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.

Mar 16, 2026

GeoNVS: Geometry Grounded Video Diffusion for Novel View Synthesis

Novel view synthesis requires strong 3D geometric consistency and the ability to generate visually coherent images across diverse viewpoints. While recent camera-controlled video diffusion models show promising results, they often suffer from geometric distortions and limited camera controllability. To overcome these challenges, we introduce GeoNVS, a geometry-grounded novel-view synthesizer that enhances both geometric fidelity and camera controllability through explicit 3D geometric guidance. Our key innovation is the Gaussian Splat Feature Adapter (GS-Adapter), which lifts input-view diffusion features into 3D Gaussian representations, renders geometry-constrained novel-view features, and adaptively fuses them with diffusion features to correct geometrically inconsistent representations. Unlike prior methods that inject geometry at the input level, GS-Adapter operates in feature space, avoiding view-dependent color noise that degrades structural consistency. Its plug-and-play design enables zero-shot compatibility with diverse feed-forward geometry models without additional training, and can be adapted to other video diffusion backbones. Experiments across 9 scenes and 18 settings demonstrate state-of-the-art performance, achieving 11.3% and 14.9% improvements over SEVA and CameraCtrl, with up to 2x reduction in translation error and 7x in Chamfer Distance.
Mar 16, 2026

LiDAR-EVS: Enhance Extrapolated View Synthesis for 3D Gaussian Splatting with Pseudo-LiDAR Supervision

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time LiDAR and camera synthesis in autonomous driving simulation. However, simulating LiDAR with 3DGS remains challenging for extrapolated views beyond the training trajectory, as existing methods are typically trained on single-traversal sensor scans, suffer from severe overfitting and poor generalization to novel ego-vehicle paths. To enable reliable simulation of LiDAR along unseen driving trajectories without external multi-pass data, we present LiDAR-EVS, a lightweight framework for robust extrapolated-view LiDAR simulation in autonomous driving. Designed to be plug-and-play, LiDAR-EVS readily extends to diverse LiDAR sensors and neural rendering baselines with minimal modification. Our framework comprises two key components: (1) pseudo extrapolated-view point cloud supervision with multi-frame LiDAR fusion, view transformation, occlusion curling, and intensity adjustment; (2) spatially-constrained dropout regularization that promotes robustness to diverse trajectory variations encountered in real-world driving. Extensive experiments demonstrate that LiDAR-EVS achieves SOTA performance on extrapolated-view LiDAR synthesis across three datasets, making it a promising tool for data-driven simulation, closed-loop evaluation, and synthetic data generation in autonomous driving systems.
Mar 16, 2026

E2EGS: Event-to-Edge Gaussian Splatting for Pose-Free 3D Reconstruction

The emergence of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS) has advanced novel view synthesis (NVS). These methods, however, require high-quality RGB inputs and accurate corresponding poses, limiting robustness under real-world conditions such as fast camera motion or adverse lighting. Event cameras, which capture brightness changes at each pixel with high temporal resolution and wide dynamic range, enable precise sensing of dynamic scenes and offer a promising solution. However, existing event-based NVS methods either assume known poses or rely on depth estimation models that are bounded by their initial observations, failing to generalize as the camera traverses previously unseen regions. We present E2EGS, a pose-free framework operating solely on event streams. Our key insight is that edge information provides rich structural cues essential for accurate trajectory estimation and high-quality NVS. To extract edges from noisy event streams, we exploit the distinct spatio-temporal characteristics of edges and non-edge regions. The event camera's movement induces consistent events along edges, while non-edge regions produce sparse noise. We leverage this through a patch-based temporal coherence analysis that measures local variance to extract edges while robustly suppressing noise. The extracted edges guide structure-aware Gaussian initialization and enable edge-weighted losses throughout initialization, tracking, and bundle adjustment. Extensive experiments on both synthetic and real datasets demonstrate that E2EGS achieves superior reconstruction quality and trajectory accuracy, establishing a fully pose-free paradigm for event-based 3D reconstruction.
Mar 14, 2026

