-based feature warping and VLM-driven detail synthesis, ensuring accurate multi-view correspondence while enriching fine-scale appearance beyond the observed resolution. To support zooming across large magnification ranges, we further introduce a new expandable continuous Level-of-Detail hierarchy that dynamically modulates Gaussian visibility for smooth, alias-free cross-scale rendering. Experiments on Mip-NeRF360 and Tanks&Temples demonstrate that GaussianZoom achieves superior perceptual quality, multi-view consistency, and robustness under extreme magnification, establishing a strong baseline for generative zoom-in 3D scene reconstruction.
Jiale Shi, Jiarui Hu, Zesong Yang +3
May 16, 2026cs.CV

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

3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency. To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.
Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi +2
May 15, 2026cs.CV

Robust Prior-Guided Segmentation for Editable 3D Gaussian Splatting

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

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

In robot-assisted minimally invasive surgery, high-fidelity dynamic endoscopic scene reconstruction and simulation are crucial to enhancing downstream tasks and advancing surgical outcomes. However, existing methods primarily focus on visual reconstruction, lacking physics-based descriptions of the scene required for realistic simulation. We propose a unified framework that achieves physics-aware reconstruction and physical simulation of endoscopic scenes through Multi-modal Large Language Models (MLLMs)-guided Gaussian Splatting. Our approach utilizes 4D Gaussian Splatting (4DGS) integrated with pre-trained segmentation and depth estimation to represent deformable tissues and tools. To achieve automatic inference of physical properties, we introduce an object-wise material field that initializes material parameters via MLLM and refines them through a differentiable Material Point Method (MPM) under joint supervision from rendered images and optical flow. Validated on both open-source and in-house datasets, our framework achieves superior simulation fidelity and physical accuracy compared to state-of-the-art methods, underscoring its potential to advance robot-assisted surgical applications.
Changjing Liu, Yiming Huang, Long Bai +2
May 14, 2026eess.IV

Efficient Dense Matching for Enhanced Gaussian Splatting Using AV1 Motion Vectors

3D Gaussian Splatting (3DGS) has emerged as a prominent framework for real-time, photorealistic scene reconstruction, offering significant speed-ups over Neural Radiance Fields (NeRF). However, the fidelity of 3DGS representations remains heavily dependent on the quality of the initial point cloud. While standard Structure-from-Motion (SfM) pipelines using COLMAP provide adequate initialisation, they often suffer from high computational costs and sparsity in textureless regions, which degrades subsequent reconstruction accuracy and convergence speed. In this work, we introduce an AV1-based feature detection and matching pipeline that significantly reduces SfM processing overhead. By leveraging motion vectors inherent to the AV1 video codec, we bypass computationally expensive exhaustive matching while maintaining geometric robustness. Our pipeline produces substantially denser point clouds, with up to eight times as many points as classical SfM. We demonstrate that this enhanced initialisation directly improves 3DGS performance, yielding an 9-point increase in VMAF and a 63% average reduction in training time required to reach baseline quality. The project page: https://sigmedia.tv/AV1-3DGS.github.io/
Julien Zouein, Vibhoothi Vibhoothi, François Pitié +1
May 13, 2026cs.CV

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

Reliable autonomous driving relies on large-scale, well-labeled data and robust models. However, manual data collection is resource-intensive, and traditional simulation suffers from a persistent reality gap. While recent generative frameworks and radiance-field methods improve visual fidelity, they still struggle with temporal and spatial consistency and cannot ensure physics-aware behavior, limiting their applicability to driving scenario generation. To address these challenges, we propose Real2Sim, an unified framework that combines 4D Gaussian Splatting (4DGS) with a differentiable Material Point Method (MPM) solver. Real2Sim explicitly reconstructs dynamic driving scenes as temporally continuous Gaussian primitives, supports instance-level editing, and simulates realistic object-object and object-environment interactions. This framework enables physics-aware, high-fidelity synthesis of diverse, editable scenarios, including challenging corner cases such as collisions and post-impact trajectories. Experiments on the Waymo Open Dataset validate Real2Sim's capabilities in rendering, reconstruction, editing, and physics simulation, demonstrating its potential as a scalable tool for data generation in downstream tasks such as perception, tracking, trajectory prediction, and end-to-end policy learning.
Kaicong Huang, Talha Azfar, Weisong Shi +1
May 12, 2026cs.CV

Revisiting Photometric Ambiguity for Accurate Gaussian-Splatting Surface Reconstruction

