Overview

Novel view synthesis studies how to render a scene from camera positions that were not observed, supporting applications such as 3D reconstruction, virtual reality, robotics, and medical imaging. Common approaches include neural radiance fields, 3D Gaussian Splatting, and feed-forward multi-view transformers; diffusion and video-generation models are increasingly used to fill unseen regions or handle large viewpoint changes. Methods are tested on benchmarks such as LLFF, Mip-NeRF 360, DTU, and RealEstate10K, with growing attention to sparse, unposed, dynamic, and multimodal inputs. A central challenge is balancing photorealistic completion of unseen content with geometrically consistent views, especially when extrapolating beyond the training cameras, while keeping models efficient and robust to real-world conditions.

Latest papers

289 papers33 papers in the last four weeks, up 14% on the four weeks before. 0.2% of all new papers.

May 28, 2026

DVSM: Decoder-only View Synthesis Model Done Right

Recent Large View Synthesis Models (LVSMs) advocate an encoder-decoder architecture that separates reconstruction and rendering into distinct networks. We re-examine this design. Through controlled experiments, we show that a decoder-only architecture, which represents scenes implicitly as a KV-cache, outperforms encoder-decoder variants while using fewer parameters at identical rendering complexity. Further analysis shows that sharing weights between the color-input reconstruction network and the camera-only rendering network better aligns their features at the same viewpoint, facilitating image synthesis. Building on this finding, our model, dubbed DVSM, further incorporates foundation model priors and stage-wise patch sizing for an improved efficiency-quality tradeoff. Our results establish a new state of the art for novel-view synthesis across multiple benchmarks, in some cases even outperforming per-scene-optimized 3DGS under dense input views.
May 26, 2026

Gaussian-Voxel Duet: A Dual-Scaffolding Hybrid Representation for Fast and Accurate Monocular Surface Reconstruction

While 3D Gaussian Splatting has achieved remarkable success in photorealistic novel view synthesis, its pursuit of fast and high-fidelity 3D reconstruction has long been constrained by a trade-off between geometric accuracy and optimization efficiency. Methods specialized in image rendering converge quickly at the cost of imperfect geometry caused by superfluous primitives overfitting training views, while methods integrating neural signed-distance field (SDF) for better geometry incur prohibitive training costs. In this paper, we attempt to strike a better trade-off by tethering scaffold-anchored Gaussians to a jointly optimized sparse voxel scaffold. This hybrid Gaussian-Voxel representation explicitly confines anchored Gaussians to a narrow band around surfaces defined by voxelized SDFs, which effectively improves representation efficiency and condenses floating Gaussians without sacrificing geometry quality. An implicit surface tethering loss further pulls individual Gaussian primitives closer to SDF-induced surfaces in a mutually regularized manner for improved reconstruction accuracy. Extensive experiments on diverse real-world indoor scenes from ScanNet++, ScanNetv2, and DeepBlending datasets demonstrate that our method achieves state-of-the-art surface reconstruction quality as well as superior novel view synthesis against leading baselines, while maintaining fast training convergence and real-time rendering. Code will be available at https://github.com/duzh11/VoxelGS.
May 26, 2026

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 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
May 25, 2026

Accelerated Spatio-Temporal Gaussian Rendering via Kinematic and Semantic Priors

Reconstructing dynamic 3D scenes from multi-view videos is a foundational task for robotics, AR/VR, and digital twins. While 3D Gaussian Splatting (3DGS) provides state-of-the art scene representation, its dynamic adaptations (4DGS) face significant challenges. Early MLP-based deformation models excel at interpolating within training frames but fail at temporal extrapolation --- important feature for forecasting in predictive systems. To address this, physically grounded approaches have been proposed to enable robust future forecasting, while, concurrently, semantic 4DGS methods have been developed for scene analysis and language-driven prompting. However, there is currently no framework that unites both physical consistency and semantic understanding. In this paper, we propose the first, to the best of our knowledge, unified 4DGS approach that is both physically grounded and semantically aware. Furthermore, to optimize computational efficiency, we introduce a novel rigid-body constraint mechanism. Instead of predicting the physical dynamics for every Gaussian particle, our model predicts the motion of a single anchor Gaussian per semantic object, updating the remaining Gaussians via relative transformations. This architectural design significantly accelerates novel view synthesis compared to an unconstrained baseline, while enabling object-accurate extrapolation and intuitive semantic interaction. Our project page: https://be2rlab.github.io/r5dgs/.
May 25, 2026

