Neural Radiance Fields

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Period ending 2026-09-21

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Period ending 2026-09-14

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Period ending 2026-09-07

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121 papers

Latest in Neural Radiance Fields

Jun 16, 2026cs.CV

Neural Tree Reconstruction for the Open Forest Observatory

The Open Forest Observatory (OFO) is a collaboration across universities and other partners to make low-cost forest mapping accessible to ecologists, land managers, and the general public. The OFO is building both a database of geospatial forest data as well as open-source methods and tools for forest mapping by uncrewed aerial vehicle. Such data are useful for a variety of climate applications including prioritizing reforestation efforts, informing wildfire hazard reduction, and monitoring carbon sequestration. In the current iteration of the OFO's forest map database, 3D tree maps are created using classical structure-from-motion techniques. This approach is prone to artifacts, lacks detail, and has particular difficulty on the forest floor where the input data (overhead imagery) has limited visibility. These reconstruction errors can potentially propagate to the downstream scientific tasks (e.g. a wildfire simulation.) Advances in 3D reconstruction, including methods like Neural Radiance Fields (NeRF), produce higher quality results that are more robust to sparse views and support data-driven priors. We explore ways to incorporate NeRFs into the OFO dataset, outline future work to support even more state-of-the-art 3D vision models, and describe the importance of high-quality 3D reconstructions for forestry applications.
Marissa Ramirez de Chanlatte, Arjun Rewari, Trevor Darrell +1
Jun 15, 2026cs.GR

STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering

Neural order-independent transparency delivers high-quality rendering of overlapping transparent surfaces, but its geometry passes and network input generation remain costly, particularly on mobile and legacy hardware. We present a spatiotemporal acceleration framework that exploits spatial and temporal coherence to reduce this overhead while preserving visual quality. Spatially, we use adaptive quadtree-based screen-space subdivision to scale geometry pass resolution according to local color variance. Temporally, selected frames reuse the previous transparency result through depth-based reprojection instead of full rendering. Together, these optimizations reduce rendering cost and integrate efficiently into existing real-time rendering pipelines.
Grigoris Tsopouridis, Christos Georgiou-Mousses, Aris Panagiotidis +6
Jun 9, 2026cs.CV

TRON: Tracing Rays to Orchestrate a Neural Renderer for 3D Gaussian Reconstructions

We introduce TRON, a rendering framework that combines 3D Gaussian ray tracing with neural rendering to enable realistic and controllable rendering of real-world 3D scenes under novel lighting, dynamic object motion, object insertion, and material editing. Prior approaches that rely solely on physically based rendering (PBR) of Gaussian representations struggle to achieve realistic relighting due to imperfections in reconstructed geometry, material estimates, and light transport estimation. At the same time, neural rendering methods often lack an explicit scene representation, limiting their ability to support interactive editing with fine-grained manipulation. TRON bridges these two paradigms. We use intrinsic decomposition priors from a learned inverse rendering model to regularize the material properties of a Gaussian field, and repurpose a ray tracer to provide radiometric guidance rather than final pixels. By treating this output as a structured 3D scaffold, we empower a lightweight neural renderer to bridge the domain gap between shading-model constrained estimates and photorealistic output. Our key insight is that the combination of explicit 3D knowledge with robust material priors provides speed and controllability, while neural rendering enables the synthesis of photorealistic images. To support real-world scenarios, we train our neural renderer with a multi-stage strategy consisting of large-scale pretraining and targeted fine-tuning on a newly constructed dataset of 2.1M rendered synthetic and real-world frames from 3D reconstructions. TRON outperforms Gaussian-based relighting methods in realism, and prior neural renderers in editability and speed. To the best of our knowledge, TRON is the first method to enable practical interactive applications in captured 3D environments, offering realistic appearance under dynamic geometric, lighting and material conditions.
Or Perel, Hassan Abu Alhaija, Zian Wang +4
Jun 8, 2026cs.CV

Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstruction

View-dependent appearance modeling remains a challenging problem in novel-view synthesis and reconstruction. Accurately representing complex angular effects often requires substantial memory and computational resources. For new learning-based methods, a common approach is to rely on SH. However, capturing high-frequency phenomena such as specular reflections demands high-order expansions, which increase memory usage and computational cost. Consequently, most methods employ low-order SH, which limits the ability to model complex view-dependent effects, resulting in overly smooth or diffuse representations. To address these limitations, we systematically evaluate a wide range of spherical functions in the context of scene reconstruction. Some of them are introduced to graphics and computer vision for the first time in this paper. Based on the insights from the experiment, we develop a novel spherical formulation, the Normalized Anisotropic Spherical Gabor function that enables efficient modeling and learning of high-frequency appearance effects while maintaining compact representation. Compared to existing approaches, our function achieves higher-quality reconstruction of view-dependent phenomena such as glints, while being up to five times more memory-efficient and more efficient to evaluate. We validate its performance in radiance-field reconstruction tasks.
Ewa Miazga, Jorge Condor, Piotr Didyk
Jun 8, 2026cs.CV

Leveraging NeRF-Rendered Images for 3D Gaussian Splatting

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

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

3D Gaussian Splatting (3DGS) has become an efficient explicit representation for radiance field reconstruction and real-time novel view synthesis. However, its standard photometric loss treats flat and structure-rich regions similarly, which may limit the recovery of sharp contours and fine details. Edge-Guided Gaussian Splatting (EGGS) improves structure awareness through edge-guided weighting, but mainly relies on first-order gradient responses and linear weighting. In this paper, we propose LEGS, a Laplacian-Enhanced Gaussian Splatting method with a nonlinearly weighted loss. LEGS replaces first-order gradient guidance with second-order Laplacian structural guidance and maps the normalized Laplacian response into pixel-wise weights through nonlinear response-to-weight functions. The proposed loss improves structure-aware Gaussian optimization while keeping the original 3DGS rendering pipeline unchanged. Experiments on the full Tanks&Temples and Mip-NeRF360 datasets show that LEGS improves peak signal-to-noise ratio (PSNR) by up to 1.68 dB over 3DGS and up to 0.52 dB over EGGS. Incorporating the proposed second-order nonlinear weighting strategy into FastGS and FasterGS further improves PSNR by up to 1.69 dB, demonstrating its effectiveness as a general loss-level extension for Gaussian Splatting pipelines with potential applications in AR/VR, immersive visualization, and real-time 3D content generation.
Yongfei Guo, Qizhou Huo, Xuan Sun +1
Jun 4, 2026cs.CV

RigPAPR: Rig-Based Animation of Static Neural Point Clouds from a Fixed-Viewpoint Video

Static neural point reconstructions capture a subject at high fidelity from posed images. Given such a reconstruction, we aim to animate it to follow a monocular fixed-viewpoint driving video of the subject, whether captured or produced by image-to-video (I2V) generation, and to recover a rigged, re-posable 3D asset. Existing methods deform Gaussian splats through direct linear blend skinning (LBS) or mesh proxies, both of which are prone to joint-boundary artifacts under articulation, even with per-primitive corrections. We trace the artifact to the representation: each splat carries an individual shape calibrated in the canonical pose to tile with its neighbours. Under rigid LBS, each splat moves with its bone but cannot bend, so the canonical tiling breaks at joint boundaries into gaps and spikes. Proximity attention point rendering (PAPR) instead carries no per-primitive shape; each pixel is recomposed at render time from the deformed primitives' positions, so the surface re-forms naturally with the articulation. We present RigPAPR, which auto-rigs a static PAPR cloud and drives it under direct LBS from a single fixed-viewpoint video, without mesh proxy, pose-dependent correction, or category template. On synthetic subjects, RigPAPR matches the strongest baseline at the supervised view and exceeds mesh-based and Gaussian-splatting baselines at novel views by 3+dB PSNR, with cleaner joint-boundary renderings of both synthetic and real subjects.
Shichong Peng, Yanshu Zhang, Ke Li
Jun 3, 2026cs.CV

Recent Advances and Trends in Learning-based 3D Representations

The selection of an appropriate 3D representation is a fundamental design decision that dictates the efficiency, quality, and capabilities of modern computer vision and graphics pipelines for tasks such as 3D reconstruction, novel-view synthesis and rendering, shape and motion analysis, recognition, and generation. While traditional representations (\eg meshes, point clouds, and volumetric grids) remain standard outputs of 3D sensors (\eg LiDAR and 3D scanners) and are widely used in downstream applications (\eg editing and simulation), recent neural and primitive-based representations (\eg 3D Gaussian Splatting) offer compact and differentiable alternatives opening a wide range of opportunities in applications such as games, AR/VR, autonomous driving, robot navigation, and medical imaging, to name a few. The goal of this paper is to survey the main families of 3D representations from discrete explicit formats to continuous implicit fields based either on neural rendering or primitive splatting. For each type of representation, we present the general formulation and its variants, discuss its benefits and limitations, and highlight key applications. We conclude the paper by outlining the open challenges and potential directions for future research. Distinct from recent surveys that broadly cover 3D object and scene reconstruction, this paper provides a focused analysis on the evolution of 3D representations themselves. We specifically emphasize the paradigm shift toward implicit representations, offering a novel perspective on how these emerging formats fundamentally alter 3D/4D workflows.
Adrien Schockaert, Hamid Laga, Hazem Wannous +3
Jun 3, 2026eess.AS