Ego-1K -- A Large-Scale Multiview Video Dataset for Egocentric Vision

We present Ego-1K, a large-scale collection of time-synchronized egocentric multiview videos designed to advance neural 3D video synthesis and dynamic scene understanding. The dataset contains nearly 1,000 short egocentric videos captured with a custom rig with 12 synchronized cameras surrounding a 4-camera VR headset worn by the user. Scene content focuses on hand motions and hand-object interactions in different settings. We describe rig design, data processing, and calibration. Our dataset enables new ways to benchmark egocentric scene reconstruction methods, an important research area as smart glasses with multiple cameras become omnipresent. Our experiments demonstrate that our dataset presents unique challenges for existing 3D and 4D novel view synthesis methods due to large disparities and image motion caused by close dynamic objects and rig egomotion. Our dataset supports future research in this challenging domain. It is available at https://huggingface.co/datasets/facebook/ego-1k.
Mar 11, 2026

InstantHDR: Single-forward Gaussian Splatting Initialization for HDR 3D Reconstruction

High dynamic range (HDR) novel view synthesis (NVS) aims to reconstruct HDR scenes from multi-exposure low dynamic range (LDR) images. Existing HDR pipelines heavily rely on known camera poses, well-initialized dense point clouds, and time-consuming per-scene optimization. Current feed-forward alternatives overlook the HDR problem by assuming exposure-invariant appearance. To bridge this gap, we propose InstantHDR, a feed-forward network that initializes 3D HDR scenes from uncalibrated multi-exposure LDR collections in a fast single forward pass. Specifically, we design a geometry-guided appearance modeling for multi-exposure fusion, and a meta-network for generalizable scene-specific tone mapping. Due to the lack of HDR scene data, we build a pre-training dataset, called HDR-Pretrain, for generalizable feed-forward HDR models, featuring 168 Blender-rendered scenes, diverse lighting types, and multiple camera response functions. Comprehensive experiments show that our InstantHDR delivers a single-forward HDR initialization at approximately 700 times the speed of SoTA optimization-based methods, and reaches comparable quality in real settings after lightweight post-optimization while remaining approximately 20 times faster. All code, models, and datasets: https://github.com/Bugjudger/InstantHDR.
Mar 10, 2026

ReCoSplat: Online Feed-Forward Gaussian Splatting via Render-and-Compare

Online novel view synthesis requires a model to reconstruct a scene causally from a stream of observations while keeping it renderable at every moment. We present ReCoSplat, an online feed-forward Gaussian Splatting model supporting both posed and unposed inputs, with or without camera intrinsics. While assembling local Gaussians with camera poses scales better than canonical-space prediction, stable training requires ground-truth poses, creating a distribution mismatch when predicted poses are used at inference. To address this, we introduce a Render-and-Compare (ReCo) module. ReCo renders the accumulated scene from the viewpoint of the incoming observation, comparing the render with the observation to produce a stable conditioning signal that helps bridge the mismatch. To support long sequences, we propose a hybrid KV-cache compression strategy combining early-layer truncation with chunk-level selective retention, reducing the KV cache size by over 90% for 100 or more frames. ReCoSplat achieves state-of-the-art performance among online methods while processing 256-view streams at an average input throughput of 45.1 FPS, with an end-of-stream throughput of 41.1 FPS on an RTX 6000 Ada GPU. Code and pretrained models are released at https://freemancheng.com/ReCoSplat .
Mar 10, 2026

ConfCtrl: Enabling Precise Camera Control in Video Diffusion via Confidence-Aware Interpolation

We address the challenge of novel view synthesis from only two input images under large viewpoint changes. Existing regression-based methods lack the capacity to reconstruct unseen regions, while camera-guided diffusion models often deviate from intended trajectories due to noisy point cloud projections or insufficient conditioning from camera poses. To address these issues, we propose ConfCtrl, a confidence-aware video interpolation framework that enables diffusion models to follow prescribed camera poses while completing unseen regions. ConfCtrl initializes the diffusion process by combining a confidence-weighted projected point cloud latent with noise as the conditioning input. It then applies a Kalman-inspired predict-update mechanism, treating the projected point cloud as a noisy measurement and using learned residual corrections to balance pose-driven predictions with noisy geometric observations. This allows the model to rely on reliable projections while down-weighting uncertain regions, yielding stable, geometry-aware generation. Experiments on multiple datasets show that ConfCtrl produces geometrically consistent and visually plausible novel views, effectively reconstructing occluded regions under large viewpoint changes.
Mar 10, 2026