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.
May 25, 2026

Depth Peeling for High-Fidelity Gaussian-Enhanced Surfel Rendering

Novel view synthesis has been significantly advanced by NeRFs and 3D Gaussian Splatting (3DGS), which require ordering volumetric samples or primitives for correct color blending. While the recent Gaussian-Enhanced Surfels (GES) enable high-performance, sort-free rendering, they suffer from aliasing artifacts and suboptimal reconstruction. To address these limitations, we propose DP-GES, a novel representation that augments opaque surfels with semi-transparent boundaries and leverages Depth Peeling to establish accurate per-pixel ordering. This design enables sort-free Gaussian splatting with correct transmittance modulation, effectively eliminating aliasing and popping artifacts while facilitating a fully differentiable joint optimization. Extensive experiments demonstrate that our method achieves superior reconstruction quality and compares favorably against state-of-the-art techniques across a wide range of scenes.
May 23, 2026

SRUG: Shadow-Guided Relightable Urban Scene with Generation Model

Creating relightable urban scenes from images or videos is widely useful but highly ill-posed. Urban environments are typically unbounded and extend beyond the visible regions. As a result, many portions of the scene remain unobserved, yet these invisible regions can cast shadows onto visible areas. Reasonably modeling shadows cast by such invisible regions is challenging and poses a significant obstacle to creating relightable urban scenes. At the same time, sparse input views and complex illumination conditions further complicate relighting, as they introduce severe ambiguities in material decomposition. In this paper, we propose Shadow-guided Relightable Urban Scene with Generation model (SRUG), a novel framework designed to address relighting challenges in urban scenes. SRUG leverages shadows to guide a 3D completion model for recovering the geometry of invisible regions, promoting the synthesis of physically reasonable shadows. In addition, SRUG employs an iterative material decomposition scheme that applies the large material model (LMM) to provide material supervision and iteratively decompose the scene's material properties, enabling robust material decomposition. Building upon these components, we introduce a physically-based lighting model that captures the complex illumination of urban scenes and supports reliable relighting. Extensive quantitative evaluations and visual comparisons demonstrate that our method outperforms existing approaches in both novel view synthesis and relighting tasks.
May 23, 2026

Unified 3D Scene Understanding Through Physical World Modeling

Understanding 3D scenes requires flexible combinations of visual reasoning tasks, including depth estimation, novel view synthesis, and object manipulation, all of which are essential for perception and interaction. Existing approaches have typically addressed these tasks in isolation, preventing them from sharing a common representation or transferring knowledge across tasks. A conceptually simpler but practically non-trivial alternative is to unify these diverse tasks into a single model, reducing different tasks from separate training objectives to merely different prompts and allowing for joint training across all datasets. In this work, we present a physical world model for unified 3D understanding and interaction (3WM), formulated as a probabilistic graphical model in which nodes represent multimodal scene elements such as RGB, optical flow, and camera pose. Diverse tasks emerge from different inference pathways through the graph: novel view synthesis from RGB and dense flow prompts, object manipulation from RGB and sparse flow prompts, and depth estimation from RGB and camera conditioning, all zero-shot without task-specific training. 3WM outperforms specialized baselines without the need for finetuning by offering precise controllability, strong geometric consistency, and robustness in real-world scenarios, achieving state-of-the-art performance on NVS and 3D object manipulation. Beyond predefined tasks, the model supports composable inference pathways, such as moving objects aside while navigating a 3D environment, enabling complex geometric reasoning. This demonstrates that a unified model can serve as a practical alternative to fragmented task-specific systems, taking a step towards a general-purpose visual world model.
May 22, 2026

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}.
May 22, 2026

GlowGS: Generative Semantic Feature Learning for 3D Gaussian Splatting in Nighttime Glow Scenes