Masked Wavelet Scattering Transform Neural Field for Sound Field Reconstruction

In this paper, we propose a reconstruction framework that leverages the Wavelet Scattering Transform (WST) as a multi-scale feature extractor to impose statistical priors under sparse observation conditions. The reconstruction problem is formulated as an optimization task and solved using a neural field, with the WST incorporated into the training loss function. As a proof of concept, we validate the proposed method on HRTF upsampling. A masking strategy is applied to the WST coefficients, resulting in a two-phase procedure. The first phase learns a binary mask from a small multi-subject dataset, while the second phase applies the learned mask to the WST coefficients of an individual HRTF to preserve informative statistical structures during reconstruction. Validation against baseline methods, which also serve as an ablation study of the different components of the framework, demonstrates the effectiveness of the proposed approach.
Xinmeng Luan, Samuel A. Verburg, Efren Fernandez-Grande +1
Jun 3, 2026cs.GR

PureLight: Learning Complex Luminaires with Light Tracing

We propose a neural formulation for estimating the appearance of complex luminaires. We focus on challenging luminaires with complex light transport (e.g., small emitters enclosed by multiple specular layers) that are difficult for (bidirectional) path tracing. To this end, we use light tracing to construct paths from emitters to the exit surfaces and formulate appearance estimation as a distribution learning problem. Specifically, we model the probability density function (pdf) of outgoing radiance on the exit surfaces using a large normalizing flow network, and recover the outgoing radiance as the product of the estimated pdf and flux. To enable efficient inference, we distill the learned appearance into a lightweight MLP that directly estimates radiance on the exit surfaces. We additionally train a sampling network for effective direct illumination computation from the luminaire, and a blending network to composite the luminaire into the scene. Our formulation makes it feasible to render challenging luminaires using low sample counts in arbitrary scenes.
Pedro Figueiredo, Zixuan Li, Beibei Wang +2
Jun 2, 2026cs.LG

Let There Be Light: Reflection, Refraction and Scattering for Neural Operators

Neural operators learn mappings between infinite-dimensional function spaces and provide a data-driven surrogate modeling paradigm for parametric partial differential equations (PDEs). Existing architectures typically obtain expressivity by parameterizing integral kernels in prescribed transform domains or by applying attention-like interactions over discretized spatial points. While these approaches have achieved substantial progress, they often face a persistent trade-off among physical interpretability, nonlocal spatial communication, mesh scalability, and computational cost. We propose a Light-inspired neural operator(LiNO), an operator-learning architecture whose latent evolution is decomposed into three mechanisms motivated by elementary light transport: reflection, refraction, and scattering. Reflection and refraction act as adaptive pointwise transformations in latent feature space, enabling local feature reorientation and anisotropic modulation, whereas scattering performs input-dependent nonlocal propagation over the physical domain. We first formulate scattering as a normalized pairwise kernel with relative positional bias, and then develop an efficient scattering variant that replaces explicit pairwise interactions with positive-feature global propagation and a local diffusion branch, reducing the dominant spatial complexity from quadratic to linear. This yields a structured neural operator that separates local feature modulation from global spatial communication while retaining a modular and interpretable latent evolution.
Keke Wu, Yixuan Zhang, Jingrun Chen
Jun 1, 2026cs.CV

Fast and Lightweight Novel View Synthesis with Differentiable Multiplane Image

Recently, novel view synthesis has witnessed remarkable progress, with mainstream methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) delivering impressive results. However, these approaches often struggle to balance rendering speed and model size, and their optimization-based training can be highly time-consuming. Furthermore, they typically rely on dense observations, often failing to produce satisfactory results under sparse-view conditions. Although feed-forward reconstruction significantly reduces the optimization time of 3DGS, its pixel-aligned formulation generates millions of Gaussians from a single image, severely limiting its practical deployment on mobile devices. To address these limitations, we revisit the Multiplane Image(MPI) representation, which represents scenes using a compact set of planar layers for efficient novel view synthesis. Leveraging recent advances in visual foundation models, we utilize predicted point maps for reliable geometric initialization, followed by differentiable optimization. To address the issues of holes and artifacts in sparsely initialized MPI, we introduce one-step diffusion, which participates in both the differentiable optimization of MPI and the postprocessing of rendering results. Compared with a representative GS-based method, our approach is 30.7% faster and uses only 14.8% of its model size, while achieving competitive synthesis quality on front-view scenarios
Kaidi Zhang, Guanxu Zhu
May 31, 2026eess.IV

Sparse-View Lung Nodule Volumetry from Digitally Reconstructed Radiographs via AReT: Anatomy-Regularized TensoRF

We identify and resolve a previously unreported failure mode in TensoRF when applied to X-ray attenuation fields: the default density shift of -10, originally introduced for RGB scene reconstruction, suppresses density gradients and prevents sparse-view medical reconstruction regardless of learning rate or regularization strategy. Setting the density shift to zero restores gradient flow and enables stable volumetric reconstruction of pulmonary nodules from only three orthogonal X-ray projections. Building on this, we propose AReT, an anatomy-regularized tensorial radiance field framework for lung nodule reconstruction using coronal, sagittal, and axial projections from the LIDC-IDRI dataset (19 patients, radiologist-annotated nodules). Unlike existing NeRF approaches requiring dense multi-view acquisition, AReT is designed for sparse-view thoracic imaging and incorporates chest-anatomy-aware regularization combining L1 sparsity and total variation smoothness. A systematic comparison across 11 reconstruction strategies shows anatomy-aware regularization consistently outperforms generative-prior-guided approaches. Evaluated against radiologist consensus segmentations, AReT achieves Pearson r=0.983 (p<0.0001) for clinically actionable nodules >=10 mm (n=14), median absolute volumetric error of 11.4%, near-zero systematic bias of -77.3 mm^3, and 8.4x improvement over spherical volume approximation.
Spoorthi M, Suja Palaniswamy
May 28, 2026cs.CV

Advances in Neural 3D Mesh Texturing: A Survey

Texturing 3D meshes plays a vital role in determining the visual realism of digital objects and scenes. Although recent generative 3D approaches based on Neural Radiance Fields and Gaussian Splatting can produce textured assets directly, polygonal meshes remain the core representation across modeling, animation, visual effects, and gaming pipelines. Neural 3D mesh texturing therefore continues to be an essential and active area of research. In this survey, we present a comprehensive review of recent advances in neural 3D mesh texturing, covering methods for texture synthesis, transfer, and completion. We first summarize key foundations in mesh geometry, texture mapping, differentiable rendering, and neural generative models, and then organize the literature into a unified taxonomy spanning early GAN-based methods to modern diffusion-based pipelines. We further analyze common architectures and supervision strategies, review datasets and evaluation protocols, and discuss emerging applications, practical/commercial systems, and open challenges. Together, these insights provide a structured perspective on the current landscape and help guide future developments in learning-based 3D mesh texturing.
Sai Raj Kishore Perla, Hao Zhang, Ali Mahdavi-Amiri
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 27, 2026cs.CV

CLEAR-NeRF: Collinearity and Local-region Enhanced Accurate 3D Reconstruction in Unbounded Scenes

Many real-world 3D reconstruction applications demand photorealism and metric accuracy across unbounded, complex scenes with challenging lighting and imperfect captures that current Neural Radiance Field (NeRF) pipelines only partly satisfy. This study adapts NeRF-based 3D reconstruction to multi-region of interest unbounded scenes to improve robustness to lighting and pose variation while enforcing metric accuracy suitable for digital-twin applications. Our approach introduces (i) automated local region localization/detection and reconstruction to seamlessly prioritize areas of interest without proliferating submodules, (ii) collinearity-enforcing ray sampling to learn smooth planar and curved surfaces, (iii) depth-localized neighborhood point extraction to suppress surface artifacts, and (iv) geometry-relevant color aggregation to mitigate lighting- and pose-caused variations. Results indicate superior performance of the proposed pipeline over the baseline NeRF models and established Structure from Motion (SfM) - Multi-View Stereo (MVS) solutions.
Vladislav Polianskii, Elijs Dima, Isabel Salmerón Marazuela +3
May 25, 2026cs.CV