DenoiseSplat: Feed-Forward Gaussian Splatting for Noisy 3D Scene Reconstruction

3D scene reconstruction and novel-view synthesis are fundamental for VR, robotics, and content creation. However, most NeRF and 3D Gaussian Splatting pipelines assume clean inputs and degrade under real noise and artifacts. We therefore propose DenoiseSplat, a feed-forward 3D Gaussian splatting method for noisy multi-view images. We build a large-scale, scene-consistent noisy--clean benchmark on RE10K by injecting Gaussian, Poisson, speckle, and salt-and-pepper noise with controlled intensities. With a lightweight MVSplat-style feed-forward backbone, we train end-to-end using only clean 2D renderings as supervision and no 3D ground truth. On noisy RE10K, DenoiseSplat outperforms vanilla MVSplat and a strong two-stage baseline (IDF + MVSplat) in PSNR/SSIM and LPIPS across noise types and levels.
Mar 9, 2026

SkipGS: Post-Densification Backward Skipping for Efficient 3DGS Training

3D Gaussian Splatting (3DGS) achieves real-time novel-view synthesis by optimizing millions of anisotropic Gaussians, yet its training remains expensive, with the backward pass dominating runtime in the post-densification refinement phase. We observe substantial update redundancy in this phase: many sampled views have near-plateaued losses and provide diminishing gradient benefits, but standard training still runs full backpropagation. We propose SkipGS with a novel view-adaptive backward gating mechanism for efficient post-densification training. SkipGS always performs the forward pass to update per-view loss statistics, and selectively skips backward passes when the sampled view's loss is consistent with its recent per-view baseline, while enforcing a minimum backward budget for stable optimization. On Mip-NeRF 360, compared to 3DGS, SkipGS reduces end-to-end training time by 23.1%, driven by a 42.0% reduction in post-densification time, with comparable reconstruction quality. Because it only changes when to backpropagate without modifying the renderer, representation, or loss, SkipGS is plug-and-play and compatible with other complementary efficiency strategies, enabling additive speedups. Code is available at https://github.com/ASU-ESIC-FAN-Lab/SkipGS.
Mar 9, 2026

Improving Continual Learning for Gaussian Splatting based Environments Reconstruction on Commercial Off-the-Shelf Edge Devices

Novel view synthesis (NVS) is increasingly relevant for edge robotics, where compact and incrementally updatable 3D scene models are needed for SLAM, navigation, and inspection under tight memory and latency budgets. Variational Bayesian Gaussian Splatting (VBGS) enables replay-free continual updates for the 3DGS algorithm by maintaining a probabilistic scene model, but its high-precision computations and large intermediate tensors make on-device training impractical. We present a precision-adaptive optimization framework that enables VBGS training on resource-constrained hardware without altering its variational formulation. We (i) profile VBGS to identify memory/latency hotspots, (ii) fuse memory-dominant kernels to reduce materialized intermediate tensors, and (iii) automatically assign operation-level precisions via a mixed-precision search with bounded relative error. Across the Blender, Habitat, and Replica datasets, our optimised pipeline reduces peak memory from 9.44 GB to 1.11 GB and training time from ~234 min to ~61 min on an A5000 GPU, while preserving (and in some cases improving) reconstruction quality of the state-of-the-art VBGS baseline. We also enable for the first time NVS training on a commercial embedded platform, the Jetson Orin Nano, reducing per-frame latency by 19x compared to 3DGS.
Mar 9, 2026

Fast Low-light Enhancement and Deblurring for 3D Dark Scenes

Novel view synthesis from low-light, noisy, and motion-blurred imagery remains a valuable and challenging task. Current volumetric rendering methods struggle with compound degradation, and sequential 2D preprocessing introduces artifacts due to interdependencies. In this work, we introduce FLED-GS, a fast low-light enhancement and deblurring framework that reformulates 3D scene restoration as an alternating cycle of enhancement and reconstruction. Specifically, FLED-GS inserts several intermediate brightness anchors to enable progressive recovery, preventing noise blow-up from harming deblurring or geometry. Each iteration sharpens inputs with an off-the-shelf 2D deblurrer and then performs noise-aware 3DGS reconstruction that estimates and suppresses noise while producing clean priors for the next level. Experiments show FLED-GS outperforms state-of-the-art LuSh-NeRF, achieving 21×\times faster training and 11×\times faster rendering.
Mar 8, 2026