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dynamic scene reconstruction represents a fundamental yet demanding challenge in computer vision and robotics. While recent progress in 3DGS-based methods has advanced dynamic scene modeling, obtaining high-fidelity rendering and accurate tracking in scenarios with substantial, intricate motions remains significantly challenging. To address these challenges, we propose PaMoSplat, a novel dynamic Gaussian splatting framework incorporating part awareness and motion priors. Our approach is grounded in two key observations: 1) Parts serve as primitives for scene deformation, and 2) Motion cues from optical flow can effectively guide part motion. Specifically, PaMoSplat initializes by lifting multi-view segmentation masks into 3D space via graph clustering, establishing coherent Gaussian parts. For subsequent timestamps, we leverage a differential evolutionary algorithm to estimate the rigid motion of these parts using multi-view optical flow cues, providing a robust warm-start for further optimization. Additionally, PaMoSplat introduces an adaptive iteration count mechanism, internal learnable rigidity, and flow-supervised rendering loss to accelerate and optimize the training process. Comprehensive evaluations across diverse scenes, including real-world environments, demonstrate that PaMoSplat delivers superior rendering quality, improved tracking precision, and faster convergence compared to existing methods. Furthermore, it enables multiple part-level downstream applications, such as 4D scene editing.
Yinan Deng, Jianyu Dou, Jiahui Wang +3
May 9, 2026cs.CV

Relightable Gaussian Splatting for Virtual Production Using Image-Based Illumination

Virtual production (VP) use LED walls to provide both background imagery and image-based lighting. While this enables on-set compositing, it couples lighting to background and scene appearance, limiting flexibility for downstream editing. In addition, inverse rendering conventionally relies on physically-based rendering to estimates 3D geometry and lighting, using environment maps. However, these maps are typically low-resolution and assume far-field lighting. In VP, with near-field and high-resolution image-based lighting, this can lead to inaccuracies and introduce complexities when editing. Addressing this, we propose a VP-specific framework for 3D reconstruction and relighting using Gaussian Splatting. This uses the known background imagery to condition the relighting process. This avoids relying on environment maps and reduces compositing to a background-image editing task. To realize our framework, we introduce a process (and associated dataset) that captures real VP scenes under varying background content and illumination conditions. This data is used to decompose a 3D scene into fixed appearance and variable lighting components. The variable lighting process simulates light transport by parameterizing each primitive with a UV coordinate, intensity value and resolution modifier. Using mipmaps, these directly sample the background texture in image space - implicitly capturing reflections and refractions without physically-based rendering. Combined with the fixed appearance component, this allows us to render relit scenes using a Gaussian Splatting rasterizer. Compared to baselines, our approach achieves higher-quality 3D reconstruction and controllable relighting. The method is efficient (<3 GB RAM, <5 GB VRAM, <2 hours training, ~35 FPS) and supports rendering useful arbitrary output variables including depth, lighting intensity, lighting color, and unlit renders.
Adrian Azzarelli, Nantheera Anantrasirichai, James Pollock +1
May 8, 2026cs.CV

From Pixels to Primitives: Scene Change Detection in 3D Gaussian Splatting

Scene change detection methods built on Gaussian splatting universally follow a render-then-compare paradigm: the pre-change scene is rendered into 2D and compared against post-change images via pixel or feature residuals. This change detection problem with Gaussian Splatting has been treated as a question about pixels; we treat it as a question about primitives. We provide direct evidence that native primitive attributes alone -- position, anisotropic covariance, and color -- carry sufficient signal for scene change detection. What makes primitive-space comparison hard is the under-constrained nature of Gaussian splatting representation: independent optimizations yield primitive solutions whose count, positions, shapes, and colors differ even where nothing has changed. We address this challenge with anisotropic models of geometric and photometric drift, complemented by a per-primitive observability term that reflects the extent to which each Gaussian is constrained by the camera geometry. Operating directly on primitives gives our method, GD-DIFF, two properties that distinguish it from render-then-compare methods. First, change maps are multi-view consistent by construction, where prior work had to learn this through an additional optimization objective. Second, geometric and appearance changes are scored separately, identifying not just where but what kind of change occurred, distinguishing structural changes (e.g., an added object) from surface-level ones (e.g., a color change) without supervision or external model dependencies. On real-world benchmarks, GS-DIFF surpasses the prior state-of-the-art approach by \sim17% in mean Intersection over Union.
Chamuditha Jayanga Galappaththige, Jason Lai, Timothy Patten +3
May 8, 2026cs.CV

AsyncEvGS: Asynchronous Event-Assisted Gaussian Splatting for Handheld Motion-Blurred Scenes

3D reconstruction methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) achieve impressive photorealism but fail when input images suffer from severe motion blur. While event cameras provide high-temporal-resolution motion cues, existing event-assisted approaches rely on low-resolution sensors and strict synchronization, limiting their practicality for handheld 3D capture on common devices, such as smartphones. We introduce a flexible, high-resolution asynchronous RGB-Event dual-camera system and a corresponding reconstruction framework. Our approach first reconstructs sharp images from the event data and then employs a cross-domain pose estimation module based on the Visual Geometry Transformer (VGGT) to obtain robust initialization for 3DGS. During optimization, we employ a structure-driven event loss and view-specific consistency regularizers to mitigate the ill-posed behavior of traditional event losses and deblurring losses, ensuring both stable and high-fidelity reconstruction. We further contribute AsyncEv-Deblur, a new high-resolution RGB-Event dataset captured with our asynchronous system. Experiments demonstrate that our method achieves state-of-the-art performance on both our challenging dataset and existing benchmarks, substantially improving reconstruction robustness under severe motion blur. Project page: https://openimaginglab.github.io/AsyncEvGS/
Jun Dai, Renbiao Jin, Bo Xu +5