RadarSim: Simulating Single-Chip Radar via Multimodal Neural Fields

Radars are an ideal complement to cameras: both are inexpensive, solid-state sensors, with cameras offering fine angular resolution, while radars provide metric depth and robustness under adverse weather. However, radar data is more difficult to interpret than camera images and varies significantly between sensors, necessitating increased reliance on simulation for prototyping sensors and processing pipelines. Recent work treating radar reconstruction as a novel view synthesis problem has shown great promise in reconstructing radar-relevant geometry and simulating low-level radar data. However, such methods are constrained by the low spatial resolution of the underlying radar. To address this, we propose a unified differentiable renderer, RadarSim, which leverages the high angular resolution of RGB cameras to generate Doppler radar range images from a camera-initialized neural field. Using a novel data set of calibrated radar camera recordings from a custom hand-held rig, we demonstrate that RadarSim produces sharper geometry and Doppler range frames than radar-only reconstructions.
Chuhan Chen, Tianshu Huang, Akarsh Prabhakara +5
May 25, 2026cs.GR

F-RNG: Feed-Forward Relightable Neural Gaussians

Capturing relightable 3D assets from real-world objects is a widely researched problem. Several per-scene optimization-based methods, based on 3D Gaussian splatting (3DGS), support relighting; however, they usually require dense input views, and their overfitting nature makes it difficult to generalize across scenes. Unlike per-scene optimization methods, generalized feed-forward models can directly reconstruct Gaussians from sparse input views. However, the resulting assets have baked-in illumination and cannot be easily used for relighting. In this paper, we present F-RNG, a feed-forward framework that directly generates relightable 3DGS assets from sparse-view inputs. Training such a model from scratch can require massive data and computing resources, and it is especially challenging to generate relightable assets in a feed-forward manner with acceptable cost. We develop F-RNG upon an existing large reconstruction model (LRM) to extract relightable representations, while also utilizing priors from an intrinsic decomposition model (IDM). Specifically, we first introduce a latent-interpolated fine-grained geometry synthesis to enhance the LRM's geometry representation. Second, we propose a prior-guided relightable appearance distillation to extract relightable neural representations by incorporating IDM priors. Finally, a universal neural renderer enables flexible and high-fidelity relighting. F-RNG requires neither re-training nor fine-tuning of the underlying LRMs, thus can automatically benefit from better LRMs and IDMs in the future. With only small networks that can be trained with affordable data and computational resources, F-RNG avoids the repetitive inference of large models under different light conditions. By comparison to the state-of-the-art LRM-based relighting method, F-RNG achieves 25x faster relighting, as well as superior quality (+2.0 dB).
Guangming Fu, Jiahui Fan, Jian Yang +2
May 20, 2026cs.CV

Latent Dynamics for Full Body Avatar Animation

Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many different states, because their motion depends on history, inertia, and contact. Explicit simulation and layered-garment methods can model such dynamics, but they require either a dedicated garment template, which raw multi-view capture does not naturally provide, or a test-time physics simulator with non-trivial runtime cost. A parallel line of work learns data-driven clothing avatars that avoid explicit garment layers. These methods add an auxiliary latent for variation beyond pose; at inference, they fix it, regress it from pose, or retrieve it from training data, without explicitly modeling how the latent evolves with its own dynamics. Additionally, even in everyday motion with loose clothing, existing architectures often struggle to capture fine-grained detail, producing blurry renderings and temporal artifacts. We augment a pose-conditioned 3D Gaussian avatar with a transformer-based decoder and a dynamics residual latent that captures temporal appearance and geometry variation beyond the driving signals. At inference, a learned latent dynamics model evolves the residual latent from a short pose history and the previous latent state. The model decomposes each update into driving, restoring, and dissipative forces, producing temporally coherent, history-dependent rollouts with negligible added cost. Different initial conditions yield diverse yet plausible motion trajectories, and the force decomposition exposes controls such as stiffness. Across nine captured sequences of everyday motion with diverse loose garments, quantitative metrics and a perceptual user study show improved animation quality over recent data-driven baselines.
Shichong Peng, Chengxiang Yin, Fei Jiang +7
May 19, 2026cs.GR

GLUT: 3D Gaussian Lookup Table for Continuous Color Transformation

3D Lookup Tables (3D LUTs) are widely used for color mapping, but their grid-based representation requires discretizing the RGB space, leading to a capacity-memory trade-off that becomes prohibitive when storing large numbers of LUTs. Recent approaches adopt implicit neural representations to improve scalability, yet their black-box nature limits interpretability and hinders intuitive, localized editing. In this paper, we propose Gaussian LUT (GLUT), a continuous and explicit color representation that models color transformations using a set of learnable 3D Gaussian primitives. By avoiding fixed-resolution grids, GLUT achieves flexible representational capacity while maintaining a compact memory footprint. Its explicit, spatially localized formulation further enables both accurate modeling and interpretability. Building on this representation, we introduce a compact conditional generator (CGLUT) that predicts GLUT parameters for multiple LUT instances, encoding diverse color styles in a single framework to enable smooth and controllable LUT style blending. Moreover, GLUT supports efficient, user-friendly editing by allowing localized adjustments to specific color regions without global retraining. Experimental results demonstrate that our approach outperforms prior neural LUT representations in both accuracy and efficiency, while offering improved interpretability and interactive control.
Danna Xue, David Serrano-Lozano, Shaolin Su +1
May 19, 2026cs.CV

CAD-Free Learning of Spacecraft Pose Estimators via NeRF-Based Augmentations

Spacecraft pose estimation networks require tens of thousands of CAD-rendered images to be trained. This reliance on synthetic CAD data (i) limits applicability to targets with reliable geometry prior, excluding uncooperative or poorly documented spacecraft, and (ii) causes poor generalization to real on-orbit conditions due to unrealistic illumination and material appearance. This paper introduces a NeRF-based image augmentation method that enables the learning of spacecraft pose estimators from only a few tens to a few hundreds of images. The method learns a Neural Radiance Field of the target and generates a large, diverse dataset through geometrically-consistent viewpoint and appearance augmentation. This augmented dataset enables the training of accurate target-specific pose estimators without requiring a CAD model or large synthetic datasets. Experiments show that our approach supports the training of accurate pose estimators from only 25 to 400 realistic images, even under severe illumination variations. When applied on large CAD-based synthetic datasets, the NeRF-based augmentation also enhances out-of-domain generalization, yielding improved robustness to real on-orbit conditions.
Antoine Legrand, Renaud Detry, Christophe De Vleeschouwer
May 18, 2026cs.CV

PIXLRelight: Controllable Relighting via Intrinsic Conditioning

We present PIXLRelight, a feed-forward approach for physically controllable single-image relighting. Existing methods either provide limited lighting control (e.g. through text or environment maps), accumulate errors when chaining inverse and forward rendering, or require costly per-image optimization. Our key idea is to bridge physically based rendering (PBR) and learned image synthesis through a shared intrinsic conditioning that can be obtained from either real photographs or PBR renders. At training time, paired multi-illumination photographs are decomposed into albedo, diffuse shading, and non-diffuse residuals, which condition the model. At inference time, the same conditioning is computed from a path-traced render of a coarse 3D reconstruction of the input under user-specified PBR lights. A transformer-based neural renderer then applies the target illumination to the source photograph, preserving fine image detail through a per-pixel affine modulation. PIXLRelight enables arbitrary PBR-style lighting control, achieves state-of-the-art relighting quality, and runs in under a tenth of a second per image. Code and models are available at https://mlfarinha.github.io/pixl-relight/.
Miguel Farinha, Ronald Clark
May 18, 2026cs.CV

NeRF-based Spacecraft Reconstruction from Monocular Imagery Under Illumination Variability and Pose Uncertainty

Autonomous rendezvous and proximity operations around uncooperative, unknown spacecraft are critical for active debris removal and on-orbit servicing missions. A key component of such operations is the offline reconstruction of a 3D model of the target from a set of 2D images. This task is challenging due to two main factors. First, in-orbit illumination conditions exhibit considerable variability, and change rapidly over time. Second, the inaccuracy of pose information in the images, results in 3D reconstruction uncertainty. To overcome these challenges, we propose to extend Neural Radiance Fields with per-image degrees of freedom: a learnable appearance embedding that captures the illumination conditions specific to each image, and an image-specific pose correction term that refines its noisy pose label to increase 3D consistency across images. These parameters add minimal complexity, as they are learned jointly with the NeRF, yet they substantially improve robustness to illumination variability and pose inaccuracies. We validate our approach on three image sets representative of in-orbit operations, demonstrating its effectiveness for offline reconstruction and highlighting its suitability for online reconstruction, an open problem in the field.
Antoine Legrand, Renaud Detry, Christophe De Vleeschouwer
May 18, 2026eess.IV