Ref-DGS: Reflective Dual Gaussian Splatting

The reflective appearance, especially strong and typically near-field specular reflections, poses a fundamental challenge for accurate surface reconstruction and novel view synthesis. Existing Gaussian splatting methods either fail to model near-field specular reflections or rely on explicit ray tracing at substantial computational cost. We present Ref-DGS, a reflective dual Gaussian splatting framework that addresses this trade-off by decoupling surface reconstruction from specular reflection within an efficient rasterization-based pipeline. Ref-DGS introduces a dual Gaussian scene representation consisting of geometry Gaussians and complementary local reflection Gaussians that capture near-field specular interactions without explicit ray tracing, along with a global environment reflection field for modeling far-field specular reflections. To predict specular radiance, we further propose a lightweight, physically-aware specular adaptive mixing shader that fuses global and local specular features. Experiments demonstrate that Ref-DGS achieves state-of-the-art performance on reflective scenes while training substantially faster than ray-based Gaussian methods.
Mar 8, 2026

3DGS-HPC: Distractor-free 3D Gaussian Splatting with Hybrid Patch-wise Classification

3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and 3D scene reconstruction, but its quality often degrades in real-world environments due to transient distractors, such as moving objects and varying shadows. Existing methods commonly introduce semantic priors from pre-trained vision models either to group pixels into coherent regions or to define perceptual error metrics. However, semantic grouping is often misaligned with the binary static/transient distinction, while perceptual features can be fragile under appearance perturbations introduced during 3DGS optimization. We propose 3DGS-HPC, a framework that addresses these issues by combining two complementary principles: a patch-wise classification strategy that leverages local spatial consistency for robust region-level decisions, and a hybrid classification metric that adaptively integrates photometric and perceptual cues for more reliable separation. Extensive experiments demonstrate the superiority and robustness of our method in mitigating distractors to improve 3DGS-based novel view synthesis. Our project page is https://cnhaox.github.io/3DGS-HPC/ .
Mar 8, 2026

ReconDrive: Fast Feed-Forward 4D Gaussian Splatting for Autonomous Driving Scene Reconstruction

High-fidelity visual reconstruction and novel-view synthesis are essential for realistic closed-loop evaluation in autonomous driving. While 4D Gaussian Splatting (4DGS) offers a promising balance of accuracy and efficiency, existing per-scene optimization methods require costly iterative refinement, rendering them unscalable for extensive urban environments. Conversely, current feed-forward approaches often suffer from degraded photometric quality. To address these limitations, we propose ReconDrive, a feed-forward framework that leverages and extends the 3D foundation model VGGT for rapid, high-fidelity 4DGS generation. Our architecture introduces two core adaptations to tailor the foundation model to dynamic driving scenes: (1) Hybrid Gaussian Prediction Heads, which decouple the regression of spatial coordinates and appearance attributes to overcome the photometric deficiencies inherent in generalized foundation features; and (2) a Static-Dynamic 4D Composition strategy that explicitly captures temporal motion via velocity modeling to represent complex dynamic environments. Benchmarked on nuScenes, ReconDrive significantly outperforms existing feed-forward baselines in reconstruction, novel-view synthesis, and 3D perception. It achieves performance competitive with per-scene optimization while being orders of magnitude faster, providing a scalable and practical solution for realistic driving simulation.
Mar 7, 2026

MipSLAM: Alias-Free Gaussian Splatting SLAM

This paper introduces MipSLAM, a frequency-aware 3D Gaussian Splatting (3DGS) SLAM framework capable of high-fidelity anti-aliased novel view synthesis and robust pose estimation under varying camera configurations. Existing 3DGS-based SLAM systems often suffer from aliasing artifacts and trajectory drift due to inadequate filtering and purely spatial optimization. To overcome these limitations, we propose an Elliptical Adaptive Anti-aliasing (EAA) algorithm that approximates Gaussian contributions via geometry-aware numerical integration, avoiding costly analytic computation. Furthermore, we present a Spectral-Aware Pose Graph Optimization (SA-PGO) module that reformulates trajectory estimation in the frequency domain, effectively suppressing high-frequency noise and drift through graph Laplacian analysis. Extensive evaluations on Replica and TUM datasets demonstrate that MipSLAM achieves state-of-the-art rendering quality and localization accuracy across multiple resolutions. Code is available at https://github.com/yzli1998/MipSLAM.
Mar 6, 2026