Existing 3DGS methods effectively render high-quality novel views in clear-day scenes. However, they struggle with night scenes, particularly in glow regions, due to the lack of structural features such as textures and edges, which are key cues for splatting-based reconstruction. To address this problem, we leverage a diffusion model and a Vision Foundation Model (VFM) to compensate for missing structural cues. Our method consists of two key novel ideas: semantic feature generation and novel-view semantic learning. First, semantic feature generation produces high-quality semantic features as implicit structural cues for novel views. Specifically, a diffusion model synthesizes novel views with unknown camera poses from training views, while a VFM evaluates their quality. Once high-quality novel views are identified, the VFM extracts robust features to construct the semantic feature bank. Second, novel-view semantic learning enables 3DGS to optimize rendered novel views without requiring ground truth. It achieves this by extracting semantic features from a rendered novel view, searching the feature bank for the most similar features, and minimizing their distance. This process enforces implicit structural constraints, ensuring semantically coherent, artifact-free rendered views. Extensive experiments demonstrate the effectiveness of our GlowGS in generating semantically accurate 3D views, showing significant improvements over existing methods.
May 21, 2026

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.
May 19, 2026

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/.
May 18, 2026

Resolving Representation Ambiguity in Feedforward Novel View Synthesis Transformer via Semantic-Spatial Decoupling

Transformer-based models have advanced feedforward novel view synthesis (NVS). Current architectures such as GS-LRM and LVSM mix semantic information (e.g., RGB) and spatial information (e.g., Plücker rays) into a shared feature space. Since Plücker rays naturally carry lattice-like spatial structure, these designs can make the spatial bias interfere with appearance representation and degrade rendering fidelity. To this end, we propose to decouple the representation of feedforward NVS transformers into separate semantic and spatial tokens. The decoupled design keeps semantic and spatial information explicit in their branches while preserving cross-branch interaction through shared attention routing. Built on this design, we introduce optional categorized supervision and bidirectional modulation: the former provides branch-specific training signals, while the latter improves interaction between the two branches. Notably, the base decoupled design introduces virtually zero additional inference latency due to its architectural design. The proposed designs achieve consistent improvements, demonstrating effectiveness across decoder-only and encoder-decoder feedforward NVS models.
May 18, 2026

3D Skew Gaussian Splatting with Any Camera Trajectory Visualization Engine

While 3D Gaussian Splatting (3DGS) has revolutionized real-time photorealistic view synthesis, its fundamental reliance on symmetric Gaussian distributions introduces visual artifacts that hinder accurate spatial data exploration. Specifically, symmetric kernels struggle to capture shape and color discontinuities , which cause blurriness and primitive redundancy that mislead human perception during visual analysis. To address these visualization barriers, we introduce 3D Skew Gaussian Splatting (3DSGS), a novel framework that significantly enhances the structural fidelity and compactness of explicit scene representations. Our key insight lies in extending the standard primitive to a general Skew Gaussian counterpart. This generalized primitive inherits the highly efficient rasterization properties of standard Gaussians while gaining intrinsic asymmetric modeling capabilities. We couple this with an enhanced opacity representation to better handle complex transparency, alongside a depth-aware densification strategy that intelligently manages primitive allocation. Furthermore, to make these advancements actionable for real-world visual analytics, we re-derive the CUDA rasterization pipeline to universally support both symmetric and skew Gaussians, integrating it into a decoupled, free-camera interactive visualization engine. Extensive experiments demonstrate that 3DSGS achieves superior rendering quality and structural compactness, particularly in regions with intricate details, while maintaining the real-time frame rates necessary for fluid interactive exploration. Supplementary derivations and visual results are available at https://3d-skew-gs.github.io/.
May 18, 2026

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.
May 16, 2026

HAD: Hallucination-Aware Diffusion Priors for 3D Reconstruction

Diffusion priors have recently demonstrated strong capability in enhancing the quality of sparse-view 3D reconstruction by augmenting training views at novel viewpoints, but they inevitably introduce hallucinated content -- artifacts inconsistent with the input views -- into the final 3D model. To address this challenge, we propose Hallucination-Aware Diffusion prior (HAD), which estimates pixel-wise hallucination score maps for augmented images by leveraging multi-view reasoning capabilities from a feedforward novel view synthesis (NVS) network pre-trained on large-scale 3D data. These hallucination scores enable selective masking of unreliable pixels during the progressive 3D reconstruction procedure, preventing the introduction of non-existent artifacts into the 3D model. To further enhance performance, we create multiple versions of augmented images at each novel view by conditioning the diffusion prior on different input views, which are then fused into a final image that leverages the broader context across all input views. We show that our method substantially reduces hallucination artifacts in diffusion-assisted 3D reconstruction, thereby achieving state-of-the-art performance across multiple benchmarks on novel view synthesis. Our project are publicly available at project website.
May 15, 2026