CATRF: Codec-Adaptive TriPlane Radiance Fields for Volumetric Content Delivery

Volumetric media promises next-generation content delivery applications, but its bandwidth demand remains a key bottleneck. Implicit and hybrid volumetric representations reduce model sizes, yet still require careful coding to reach 2D video-like bitrates. We present CATRF, a standard-codec-in-the-loop compression framework for plane-factorized radiance fields. During training, we quantize and pack 2D feature planes into codec-friendly canvases, run a standard codec roundtrip (JPEG/VP9/HEVC/AV1), then unpack and dequantize the decoded features before volume rendering. We use a straight-through estimator (STE) to insert the non-differentiable, standard codec pipeline into the training loop, allowing radiance-field features to adapt directly to the real, client-side codec distortions without introducing any learned codec parameters. On both static and dynamic benchmarks, CATRF consistently achieves a better rate-distortion trade-off over codec-agnostic and learned-codec-in-the-loop baselines, and also outperforms recent compressed 3DGS methods in both compression efficiency and decoding speed. These results highlight a practical path toward low-bitrate, compression-resilient volumetric representations for free-viewpoint video streaming.
Tung-I Chen, Lingdong Wang, Subhransu Maji +1
May 17, 2026cs.GR

Real-Time Neural Hair G-Buffer Anti-Aliasing

We propose a lightweight real-time method for reconstructing strand-based hair G-Buffers from severely undersampled rasterized inputs. Our pipeline first applies neural spatial reconstruction and temporal accumulation to recover hair coverage, i.e., fractional hair visibility within a pixel, and tangent. It then uses a tangent-guided reconstruction step to complete the position, which is subsequently used for physically based deferred hair shading. We evaluate our method across a diverse set of hairstyles, including straight, wavy, afro, and ponytail styles, under both static and dynamic scenarios. Our method achieves higher hair reconstruction quality than general industrial neural reconstruction solutions such as DLSS and FSR.
Chenghao Wu, Yuefan Shen, Tao Huang +3
May 15, 2026cs.RO

LAPS: Improving Incremental LiDAR Mapping using Active Pooling and Sampling for Neural Distance Fields

Neural distance fields offer a compact and continuous representation of 3D geometry, making them attractive for incremental LiDAR mapping. However, their online optimization is vulnerable to catastrophic forgetting, where new observations can degrade previously reconstructed geometry. Replay-based training is commonly used to address this issue, but existing methods typically rely on passive replay buffers and uniform sampling, which can waste memory on redundant observations and under-train poorly constrained regions. We propose LAPS, a replay management framework for incremental neural mapping that improves both replay retention and replay allocation during online updates. LAPS combines reliability-based active pooling to retain reliable historical samples under limited memory with uncertainty-guided active sampling to focus optimization on under-constrained regions. Experiments on synthetic and real-world benchmarks show that LAPS consistently improves reconstruction completeness while maintaining competitive geometric accuracy. On Oxford Spires, it improves recall by 4.66 pp and F1-score by 3.79 pp over PIN-SLAM on the Blenheim Palace 05 sequence. We release our open source implementation at: https://github.com/dongjae0107/LAPS.
Dongjae Lee, Wooseong Yang, Yifu Tao +2
May 11, 2026cs.CV

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

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

BathyFacto: Refraction-Aware Two-Media Neural Radiance Fields for Bathymetry

Through-water photogrammetry from UAV imagery enables shallow-water bathymetry, but refraction at the air--water interface violates the straight-ray assumption of Structure-from-Motion and causes systematic depth bias. We present BathyFacto, a refraction-aware two-media extension of Nerfacto in Nerfstudio for metrically consistent underwater point clouds on simulated data. BathyFacto uses a shared hash-grid density field with a medium-conditioned color head and traces each camera ray as two segments: a straight air segment to a planar water surface and a refracted water segment computed using Snell's law and known refractive indices. A single proposal-network sampler operates on a virtual straight ray, while a kinked density wrapper corrects water-segment positions before density evaluation. Our pipeline converts photogrammetric reconstructions to Nerfstudio format, estimates the water plane from boundary markers, provides per-pixel medium masks, and supports refraction-corrected point-cloud export with reversible transforms to world and global frames. On a simulated scene with ground truth, BathyFacto achieves a Cloud-to-Mesh signed median deviation of 0.001-0.001,m and 85.7,% completeness at 0.2,m tolerance in the absolute global frame without rigid-body alignment. This compares with +1.370+1.370,m / 11.6,% for Nerfacto and +1.409+1.409,m / 9.9,% for BathyFacto without refraction. Even after a naive refractive-index depth correction, both baselines remain offset by approximately 0.4,m. Unlike a refraction-corrected Multi-View Stereo reference, which is reliable mainly for near-nadir views, BathyFacto recovers consistent geometry across the full range of camera incidence angles.
Markus Brezovsky, Anatol Günthner, Frederik Schulte +3
May 10, 2026cs.CV

Low-Cost Neural Radiance Fields

Neural Radiance Fields (NeRF) achieve high-quality novel-view synthesis, but their long training times and reliance on dense input views limit accessibility. We present a comparative study of three accelerated NeRF variants - DS-NeRF, TensoRF, and HashNeRF and explore extensions targeted at the low-compute, low-data regime. First, we add a depth-supervision loss derived from COLMAP keypoints to TensoRF (TensoRF-DS) and evaluate it on the LLFF dataset under reduced view counts. Second, we ablate the feature-decoding MLP of TensoRF and study the effect of input downsampling on PSNR and runtime on the synthetic Lego scene. Third, we propose four architectural variants of the HashNeRF color and density networks, including residual and convolutional designs, and report PSNR/training-time tradeoffs under matched iteration budgets. Under iso-time evaluation, none of our extensions conclusively outperform the published baselines, but the experiments characterize which extensions transfer to constrained settings and surface design questions for future work.
Alice Huang, Prathamesh Sonawane, Yashdeep Thorat +1
May 8, 2026eess.SP

PropSplat: Map-Free RF Field Reconstruction via 3D Gaussian Propagation Splatting

Building a site-specific propagation model typically requires either ray-tracing over detailed 3D maps or dense measurement campaigns. Both approaches are expensive and often infeasible for rapid deployments where geographic data is unavailable or outdated. We present PropSplat, a map-free propagation modeling method that reconstructs radio frequency (RF) fields using 3D anisotropic Gaussian primitives. Each Gaussian encodes a scalar path loss offset relative to an explicit baseline path loss model with a learnable path loss exponent. Gaussians are initialized along observed transmitter--receiver paths and optimized end-to-end to learn the propagation environment without external information like floor plans, terrain databases, or clutter data. We evaluate PropSplat against wireless radiance field methods NeRF2^2, GSRF, and WRF-GS+ on two real-world datasets. On large-scale outdoor drive-tests spanning multiple topographical regions at six sub-6 GHz frequencies, PropSplat achieves 5.38 dB RMSE when training measurements are spaced 300m apart and outperforms WRF-GS+ (5.87 dB), GSRF (7.46 dB), and NeRF2^2 (14.76 dB). On indoor Bluetooth Low Energy measurements, PropSplat achieves 0.19m mean localization error, an order of magnitude better than NeRF2^2 (1.84m), while achieving near-identical received signal strength prediction accuracy. These results show that accurate site-specific propagation reconstruction is achievable from sparse RF-native measurements. The need for geographic data as a prerequisite for scalable RF environment modeling is reduced.
William Bjorndahl, Maninder Pal Singh, Farhad Nouri +1
May 8, 2026cs.CV

High-Fidelity Surface Splatting-Based 3D Reconstruction from Multi-View Images

Multi-view mesh reconstruction remains a core challenge in computer graphics and vision, especially for recovering high-frequency geometry from sparse observations. Recent methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) rely on post-processing for mesh extraction, thereby limiting joint optimization of geometry and appearance. Implicit Moving Least Squares (IMLS) instead enables direct conversion of point clouds into signed distance and texture fields, supporting end-to-end reconstruction and rendering. However, existing IMLS formulations use exponential kernels that struggle with high-frequency detail. We introduce a compact polynomial kernel with local support and greater flexibility, allowing better control over frequency content and improved geometric fidelity. To further enhance fine details, we incorporate stochastic regularization with Laplacian filtering. Together, these improve the preservation of high-frequency structure while maintaining stable optimization. Experiments show state-of-the-art performance in both surface reconstruction and rendering, yielding more accurate geometry and sharper visuals from multi-view data.
Nandhana Sunil, Abhirami R Iyer, Avirup Mandal
May 7, 2026cs.CV