CylinderSplat: 3D Gaussian Splatting with Cylindrical Triplanes for Panoramic Novel View Synthesis

Feed-forward 3D Gaussian Splatting (3DGS) has shown great promise for real-time novel view synthesis, but its application to panoramic imagery remains challenging. Existing methods often rely on multi-view cost volumes for geometric refinement, which struggle to resolve occlusions in sparse-view scenarios. Furthermore, standard volumetric representations like Cartesian Triplanes are poor in capturing the inherent geometry of 360∘360^\circ scenes, leading to distortion and aliasing. In this work, we introduce CylinderSplat, a feed-forward framework for panoramic 3DGS that addresses these limitations. The core of our method is a new {cylindrical Triplane} representation, which is better aligned with panoramic data and real-world structures adhering to the Manhattan-world assumption. We use a dual-branch architecture: a pixel-based branch reconstructs well-observed regions, while a volume-based branch leverages the cylindrical Triplane to complete occluded or sparsely-viewed areas. Our framework is designed to flexibly handle a variable number of input views, from single to multiple panoramas. Extensive experiments demonstrate that CylinderSplat achieves state-of-the-art results in both single-view and multi-view panoramic novel view synthesis, outperforming previous methods in both reconstruction quality and geometric accuracy.
Mar 6, 2026

Systematic Evaluation of Novel View Synthesis for Video Place Recognition

The generation of synthetic novel views has the potential to positively impact robot navigation in several ways. In image-based navigation, a novel overhead view generated from a scene taken by a ground robot could be used to guide an aerial robot to that location. In Video Place Recognition (VPR), novel views of ground locations from the air can be added that enable a UAV to identify places seen by the ground robot, and similarly, overhead views can be used to generate novel ground views. This paper presents a systematic evaluation of synthetic novel views in VPR using five public VPR image databases and seven typical image similarity methods. We show that for small synthetic additions, novel views improve VPR recognition statistics. We find that for larger additions, the magnitude of viewpoint change is less important than the number of views added and the type of imagery in the dataset.
Mar 6, 2026

Spectral Probing of Feature Upsamplers in 2D-to-3D Scene Reconstruction

A typical 2D-to-3D pipeline takes multi-view images as input, where a Vision Foundation Model (VFM) extracts features that are spatially upsampled to dense representations for 3D reconstruction. If dense features across views preserve geometric consistency, differentiable rendering can recover an accurate 3D representation, making the feature upsampler a critical component. Recent learnable upsampling methods mainly aim to enhance spatial details, such as sharper geometry or richer textures, yet their impact on 3D awareness remains underexplored. To address this gap, we introduce a spectral diagnostic framework with six complementary metrics that characterize amplitude redistribution, structural spectral alignment, and directional stability. Across classical interpolation and learnable upsampling methods on CLIP and DINO backbones, we observe three key findings. First, structural spectral consistency (SSC/CSC) is the strongest predictor of NVS quality, whereas High-Frequency Spectral Slope Drift (HFSS) often correlates negatively with reconstruction performance, indicating that emphasizing high-frequency details alone does not necessarily improve 3D reconstruction. Second, geometry and texture respond to different spectral properties: Angular Energy Consistency (ADC) correlates more strongly with geometry-related metrics, while SSC/CSC influence texture fidelity slightly more than geometric accuracy. Third, although learnable upsamplers often produce sharper spatial features, they rarely outperform classical interpolation in reconstruction quality, and their effectiveness depends on the reconstruction model. Overall, our results indicate that reconstruction quality is more closely related to preserving spectral structure than to enhancing spatial detail, highlighting spectral consistency as an important principle for designing upsampling strategies in 2D-to-3D pipelines.
Mar 5, 2026

GloSplat: Joint Pose-Appearance Optimization for Faster and More Accurate 3D Reconstruction