IVGT: Implicit Visual Geometry Transformer for Neural Scene Representation

Reconstructing coherent 3D geometry and appearance from unposed multi-view images is a fundamental yet challenging problem in computer vision. Most existing visual geometry foundation models predict explicit geometry by regressing pixel-aligned pointmaps, often suffering from redundancy and limited geometric continuity. We propose IVGT, an Implicit Visual Geometry Transformer that implicitly models continuous and coherent geometry from pose-free multi-view images. This formulation learns a continuous neural scene representation in a canonical coordinate system and supports continuous spatial queries at any 3D positions, retrieving local features to predict signed distance (SDF) values and colors using lightweight decoders. It allows direct extraction of continuous and coherent surface geometry, enabling rendering of RGB images, depth maps, and surface normal maps from arbitrary viewpoints. We train IVGT via multi-dataset joint optimization with 2D supervision and 3D geometric regularization. IVGT demonstrates generalization across scenes and achieves strong performance on various tasks, including mesh and point cloud reconstruction, novel view synthesis, depth and surface normal estimation, and camera pose estimation.
May 15, 2026

Learn2Splat: Extending the Horizon of Learned 3DGS Optimization

3D Gaussian Splatting (3DGS) optimization is most commonly performed using general-purpose first-order optimizers such as Adam or SGD. Although robust across scenes, they update each parameter independently without exploiting the structural and spatial relationships among Gaussians, which slows convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, those are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce Learn2Splat, a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show higher novel view synthesis quality at equal wall-clock time, while remaining stable over long horizons, with zero-shot generalization to unseen datasets and settings. To support our findings, we build a unified framework to train and evaluate learned and standard optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://autonomousvision.github.io/learn2splat .
May 14, 2026

3D Skew-Normal Splatting

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

Denoising-GS: Gaussian Splatting with Spatial-aware Denoising

Recent advances in 3D Gaussian Splatting (3DGS) have achieved remarkable success in high-fidelity Novel View Synthesis (NVS), yet the optimization process inevitably introduces noisy Gaussian primitives due to the sparse and incomplete initialization from Structure-from-Motion (SfM) point clouds. Most existing methods focus solely on adjusting the positions of primitives during optimization, while neglecting the underlying spatial structure. To this end, we introduce a new perspective by formulating the optimization of 3DGS as a primitive denoising process and propose Denoising-GS, a spatial-aware denoising framework for Gaussian primitives by taking both the positions and spatial structure into consideration. Specifically, we design an optimizer that preserves the spatial optimization flow of primitives, facilitating coherent and directed denoising rather than random perturbations. Building upon this, the Spatial Gradient-based Denoising strategy jointly considers the spatial supports of primitives to ensure gradient-consistent updates. Furthermore, the Uncertainty-based Denoising module estimates primitive-wise uncertainty to prune redundant or noisy primitives, while the Spatial Coherence Refinement strategy selectively splits primitives in sparse regions to maintain structural completeness. Experiments conducted on three benchmark datasets demonstrate that Denoising-GS consistently enhances NVS fidelity while maintaining representation compactness, achieving state-of-the-art performance across all benchmarks. Source code and models will be made publicly available.
May 13, 2026

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

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

Z-Order Transformer for Feed-Forward Gaussian Splatting

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

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

Generalizable 3D Gaussian Splatting has recently emerged as an efficient approach for novel-view synthesis, enabling feed-forward synthesis from only a few input views. However, existing pixel-wise feed-forward methods suffer from over-bright renderings when the number of input views varies during inference, as well as insufficient supervision for accurate Gaussian scale estimation, which leads to hole artifacts, particularly in high-resolution renderings. To address these issues, we identify that the over-brightness is caused by the varying number of overlapping Gaussians and propose a simple alpha normalization strategy to maintain brightness consistency across different number of input views. In addition, we introduce an auxiliary 3D sampling-based regularizer to improve Gaussian scale estimation, thereby mitigating hole artifacts in high-resolution rendering. Experiments on benchmark datasets demonstrate that our method significantly improves baseline models under varying input-view and high-resolution rendering settings.
May 12, 2026