Relit-LiVE: Relight Video by Jointly Learning Environment Video

Recent advances have shown that large-scale video diffusion models can be repurposed as neural renderers by first decomposing videos into intrinsic scene representations and then performing forward rendering under novel illumination. While promising, this paradigm fundamentally relies on accurate intrinsic decomposition, which remains highly unreliable for real-world videos and often leads to distorted appearances, broken materials, and accumulated temporal artifacts during relighting. In this work, we present Relit-LiVE, a novel video relighting framework that produces physically consistent, temporally stable results without requiring prior knowledge of camera pose. Our key insight is to explicitly introduce raw reference images into the rendering process, enabling the model to recover critical scene cues that are inevitably lost or corrupted in intrinsic representations. Furthermore, we propose a novel environment video prediction formulation that simultaneously generates relit videos and per-frame environment maps aligned with each camera viewpoint in a single diffusion process. This joint prediction enforces strong geometric-illumination alignment and naturally supports dynamic lighting and camera motion, significantly improving physical consistency in video relighting while easing the requirement of known per-frame camera pose. Extensive experiments demonstrate that Relit-LiVE consistently outperforms state-of-the-art video relighting and neural rendering methods across synthetic and real-world benchmarks. Beyond relighting, our framework naturally supports a wide range of downstream applications, including scene-level rendering, material editing, object insertion, and streaming video relighting. The Project is available at https://github.com/zhuxing0/Relit-LiVE.
Weiqing Xiao, Hong Li, Xiuyu Yang +7
May 6, 2026cs.CV

GTF: Omnidirectional EPI Transformer for Light Field Super-Resolution

Light field (LF) image super-resolution benefits from Epipolar Plane Images (EPIs), whose line slopes explicitly encode disparity. However, existing Transformer-based LF SR methods mainly attend to horizontal and vertical EPIs, leaving diagonal epipolar geometry underexplored. We present GTF, an omnidirectional EPI Transformer that explicitly models horizontal, vertical, 45-degree, and 135-degree EPIs within a unified reconstruction framework. GTF combines directional EPI processing, MacPI-based prior injection, adaptive directional fusion, and a topology-preserving feed-forward network to better exploit LF geometry. For the NTIRE 2026 fidelity tracks, we use GTF as the main model, while a lightweight GTF-Tiny variant targets the efficiency track. On five standard LF SR benchmarks covering both real-captured and synthetic scenes, GTF reaches 32.78 dB without inference-time enhancement, and stronger inference settings with EPSW and test-time augmentation further improve performance. Under the NTIRE 2026 efficiency constraint, GTF-Tiny attains 32.57 dB with only 0.915M parameters and 19.81 GFLOPs. In the NTIRE 2026 Light Field Image Super-Resolution Challenge, our submissions rank 3rd on Track 1 and Track 3 and 4th on Track 2. Architecture-evolution, channel-width, and inference analyses further support the effectiveness of diagonal EPI modeling, directional fusion, and the lightweight design.
Kunyu Li, Fei Wang, Lichao Zhang +2
May 1, 2026cs.CV

GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space

Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/
Yonghao Zhao, Yupeng Gao, Jian Yang +2
Apr 30, 2026cs.CV

Beyond Pixel Fidelity: Minimizing Perceptual Distortion and Color Bias in Night Photography Rendering

Night Photography Rendering (NPR) poses a significant challenge due to the extreme contrast between dark and illuminated areas in scenes, stemming from concurrent capture of severely dark regions alongside intense point light sources. Existing methods, which are mainly tailored for fidelity metrics, reveal considerable perceptual gaps and often detract from visual quality. We introduce pHVI-ISPNet, a novel RAW-to-RGB framework built on the robust HVI color space. Our network integrates four distinct key refinements: RAW-domain feature processing and Wavelet-based feature propagation to mitigate high-frequency detail loss; sample-based dynamic loss coefficients to ensure stable learning across varying exposure levels; and loss term based on feature distributions to maintain rigorous color constancy. Evaluations on the dataset introduced in the NTIRE 2025 challenge on NPR confirm our approach achieves competitive fidelity while establishing new state-of-the-art results in both CIE2000 color difference and LPIPS. This validates our perceptually-driven design for high-quality nighttime imaging.
Furkan Kınlı
Apr 30, 2026cs.CV

Fake3DGS: A Benchmark for 3D Manipulation Detection in Neural Rendering

Recent advances in 3D reconstruction and neural rendering,particularly 3D Gaussian Splatting, make it feasible and simple to edit 3D scenes and re-render them as highly realistic images. Therefore, security concerns arise regarding the authenticity of 3D content. Despite this threat, 3D fake detection remains largely unexplored in the literature, and most existing work is limited to 2D space. Therefore, in this paper, we formalize the concept of 3D fake detection and introduce Fake3DGS, a dataset of 3D Gaussian splatting scenes and corresponding rendered views, where fake images are produced by controlled manipulations of geometry, appearance, and spatial layout, while preserving high visual realism. Using this benchmark, we demonstrate that current state-of-the-art 2D detectors struggle to distinguish between original and 3D manipulated images. To bridge this gap, we introduce a 3D-aware detection method that leverages multi-view coherence and features derived from the Gaussian splatting representation. Experimental results demonstrate a substantial improvement in recognizing modified 3D content, underscoring the validity of the new dataset and the necessity for authenticity assessment techniques that extend beyond 2D evidence. Code and data are publicly released for future investigations.
Davide Di Nucci, Riccardo Catalini, Guido Borghi +1
Apr 29, 2026eess.SY

Safe Navigation using Neural Radiance Fields via Reachable Sets

Safe navigation in cluttered environments is an important challenge for autonomous systems. Robots navigating through obstacle ridden scenarios need to be able to navigate safely in the presence of obstacles, goals, and ego objects of varying geometries. In this work, reachable set representations of the robot's real-time capabilities in the state space can be utilized to capture safe navigation requirements. While neural radiance fields (NeRFs) are utilized to compute, store, and manipulate the volumetric representations of the obstacles, or ego vehicle, as needed. Constrained optimal control is employed to represent the resulting path planning problem, involving linear matrix inequality constraints. We present simulation results for path planning in the presence of numerous obstacles in two different scenarios. Safe navigation is demonstrated through using reachable sets in the corresponding constrained optimal control problems.
Omanshu Thapliyal, Malarvizhi Sankaranarayanasamy, Ravigopal Vennelakanti
Apr 28, 2026cs.GR

8DNA: 8D Neural Asset Light Transport by Distribution Learning

High-fidelity 3D assets exhibit intriguing global illumination effects like subsurface scattering, glossy interreflections, and fine-scale fiber scatterings, which often involve long scattering paths that are expensive to simulate. We introduce 8D neural assets (8DNA) to pre-bake these light transport effects into neural representations. Unlike prior methods that assume far-field lighting and precompute light transport into 6D functions, 8DNA learns the full 8D light transport, enabling accurate rendering under near-field illumination. Our training leverages a distribution-learning formulation that learns light transport from forward path-traced samples, which produces less optimization variance with lower training budget than the prior regression-based approaches. Experiments show our 8DNA rendering closely matches path-traced results under various scene configurations, yet it achieves improved variance reduction and fast inference speeds on challenging assets.
Liwen Wu, Haolin Lu, Bing Xu +2
Apr 27, 2026cs.CV

Multivariate Gaussian NeRF for Wide Field-of-View Ultrasound Reconstruction

Wide Field-of-View (WFoV) reconstruction enhances 3D ultrasound imaging by providing valuable anatomical context for segmentation models and visualization. Clinical ultrasound volumes are predominantly acquired using convex probes, which generate expanding, diverging acoustic beams to maximize anatomical coverage. Stitching these sweeps together traditionally introduces significant compounding artifacts and aliasing due to depth-dependent resolution changes. Here, we introduce Ultra-Wide-NeRF, a Multivariate 3D Gaussian (MVG) NeRF-based method for WFoV ultrasound reconstruction. By explicitly modeling the complex beam geometry using distance-dependent convex volumetric sampling and anisotropic 3D Gaussians, our method inherently mitigates these compounding artifacts and provides anti-aliasing. Beyond simply reconstructing a static 3D grid, our NeRF-based approach yields a continuous neural representation of the tissue, enabling the synthesis of high-fidelity novel views from arbitrary virtual trajectories. We validate Ultra-Wide-NeRF for intracardiac echocardiography on phantom and porcine datasets, demonstrating that our method expands the spatial context important in intraoperative navigation. Code will be open-sourced upon publication.
Patris Valera, Magdalena Wysocki, Felix Duelmer +4
Apr 24, 2026cs.CV