Feature extraction, matching, structure from motion (SfM), and novel view synthesis (NVS) have traditionally been treated as separate problems with independent optimization objectives. We present GloSplat, a framework that performs joint pose-appearance optimization during 3D Gaussian Splatting training. Unlike prior joint optimization methods (BARF, NeRF--, 3RGS) that rely purely on photometric gradients for pose refinement, GloSplat preserves explicit SfM feature tracks as first-class entities throughout training: track 3D points are maintained as separate optimizable parameters from Gaussian primitives, providing persistent geometric anchors via a reprojection loss that operates alongside photometric supervision. This architectural choice prevents early-stage pose drift while enabling fine-grained refinement -- a capability absent in photometric-only approaches. We introduce two pipeline variants: (1) GloSplat-F, a COLMAP-free variant using retrieval-based pair selection for efficient reconstruction, and (2) GloSplat-A, an exhaustive matching variant for maximum quality. Both employ global SfM initialization followed by joint photometric-geometric optimization during 3DGS training. Experiments demonstrate that GloSplat-F achieves state-of-the-art among COLMAP-free methods while GloSplat-A surpasses all COLMAP-based baselines.
Mar 3, 2026

Multimodal-Prior-Guided Importance Sampling for Hierarchical Gaussian Splatting in Sparse-View Novel View Synthesis

We present multimodal-prior-guided importance sampling as the central mechanism for hierarchical 3D Gaussian Splatting (3DGS) in sparse-view novel view synthesis. Our sampler fuses complementary cues { -- } photometric rendering residuals, semantic priors, and geometric priors { -- } to produce a robust, local recoverability estimate that directly drives where to inject fine Gaussians. Built around this sampling core, our framework comprises (1) a coarse-to-fine Gaussian representation that encodes global shape with a stable coarse layer and selectively adds fine primitives where the multimodal metric indicates recoverable detail; and (2) a geometric-aware sampling and retention policy that concentrates refinement on geometrically critical and complex regions while protecting newly added primitives in underconstrained areas from premature pruning. By prioritizing regions supported by consistent multimodal evidence rather than raw residuals alone, our method alleviates overfitting texture-induced errors and suppresses noise from pose/appearance inconsistencies. Experiments on diverse sparse-view benchmarks demonstrate state-of-the-art reconstructions, with up to +0.3 dB PSNR on DTU.
Mar 3, 2026

R3GW: Relightable 3D Gaussians for Outdoor Scenes in the Wild

3D Gaussian Splatting (3DGS) has established itself as a leading technique for 3D reconstruction and novel view synthesis of static scenes, achieving outstanding rendering quality and fast training. However, the method does not explicitly model the scene illumination, making it unsuitable for relighting tasks. Furthermore, 3DGS struggles to reconstruct scenes captured in the wild by unconstrained photo collections featuring changing lighting conditions. In this paper, we present R3GW, a novel method that learns a relightable 3DGS representation of an outdoor scene captured in the wild. Our approach separates the scene into a relightable foreground and a non-reflective background (the sky), using two distinct sets of Gaussians. R3GW models view-dependent lighting effects in the foreground reflections by combining Physically Based Rendering with the 3DGS scene representation in a varying illumination setting. We evaluate our method quantitatively and qualitatively on the NeRF-OSR dataset, offering state-of-the-art performance and enhanced support for physically-based relighting of unconstrained scenes. Our method synthesizes photorealistic novel views under arbitrary illumination conditions. Additionally, our representation of the sky mitigates depth reconstruction artifacts, improving rendering quality at the sky-foreground boundary
Mar 1, 2026

You Only Need One Stage: Novel-View Synthesis From A Single Blind Face Image

We propose a novel one-stage method, NVB-Face, for generating consistent Novel-View images directly from a single Blind Face image. Existing approaches to novel-view synthesis for objects or faces typically require a high-resolution RGB image as input. When dealing with degraded images, the conventional pipeline follows a two-stage process: first restoring the image to high resolution, then synthesizing novel views from the restored result. However, this approach is highly dependent on the quality of the restored image, often leading to inaccuracies and inconsistencies in the final output. To address this limitation, we extract single-view features directly from the blind face image and introduce a feature manipulator that transforms these features into 3D-aware, multi-view latent representations. Leveraging the powerful generative capacity of a diffusion model, our framework synthesizes high-quality, consistent novel-view face images. Experimental results show that our method significantly outperforms traditional two-stage approaches in both consistency and fidelity.
Mar 1, 2026