GeoQuery: Geometry-Query Diffusion for Sparse-View Reconstruction

3D Gaussian Splatting (3DGS) has emerged as a prominent paradigm for 3D reconstruction and novel view synthesis. However, it remains vulnerable to severe artifacts when trained under sparse-view constraints. While recent methods attempt to rectify artifacts in rendered views using image diffusion models, they typically rely on multi-view self-attention to retrieve information from reference images. We observe that this mechanism often fails when the rendered novel views output by 3DGS are heavily corrupted: damaged query features lead to erroneous cross-view retrieval, resulting in inconsistent rendering refinement. To address this, we propose GeoQuery, a geometry-guided diffusion framework that integrates generative priors with explicit geometric cues via a novel Geometry-guided Cross-view Attention (GCA) mechanism. First, by leveraging predicted depth maps and camera poses, we construct a geometry-induced correspondence field to sample reference features, forming a geometry-aligned proxy query that replaces the corrupted rendering features. Furthermore, we design a new cross-view feature aggregation pipeline, in which we restrict the cross-view attention to a local window around each proxy query to effectively retrieve useful features while suppressing spurious matches. GeoQuery can be seamlessly integrated into existing diffusion-based pipelines, enabling robust reconstruction even under extreme view sparsity. Extensive experiments on sparse-view novel view synthesis and rendering artifact removal demonstrate the effectiveness of our approach.
May 12, 2026

UniFixer: A Universal Reference-Guided Fixer for Diffusion-Based View Synthesis

With the recent surge of generative models, diffusion-based approaches have become mainstream for view synthesis tasks, either in an explicit depth-warp-inpaint or in an implicit end-to-end manner. Despite their success, both paradigms often suffer from noticeable quality degradation, e.g., blurred details and distorted structures, caused by pixel-to-latent compression and diffusion hallucination. In this paper, we investigate diffusion degradation from three key dimensions (i.e., spatial, temporal, and backbone-related) and propose UniFixer, a universal reference-guided framework that fixes diverse degradation artifacts via a coarse-to-fine strategy. Specifically, a reference pre-alignment module is first designed to perform coarse alignment between the reference view and the degraded novel view. A global structure anchoring mechanism then rectifies geometric distortions to ensure structural fidelity, followed by a local detail injection module that recovers fine-grained texture details for high-quality view synthesis. Our UniFixer serves as a plug-and-play refiner that achieves zero-shot fixing across different types of diffusion degradation, and extensive experiments verify our state-of-the-art performance on novel view synthesis and stereo conversion.
May 12, 2026

MoCam: Unified Novel View Synthesis via Structured Denoising Dynamics

Generative novel view synthesis faces a fundamental dilemma: geometric priors provide spatial alignment but become sparse and inaccurate under view changes, while appearance priors offer visual fidelity but lack geometric correspondence. Existing methods either propagate geometric errors throughout generation or suffer from signal conflicts when fusing both statically. We introduce MoCam, which employs structured denoising dynamics to orchestrate a coordinated progression from geometry to appearance within the diffusion process. MoCam first leverages geometric priors in early stages to anchor coarse structures and tolerate their incompleteness, then switches to appearance priors in later stages to actively correct geometric errors and refine details. This design naturally unifies static and dynamic view synthesis by temporally decoupling geometric alignment and appearance refinement within the diffusion process. Experiments demonstrate that MoCam significantly outperforms prior methods, particularly when point clouds contain severe holes or distortions, achieving robust geometry-appearance disentanglement.
May 11, 2026

VeloGauss: Learning Physically Consistent Gaussian Velocity Fields from Videos

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

3DReflecNet: A Large-Scale Dataset for 3D Reconstruction of Reflective, Transparent, and Low-Texture Objects