GenAssets: Generating in-the-wild 3D Assets in Latent Space

High-quality 3D assets for traffic participants are critical for multi-sensor simulation, which is essential for the safe end-to-end development of autonomy. Building assets from in-the-wild data is key for diversity and realism, but existing neural-rendering based reconstruction methods are slow and generate assets that render well only from viewpoints close to the original observations, limiting their usefulness in simulation. Recent diffusion-based generative models build complete and diverse assets, but perform poorly on in-the-wild driving scenes, where observed actors are captured under sparse and limited fields of view, and are partially occluded. In this work, we propose a 3D latent diffusion model that learns on in-the-wild LiDAR and camera data captured by a sensor platform and generates high-quality 3D assets with complete geometry and appearance. Key to our method is a "reconstruct-then-generate" approach that first leverages occlusion-aware neural rendering trained over multiple scenes to build a high-quality latent space for objects, and then trains a diffusion model that operates on the latent space. We show our method outperforms existing reconstruction and generation based methods, unlocking diverse and scalable content creation for simulation.
Ze Yang, Jingkang Wang, Haowei Zhang +3
Apr 23, 2026cs.CV

You Only Gaussian Once: Controllable 3D Gaussian Splatting for Ultra-Densely Sampled Scenes

3D Gaussian Splatting (3DGS) has revolutionized neural rendering, yet existing methods remain predominantly research prototypes ill-suited for production-level deployment. We identify a critical "Industry-Academia Gap" hindering real-world application: unpredictable resource consumption from heuristic Gaussian growth, the "sparsity shield" of current benchmarks that rewards hallucination over physical fidelity, and severe multi-sensor data pollution. To bridge this gap, we propose YOGO (You Only Gaussian Once), a system-level framework that reformulates the stochastic growth process into a deterministic, budget-aware equilibrium. YOGO integrates a novel budget controller for hardware-constrained resource allocation and an availability-registration protocol for robust multi-sensor fusion. To push the boundaries of reconstruction fidelity, we introduce Immersion v1.0, the first ultra-dense indoor dataset specifically designed to break the "sparsity shield." By providing saturated viewpoint coverage, Immersion v1.0 forces algorithms to focus on extreme physical fidelity rather than viewpoint interpolation, and enables the community to focus on the upper limits of high-fidelity reconstruction. Extensive experiments demonstrate that YOGO achieves state-of-the-art visual quality while maintaining a strictly deterministic profile, establishing a new standard for production-grade 3DGS. To facilitate reproducibility, part scenes of Immersion v1.0 dataset and source code of YOGO has been publicly released. The project link is https://jjrcn.github.io/yogo-project-home/.
Jinrang Jia, Zhenjia Li, Yifeng Shi
Apr 20, 2026cs.CV

A Comparative Evaluation of Geometric Accuracy in NeRF and Gaussian Splatting

Recent advances in neural rendering have introduced numerous 3D scene representations. Although standard computer vision metrics evaluate the visual quality of generated images, they often overlook the fidelity of surface geometry. This limitation is particularly critical in robotics, where accurate geometry is essential for tasks such as grasping and object manipulation. In this paper, we present an evaluation pipeline for neural rendering methods that focuses on geometric accuracy, along with a benchmark comprising 19 diverse scenes. Our approach enables a systematic assessment of reconstruction methods in terms of surface and shape fidelity, complementing traditional visual metrics.
Mikolaj Zielinski, Eryk Vykysaly, Bartlomiej Biesiada +3
Apr 20, 2026cs.CV

MU-GeNeRF: Multi-view Uncertainty-guided Generalizable Neural Radiance Fields for Distractor-aware Scene

Generalizable Neural Radiance Fields (GeNeRFs) enable high-quality scene reconstruction from sparse views and can generalize to unseen scenes. However, in real-world settings, transient distractors break cross-view structural consistency, corrupting supervision and degrading reconstruction quality. Existing distractor-free NeRF methods rely on per-scene optimization and estimate uncertainty from per-view reconstruction errors, which are not reliable for GeNeRFs and often misjudge inconsistent static structures as distractors. To this end, we propose MU-GeNeRF, a Multi-view Uncertainty-guided distractor-aware GeNeRF framework designed to alleviate GeNeRF's robust modeling challenges in the presence of transient distractions. We decompose distractor awareness into two complementary uncertainty components: Source-view Uncertainty, which captures structural discrepancies across source views caused by viewpoint changes or dynamic factors; and Target-view Uncertainty, which detects observation anomalies in the target image induced by transient distractors.These two uncertainties address distinct error sources and are combined through a heteroscedastic reconstruction loss, which guides the model to adaptively modulate supervision, enabling more robust distractor suppression and geometric modeling.Extensive experiments show that our method not only surpasses existing GeNeRFs but also achieves performance comparable to scene-specific distractor-free NeRFs.
Wenjie Mu, Zhan Li, Chuanzhou Su +8
Apr 20, 2026cs.CV

PCM-NeRF: Probabilistic Camera Modeling for Neural Radiance Fields under Pose Uncertainty

Neural surface reconstruction methods typically treat camera poses as fixed values, assuming perfect accuracy from Structure-from-Motion (SfM) systems. This assumption breaks down with imperfect pose estimates, leading to distorted or incomplete reconstructions. We present PCM-NeRF, a probabilistic framework that augments neural surface reconstruction with per-camera learnable uncertainty, built on top of SG-NeRF. Rather than treating all cameras equally throughout optimization, we represent each pose as a distribution with a learnable mean and variance, initialized from SfM correspondence quality. An uncertainty regularization loss couples the learned variance to view confidence, and the resulting uncertainty directly modulates the effective pose learning rate: uncertain cameras receive damped gradient updates, preventing poorly initialized views from corrupting the reconstruction. This lightweight mechanism requires no changes to the rendering pipeline and adds negligible overhead. Experiments on challenging scenes with severe pose outliers demonstrate that PCM-NeRF consistently outperforms state-of-the-art methods in both Chamfer Distance and F-Score, particularly for geometrically complex structures, without requiring foreground masks.
Shravan Venkatraman, Rakesh Raj Madavan, Pavan Kumar Sathya Venkatesh
Apr 17, 2026eess.SP

Planar Gaussian Splatting with Bilinear Spatial Transformer for Wireless Radiance Field Reconstruction

Wireless radiance field (WRF) reconstruction aims to learn a continuous, queryable representation of radio frequency characteristics over 3D space and direction, from which specific quantities, such as the spatial power spectrum (SPS) at a receiver given a transmitter position, can be predicted. While Gaussian splatting (GS)-based method has surpassed Neural Radiance Fields (NeRF)-based method for this task, existing adaptations largely transplant vision pipelines, limiting physical interpretability and accuracy. We introduce BiSplat-WRF, a planar GS framework that retains the expressiveness of 3D GS while removing unnecessary projections and incorporating global EM coupling and mutual scattering among primitives. Each primitive is a 2D planar Gaussian with 3D coordinates, rendered directly on the angular domain of the SPS. A bilinear spatial transformer (BST) aggregates inter-primitive relations on an angular grid and, via attention, captures long-range electromagnetic dependencies, thereby enforcing globally aware EM interactions that reflect the complex physics of the wireless environment. On spatial spectrum synthesis task, BiSplat-WRF surpasses NeRF-based and prior GS-based baselines with respect to the Structural Similarity Index (SSIM); comprehensive ablation studies validate the contribution of BST. We also provide a larger BiSplat-WRF+ variant that further increases SSIM at a higher computation cost, serving as a strong reference for future studies.
Jinghan Zhang, Xitao Gong, Qi Wang +2
Apr 17, 2026cs.CV

CLOTH-HUGS: Cloth Aware Human Gaussian Splatting

We present Cloth-HUGS, a Gaussian Splatting based neural rendering framework for photorealistic clothed human reconstruction that explicitly disentangles body and clothing. Unlike prior methods that absorb clothing into a single body representation and struggle with loose garments and complex deformations, Cloth-HUGS represents the performer using separate Gaussian layers for body and cloth within a shared canonical space. The canonical volume jointly encodes body, cloth, and scene primitives and is deformed through SMPL-driven articulation with learned linear blend skinning weights. To improve cloth realism, we initialize cloth Gaussians from mesh topology and apply physics-inspired constraints, including simulation-consistency, ARAP regularization, and mask supervision. We further introduce a depth-aware multi-pass rendering strategy for robust body-cloth-scene compositing, enabling real-time rendering at over 60 FPS. Experiments on multiple benchmarks show that Cloth-HUGS improves perceptual quality and geometric fidelity over state-of-the-art baselines, reducing LPIPS by up to 28% while producing temporally coherent cloth dynamics.
Sadia Mubashshira, Nazanin Amini, Kevin Desai
Apr 15, 2026cs.CV