RnG: A Unified Transformer for Complete 3D Modeling from Partial Observations

Human perceive the 3D world through 2D observations from limited viewpoints. While recent feed-forward generalizable 3D reconstruction models excel at recovering 3D structures from sparse images, their representations are often confined to observed regions, leaving unseen geometry un-modeled. This raises a key, fundamental challenge: Can we infer a complete 3D structure from partial 2D observations? We present RnG (Reconstruction and Generation), a novel feed-forward Transformer that unifies these two tasks by predicting an implicit, complete 3D representation. At the core of RnG, we propose a reconstruction-guided causal attention mechanism that separates reconstruction and generation at the attention level, and treats the KV-cache as an implicit 3D representation. Then, arbitrary poses can efficiently query this cache to render high-fidelity, novel-view RGBD outputs. As a result, RnG not only accurately reconstructs visible geometry but also generates plausible, coherent unseen geometry and appearance. Our method achieves state-of-the-art performance in both generalizable 3D reconstruction and novel view generation, while operating efficiently enough for real-time interactive applications. Project page: https://npucvr.github.io/RnG
Mar 1, 2026

GeodesicNVS: Probability Density Geodesic Flow Matching for Novel View Synthesis

Recent advances in generative modeling have substantially enhanced novel view synthesis, yet maintaining consistency across viewpoints remains challenging. Diffusion-based models rely on stochastic noise-to-data transitions, which obscure deterministic structures and yield inconsistent view predictions. We advocate a Data-to-Data Flow Matching framework that learns deterministic transformations between paired views, enhancing view-consistent synthesis through explicit data coupling. Building on this, we propose Probability Density Geodesic Flow Matching (PDG-FM), which aligns interpolation trajectories with density-based geodesics of a data manifold. To enable tractable geodesic estimation, we employ a teacher-student framework that distills density-based geodesic interpolants into an efficient ambient-space predictor. Empirically, our method surpasses diffusion-based baselines on Objaverse and GSO30 datasets, demonstrating improved structural coherence and smoother transitions across views. These results highlight the advantages of incorporating data-dependent geometric regularization into deterministic flow matching for consistent novel view generation.
Feb 28, 2026

ArtiFixer: Enhancing and Extending 3D Reconstruction with Auto-Regressive Diffusion Models

Per-scene optimization methods such as 3D Gaussian Splatting provide state-of-the-art novel view synthesis quality but extrapolate poorly to under-observed areas. Methods that leverage generative priors to correct artifacts in these areas hold promise but currently suffer from two shortcomings. The first is scalability, as existing methods use image diffusion models or bidirectional video models that are limited in the number of views they can generate in a single pass (and thus require a costly iterative distillation process for consistency). The second is quality itself, as generators used in prior work tend to produce outputs that are inconsistent with existing scene content and fail entirely in completely unobserved regions. To solve these, we propose a two-stage pipeline that leverages two key insights. First, we train a powerful bidirectional generative model with a novel opacity mixing strategy that encourages consistency with existing observations while retaining the model's ability to extrapolate novel content in unseen areas. Second, we distill it into a causal auto-regressive model that generates hundreds of frames in a single pass. This model can directly produce novel views or serve as pseudo-supervision to improve the underlying 3D representation in a simple and highly efficient manner. We evaluate our method extensively and demonstrate that it can generate plausible reconstructions in scenarios where existing approaches fail completely. When measured on commonly benchmarked datasets, we outperform all existing baselines by a wide margin, exceeding prior state-of-the-art methods by 1-3 dB PSNR.
Feb 27, 2026

No Calibration, No Depth, No Problem: Cross-Sensor View Synthesis with 3D Consistency

We present the first study of cross-sensor view synthesis across different modalities. We examine a practical, fundamental, yet widely overlooked problem: getting aligned RGB-X data, where most RGB-X prior work assumes such pairs exist and focuses on modality fusion, but it empirically requires huge engineering effort in calibration. We propose a match-densify-consolidate method. First, we perform RGB-X image matching followed by guided point densification. Using the proposed confidence-aware densification and self-matching filtering, we attain better view synthesis and later consolidate them in 3D Gaussian Splatting (3DGS). Our method uses no 3D priors for X-sensor and only assumes nearly no-cost COLMAP for RGB. We aim to remove the cumbersome calibration for various RGB-X sensors and advance the popularity of cross-sensor learning by a scalable solution that breaks through the bottleneck in large-scale real-world RGB-X data collection.
Feb 26, 2026