Accurate 3D reconstruction of objects with reflective, transparent, or low-texture surfaces still remains notoriously challenging. Such materials often violate key assumptions in multi-view reconstruction pipelines, such as photometric consistency and the availability on distinct geometric texture cues. Existing datasets primarily focus on diffuse, textured objects, and therefore provide limited insight into performance under real-world material complexities. We introduce 3DReflecNet, a large-scale hybrid dataset exceeding 22 TB that is specifically designed to benchmark and advance 3D vision methods for these challenging materials. 3DReflecNet combines two types of data: over 120,000 synthetic instances generated via physically-based rendering of more than 12,000 shapes, and over 1,000 real-world objects captured using consumer devices. Together, these data consist of more than 7 million multi-view frames. The dataset spans diverse materials, complex lighting conditions, and a wide range of geometric forms, including shapes generated from both real and LLM-synthesized 2D images using diffusion-based pipelines. To support robust evaluation, we design benchmarks for five core tasks: image matching, structure-from-motion, novel view synthesis, reflection removal, and relighting. Extensive experiments demonstrate that state-of-the-art methods struggle to maintain accuracy across these settings, highlighting the need for more resilient 3D vision models.
May 8, 2026

Mind the Gap: Geometrically Accurate Generative Reconstruction from Disjoint Views

3D vision systems are fundamentally constrained by their reliance on visual overlap: reconstruction methods require it for geometric alignment, while generative models use it to enforce multi-view consistency. This limitation is particularly acute in real-world scenarios such as distributed swarm robotics or crowd-sourced data collection, where capturing overlapping perspectives, both in terms of spatial and appearance overlap, is often impossible. We introduce Generative Reconstruction from Disjoint Views as a new paradigm, establish a comprehensive dataset, and propose specialized evaluation metrics for zero-overlap scenarios. Our benchmarking demonstrates that existing state-of-the-art methods fail catastrophically on this task, producing disconnected geometries or semantically incoherent reconstructions. To address these limitations, we propose GLADOS, a general, modular framework that operates through three stages: (1) Generative Bridging, where foundation models synthesize intermediate perspectives to connect disjoint inputs; (2) Robust Coarse 3D Reconstruction, that establish coarse geometric scaffold via global alignment which absorbs local contradictions from generative process; and (3) Iterative Context Expansion and Consistency Optimization to fill missing regions and unify the reconstruction. As an architectureagnostic framework, GLADOS enables seamless integration of future advances in generation, reconstruction, and inpainting. The source code is available at: https://github.com/gwilczynski95/GLADOS.
May 8, 2026

SplatWeaver: Learning to Allocate Gaussian Primitives for Generalizable Novel View Synthesis

Generalizable novel view synthesis aims to render unseen views from uncalibrated input images without requiring per-scene optimization. Recent feed-forward approaches based on 3D Gaussian Splatting have achieved promising efficiency and rendering quality. However, most of them assign a fixed number of Gaussians to each pixel or voxel, ignoring the spatially varying complexity of real-world scenes. Such uniform allocation often wastes Gaussian primitives in smooth regions while providing insufficient capacity for fine structures, complex geometry, and high-frequency details. This motivates us to predict region-dependent primitive cardinalities rather than impose a fixed primitive budget everywhere, enabling a more expressive 3D scene representation. Therefore, we propose SplatWeaver, a generalizable novel view synthesis framework that is able to dynamically allocate Gaussian primitives over different regions in a feed-forward manner. Specifically, SplatWeaver introduces cardinality Gaussian experts and a pixel-level routing scheme, wherein each expert specializes in producing a specific number of primitives from 0 to M, and the routing scheme coordinates these experts to adaptively determine how many Gaussian primitives should be allocated to each spatial location. Moreover, SplatWeaver incorporates a high-frequency prior with attendant guidance module and routing regularization to stabilize expert selection and promote complexity-aware allocation. By leveraging high-frequency cues, the routing process is encouraged to assign more Gaussian primitives to fine structures and textured regions, while suppressing redundancy in smooth areas. Extensive experiments across diverse scenarios show that SplatWeaver consistently outperforms state-of-the-art methods, delivering more faithful novel-view renderings with fewer Gaussian primitives. Project Page: https://yecongwan.github.io/SplatWeaver/