DF3DV-1K: A Large-Scale Dataset and Benchmark for Distractor-Free Novel View Synthesis

Advances in radiance fields have enabled photorealistic novel view synthesis. In several domains, large-scale real-world datasets have been developed to support comprehensive benchmarking and to facilitate progress beyond scene-specific reconstruction. However, for distractor-free radiance fields, a large-scale dataset with clean and cluttered images per scene remains lacking, limiting the development. To address this gap, we introduce DF3DV-1K, a large-scale real-world dataset comprising 1,048 scenes, each providing clean and cluttered image sets for benchmarking. In total, the dataset contains 89,924 images captured using consumer cameras to mimic casual capture, spanning 128 distractor types and 161 scene themes across indoor and outdoor environments. A curated subset of 41 scenes, DF3DV-41, is systematically designed to evaluate the robustness of distractor-free radiance field methods under challenging scenarios. Using DF3DV-1K, we benchmark nine recent distractor-free radiance field methods and 3D Gaussian Splatting, identifying the most robust methods and the most challenging scenarios. Beyond benchmarking, we demonstrate an application of DF3DV-1K by fine-tuning a diffusion-based 2D enhancer to improve radiance field methods, achieving average improvements of 0.96 dB PSNR and 0.057 LPIPS on the held-out set (e.g., DF3DV-41) and the On-the-go dataset. We hope DF3DV-1K facilitates the development of distractor-free vision and promotes progress beyond scene-specific approaches. The dataset and leaderboard are available at https://johnnylu305.github.io/df3dv1k_web/.
Cheng-You Lu, Yi-Shan Hung, Wei-Ling Chi +6
Apr 2, 2026cs.CV

On Learning Spatial Structure from Pre-Beamforming Per-Antenna Range-Doppler Radar Measurements

Automotive radar perception pipelines commonly construct angle-domain representations via beamforming before applying learning-based models. This work instead investigates a representational question: can meaningful spatial structure be learned directly from pre-beamforming per-antenna range-Doppler (RD) measurements? Experiments are conducted on a 6-TX x 8-RX (48 virtual antennas) commodity automotive radar employing an A/B chirp-sequence frequency-modulated continuous-wave (CS-FMCW) transmit scheme, in which the effective transmit aperture varies between chirps (single-TX vs multi-TX), enabling controlled analyses of chirp-dependent transmit configurations. We operate on pre-beamforming per-antenna RD tensors using a dual-chirp shared-weight encoder trained in an end-to-end, fully data-driven manner, and evaluate spatial recoverability using bird's-eye-view (BEV) occupancy as a geometric probe rather than a performance-driven objective. Supervision is visibility-aware and cross-modal, derived from LiDAR with explicit modeling of the radar field-of-view and occlusion-aware LiDAR observability via ray-based visibility. Through analyses of signal properties, transmit configurations (A-only, B-only, and A+B), receive aperture, and range-Doppler structure, together with physics-aligned baselines, we investigate the factors influencing spatial recoverability. The results indicate that meaningful spatial structure is recoverable from pre-beamforming per-antenna RD tensors under the studied A/B CS-FMCW radar configuration through learned spatial mixing, without relying on hand-crafted signal-processing stages.
George Sebastian, Philipp Berthold, Bianca Forkel +2
Apr 1, 2026cs.CV

Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction

Primitive-based methods such as 3D Gaussian Splatting have recently become the state-of-the-art for novel-view synthesis and related reconstruction tasks. Compared to neural fields, these representations are more flexible, adaptive, and scale better to large scenes. However, the limited expressivity of individual primitives makes modeling high-frequency detail challenging. We introduce Neural Harmonic Textures, a neural representation approach that anchors latent feature vectors on a virtual scaffold surrounding each primitive. These features are interpolated within the primitive at ray intersection points. Inspired by Fourier analysis, we apply periodic activations to the interpolated features, turning alpha blending into a weighted sum of harmonic components. The resulting signal is then decoded in a single deferred pass using a small neural network, significantly reducing computational cost. Neural Harmonic Textures yield state-of-the-art results in real-time novel view synthesis while bridging the gap between primitive- and neural-field-based reconstruction. Our method integrates seamlessly into existing primitive-based pipelines such as 3DGUT, Triangle Splatting, and 2DGS. We further demonstrate its generality with applications to 2D image fitting and semantic reconstruction.
Jorge Condor, Nicolas Moenne-Loccoz, Merlin Nimier-David +3
Mar 30, 2026cs.CV

To View Transform or Not to View Transform: NeRF-based Pre-training Perspective

Neural radiance fields (NeRFs) have emerged as a prominent pre-training paradigm for vision-centric autonomous driving, which enhances 3D geometry and appearance understanding in a fully self-supervised manner. To apply NeRF-based pretraining to 3D perception models, recent approaches have simply applied NeRFs to volumetric features obtained from view transformation. However, coupling NeRFs with view transformation inherits conflicting priors; view transformation imposes discrete and rigid representations, whereas radiance fields assume continuous and adaptive functions. When these opposing assumptions are forced into a single pipeline, the misalignment surfaces as blurry and ambiguous 3D representations that ultimately limit 3D scene understanding. Moreover, the NeRF network for pre-training is discarded during downstream tasks, resulting in inefficient utilization of enhanced 3D representations through NeRF. In this paper, we propose a novel NeRF-Resembled Point-based 3D detector that can learn continuous 3D representation and thus avoid the misaligned priors from view transformation. NeRP3D preserves the pre-trained NeRF network regardless of the tasks, inheriting the principle of continuous 3D representation learning and leading to greater potentials for both scene reconstruction and detection tasks. Experiments on nuScenes dataset demonstrate that our proposed approach significantly improves previous state-of-the-art methods, outperforming not only pretext scene reconstruction tasks but also downstream detection tasks.
Hyeonjun Jeong, Juyeb Shin, Dongsuk Kum
Mar 11, 2026cs.CV

HyPER-GAN: Hybrid Patch-Based Image-to-Image Translation for Real-Time Photorealism Enhancement in Game Engines

Generative models are increasingly used in video game engines to enhance the photorealism of rendered images for visual synthetic data generation and simulation applications. However, they often introduce artifacts that alter the content of the original rendered scenes and require high computational resources, which limit their utilization for the photorealism enhancement of training and evaluation data, as well as their integration in the rendering pipelines of game engines. In this paper, we propose Hybrid Patch Enhanced Realism Generative Adversarial Network (HyPER-GAN), a hybrid image-to-image translation framework that is based on a lightweight U-Net-style generator capable of performing real-time inference. The framework is trained using paired rendered and photorealism-enhanced images, complemented by a novel hybrid training strategy that incorporates matched patches from unpaired real-world images to improve content preservation and further enhance the visual realism that can be achieved by the lightweight generator. Experimental results demonstrate that HyPER-GAN achieves a 6x increase in frames per second at 1080p in comparison with state-of-the-art lightweight paired image-to-image translation methods, while also increasing, in both within- and cross-engine evaluations, the photorealism of the rendered images without significantly compromising semantic consistency. Moreover, it is illustrated that HyPER-GAN maintains temporal consistency and that the proposed hybrid training strategy improves content preservation and visual realism in within-engine and increases the robustness in cross-engine evaluations compared to training the framework solely with paired rendered and photorealism-enhanced images. Code and pretrained models are publicly available at: https://github.com/stefanos50/HyPER-GAN
Stefanos Pasios, Nikos Nikolaidis
Jan 8, 2026cs.CV

Quantum Implicit Neural Representations for Novel View Synthesis

Quantum implicit neural representations have recently emerged as compact function approximators for continuous visual signals. In parallel, Neural Radiance Fields (NeRFs) have become a dominant framework for novel-view synthesis by recovering continuous volumetric scene representations from posed 2D images, but often require substantial model capacity and intensive optimisation. We introduce 3D Quantum Implicit Scene Representation (3D-QISR), the first hybrid quantum-classical radiance-field model for novel-view synthesis from 2D observations. 3D-QISR replaces the classical NeRF backbone with parameterised quantum circuits that encode spatial and view-dependent information through quantum state transformations, enabling compact quantum-enhanced implicit representations while preserving compatibility with standard volumetric rendering. We propose two architectures: Full 3D-QISR, which maximises the representational role of a unified quantum state, and Dual-Branch 3D-QISR, which separates spatial and view-dependent quantum embeddings to introduce a task-aligned inductive bias, reduce state-preparation complexity, and improve scalability and hardware compatibility. Experiments on moderate-resolution novel-view synthesis benchmarks show that 3D-QISR executed on simulated quantum hardware matches or outperforms classical baselines while using fewer than half the trainable parameters. These results position quantum neural networks as compact and competitive building blocks for continuous volumetric scene representation, opening a new direction for quantum-enhanced implicit neural rendering.
Daniele Lizzio Bosco, Shuteng Wang, Giuseppe Serra +1
Jan 8, 2026cs.CV