BetterScene: 3D Scene Synthesis with Representation-Aligned Generative Model

We present BetterScene, an approach to enhance novel view synthesis (NVS) quality for diverse real-world scenes using extremely sparse, unconstrained photos. BetterScene leverages the production-ready Stable Video Diffusion (SVD) model pretrained on billions of frames as a strong backbone, aiming to mitigate artifacts and recover view-consistent details at inference time. Conventional methods have developed similar diffusion-based solutions to address these challenges of novel view synthesis. Despite significant improvements, these methods typically rely on off-the-shelf pretrained diffusion priors and fine-tune only the UNet module while keeping other components frozen, which still leads to inconsistent details and artifacts even when incorporating geometry-aware regularizations like depth or semantic conditions. To address this, we investigate the latent space of the diffusion model and introduce two components: (1) temporal equivariance regularization and (2) vision foundation model-aligned representation, both applied to the variational autoencoder (VAE) module within the SVD pipeline. BetterScene integrates a feed-forward 3D Gaussian Splatting (3DGS) model to render features as inputs for the SVD enhancer and generate continuous, artifact-free, consistent novel views. We evaluate on the challenging DL3DV-10K dataset and demonstrate superior performance compared to state-of-the-art methods.
Feb 26, 2026

SwiftNDC: Fast Neural Depth Correction for High-Fidelity 3D Reconstruction

Depth-guided 3D reconstruction has gained popularity as a fast alternative to optimization-heavy approaches, yet existing methods still suffer from scale drift, multi-view inconsistencies, and the need for substantial refinement to achieve high-fidelity geometry. Here, we propose SwiftNDC, a fast and general framework built around a Neural Depth Correction field that produces cross-view consistent depth maps. From these refined depths, we generate a dense point cloud through back-projection and robust reprojection-error filtering, obtaining a clean and uniformly distributed geometric initialization for downstream reconstruction. This reliable dense geometry substantially accelerates 3D Gaussian Splatting (3DGS) for mesh reconstruction, enabling high-quality surfaces with significantly fewer optimization iterations. For novel-view synthesis, SwiftNDC can also improve 3DGS rendering quality, highlighting the benefits of strong geometric initialization. We conduct a comprehensive study across five datasets, including two for mesh reconstruction, as well as three for novel-view synthesis. SwiftNDC consistently reduces running time for accurate mesh reconstruction and boosts rendering fidelity for view synthesis, demonstrating the effectiveness of combining neural depth refinement with robust geometric initialization for high-fidelity and efficient 3D reconstruction.
Feb 24, 2026

Scaling View Synthesis Transformers

Geometry-free view synthesis transformers have recently achieved state-of-the-art performance in Novel View Synthesis (NVS), outperforming traditional approaches that rely on explicit geometry modeling. Yet the factors governing their scaling with compute remain unclear. We present a systematic study of scaling laws for view synthesis transformers and derive design principles for training compute-optimal NVS models. Contrary to prior findings, we show that encoder-decoder architectures can be compute-optimal; we trace earlier negative results to suboptimal architectural choices and comparisons across unequal training compute budgets. Across several compute levels, we demonstrate that our encoder-decoder architecture, which we call the Scalable View Synthesis Model (SVSM), scales as effectively as decoder-only models, achieves a superior performance-compute Pareto frontier, and surpasses the previous state-of-the-art on real-world NVS benchmarks with substantially reduced training compute.
Feb 23, 2026

SemanticNVS: Improving Semantic Scene Understanding in Generative Novel View Synthesis

We present SemanticNVS, a camera-conditioned multi-view diffusion model for novel view synthesis (NVS), which improves generation quality and consistency by integrating pre-trained semantic feature extractors. Existing NVS methods perform well for views near the input view, however, they tend to generate semantically implausible and distorted images under long-range camera motion, revealing severe degradation. We speculate that this degradation is due to current models failing to fully understand their conditioning or intermediate generated scene content. Here, we propose to integrate pre-trained semantic feature extractors to incorporate stronger scene semantics as conditioning to achieve high-quality generation even at distant viewpoints. We investigate two different strategies, (1) warped semantic features and (2) an alternating scheme of understanding and generation at each denoising step. Experimental results on multiple datasets demonstrate the clear qualitative and quantitative (4.69%-15.26% in FID) improvement over state-of-the-art alternatives.