DivAS: Interactive 3D Segmentation by Depth-Weighted Voxel Aggregation

Interactive 3D segmentation of a reconstructed scene should not require a representation-specific optimization loop. We observe that the recipe for lifting 2D foundation-model masks into 3D, namely prompting a few views, refining the resulting masks with rendered depth, and fusing the multi-view evidence into a voxel grid, is shared across scene representations. What remains representation-specific is only the depth signal returned by the renderer and the occupancy prior that gates fusion. We present DivAS (Depth-interactive Voxel Aggregation Segmentation), an optimization-free, training-free framework that realizes this recipe as a single interaction-and-fusion skeleton with lightweight, representation-specific adapters, instantiated on both Gaussian Splatting (GS) and NeRF backbones. On standard forward-facing and unbounded benchmarks, the GS instantiation attains segmentation quality competitive with state-of-the-art optimization-based methods, and the best on LLFF, while being the only one to reach this quality within the consumer-hardware memory envelope at standard resolution. Both instantiations run end-to-end around 22x faster than feature-field baselines, with a per-update fusion-kernel cost below 7070 ms. Because segmentation evidence is gathered from a small, bounded set of anchor views, user effort and computation remain independent of the training-set size. The same skeleton applied to a NeRF backbone matches or exceeds the performance of optimization-based NeRF baselines, confirming that the recipe transfers across fundamentally different 3D representations.
Ayush Pande, Mayank Vatsa
Dec 16, 2025cs.CV

Beyond a Single Light: A Large-Scale Aerial Dataset for Urban Scene Reconstruction Under Varying Illumination

Recent advances in Neural Radiance Fields and 3D Gaussian Splatting have demonstrated strong potential for large-scale UAV-based 3D reconstruction tasks by fitting the appearance of images. However, real-world large-scale captures are often based on multi-temporal data capture, where illumination inconsistencies across different times of day can significantly lead to color artifacts, geometric inaccuracies, and inconsistent appearance. Due to the lack of UAV datasets that systematically capture the same areas under varying illumination conditions, this challenge remains largely underexplored. To fill this gap, we introduceSkyLume, a large-scale, real-world UAV dataset specifically designed for studying illumination robust 3D reconstruction in urban scene modeling: (1) We collect data from 10 urban regions data comprising more than 100k high resolution UAV images (four oblique views and nadir), where each region is captured at three periods of the day to systematically isolate illumination changes. (2) To support precise evaluation of geometry and appearance, we provide per-scene LiDAR scans and accurate 3D ground-truth for assessing depth, surface normals, and reconstruction quality under varying illumination. (3) For the inverse rendering task, we introduce the Temporal Consistency Coefficient (TCC), a metric that measuress cross-time albedo stability and directly evaluates the robustness of the disentanglement of light and material. We aim for this resource to serve as a foundation that advances research and real-world evaluation in large-scale inverse rendering, geometry reconstruction, and novel view synthesis.
Zhuoxiao Li, Wenzong Ma, Taoyu Wu +8
Nov 6, 2025cs.CV

A Linear Fractional Transformation Model and Calibration Method for Light Field Camera

Accurate intrinsic calibration is a crucial yet challenging prerequisite for 3D reconstruction using light field cameras. Existing calibration models typically analyze the main lens and micro lens array (MLA) in a coupled manner, resulting in high complexity and a large number of parameters. In this paper, we propose a linear fractional transformation (LFT) model that introduces a single parameter αα to decouple the imaging processes of the main lens and the MLA. A dedicated matrix Hα\mathbf{H}_α is designed to characterize the MLA projection, enabling the main lens and the MLA to be calibrated independently. The proposed calibration method consists of an analytical least-squares solution for Hα\mathbf{H}_α, followed by joint nonlinear refinement of all intrinsic parameters. Experimental results on both physical datasets and simulated data demonstrate that the proposed method achieves a mean translation error of 2.1%2.1\%, outperforming the state-of-the-art, while maintaining sub-pixel reprojection accuracy. The complete codebase, including a light field simulator based on the proposed model, is openly available to the research community.
Zhong Chen, Changfeng Chen
Jul 30, 2025cs.CV

Adaptive Time-step Training for Enhancing Spike-Based Neural Radiance Fields

Spiking Neural Networks (SNNs) provide an energy-efficient computing paradigm for neural rendering, but existing spike-based Neural Radiance Field (NeRF) models usually use a fixed inference time step for all scenes. This fixed temporal budget is inefficient because NeRF follows a scene-specific training paradigm, and different scenes require different temporal capacities to preserve rendering quality. This paper proposes Pretraining-based Adaptive Time-step Adjustment (PATA), a scene-wise adaptive time-step training framework for spike-based NeRF. PATA parameterizes the target inference time step as a trainable variable and optimizes it through a two-stage training process. A hybrid input mode strengthens early time-step outputs, while full-step soft supervision, smoothed rendering loss, and temporal-budget loss jointly maintain rendering fidelity and reduce temporal computation. The learned target time step is shared by all ray samples within a scene, preserving the parallel rendering structure of NeRF. Experiments on INGP-NeRF and TensoRF backbones across Synthetic-NeRF, Mip-NeRF 360, and LLFF show that PATA consistently reduces inference cost while maintaining competitive rendering quality. PATA reduces the estimated inference energy by up to 57.57% on INGP-NeRF and 68.90% on TensoRF, demonstrating its effectiveness across different neural rendering representations.
Ranxi Lin, Canming Yao, Jiayi Li +3
Jul 25, 2025cs.CV

DINO-SLAM: DINO-informed RGB-D SLAM for Neural Implicit and Explicit Representations

This paper presents DINO-SLAM, a DINO-informed design strategy to enhance implicit (Neural Radiance Field -- NeRF) and explicit representations (Gaussian Splatting -- GS) in SLAM systems through the more comprehensive semantics understanding enabled by DINO. This latter alone, however, lacks proper 3D geometry understanding, allowing only for marginal improvements. Therefore, we rely on a Scene Geometry Encoder (SGE) to enrich DINO features into geometry-aware DINO features (geoDINO), to better understand those geometric relationships that vanilla DINO features fail to capture. Building upon it, we propose two foundational paradigms for NeRF and GS SLAM systems integrating geoDINO features. Compared to state-of-the-art methods, our DINO-informed pipelines achieve superior performance on the Replica, ScanNet, and TUM datasets.
Ziren Gong, Xiaohan Li, Fabio Tosi +4
May 14, 2025cs.CV

Efficient LiDAR Reflectance Compression via Scanning Serialization

Reflectance attributes in LiDAR point clouds provide essential information for downstream tasks but remain underexplored in neural compression methods. To address this, we introduce SerLiC, a serialization-based neural compression framework to fully exploit the intrinsic characteristics of LiDAR reflectance. SerLiC first transforms 3D LiDAR point clouds into 1D sequences via scan-order serialization, offering a device-centric perspective for reflectance analysis. Each point is then tokenized into a contextual representation comprising its sensor scanning index, radial distance, and prior reflectance, for effective dependencies exploration. For efficient sequential modeling, Mamba is incorporated with a dual parallelization scheme, enabling simultaneous autoregressive dependency capture and fast processing. Extensive experiments demonstrate that SerLiC attains over 2x volume reduction against the original reflectance data, outperforming the state-of-the-art method by up to 22% reduction of compressed bits while using only 2% of its parameters. Moreover, a lightweight version of SerLiC achieves > 10 fps (frames per second) with just 111K parameters, which is attractive for real-world applications.
Jiahao Zhu, Kang You, Dandan Ding +1
Apr 19, 2025cs.GR

SEGA: Drivable 3D Gaussian Head Avatar from a Single Image

Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
Chen Guo, Zhuo Su, Liao Wang +8
Oct 2, 2024cs.CV

MVGS: Multi-view Regulated Gaussian Splatting for Novel View Synthesis

Recent works in volume rendering, \textit{e.g.} NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
Xiaobiao Du, Yida Wang, Xin Yu