Opacity
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Latest papers 17
Sparse-view 3D Gaussian Splatting is prone to overfitting because limited observations leave many Gaussian primitives weakly constrained, yet their contributions are still accumulated through alpha blending. Without uncertainty estimation, the renderer cannot distinguish unreliable primitives from well-constrained ones, allowing their erroneous contributions to corrupt novel-view synthesis. We introduce UGOD, an uncertainty-guided framework that estimates a view-dependent uncertainty score for each Gaussian and uses it to regulate its rendering contribution. A lightweight uncertainty head conditioned on Gaussian attributes and viewing direction predicts this score, which then drives a differentiable opacity-modulation mechanism that attenuates high-uncertainty primitives before compositing. During training, a detached soft-dropout branch applies an uncertainty-controlled continuous keep mask to discourage the model from relying on poorly constrained Gaussians and thereby reduce overfitting. Crucially, detaching the uncertainty score prevents gradients from this stochastic regulariser from biasing or collapsing the uncertainty prediction. Experiments on Mip-NeRF~360 and LLFF show that UGOD improves sparse-view novel-view synthesis while producing more compact Gaussian representations than the compared methods. These results demonstrate that Gaussian uncertainty provides an effective rendering-time control for sparse-view reconstruction.
GSCI: Robust Gaussian Splatting For Snapshot Compressive Imaging via Large Vision Model Priors
Snapshot Compressive Imaging (SCI) offers an efficient solution for high-speed video acquisition and, under exposure-time camera--scene relative motion, multi-view scene capture by compressing temporal or spatial information into a single 2D measurement. While recent studies have explored SCI for 3D scene reconstruction, existing methods struggle with significant challenges due to information loss, limited viewpoint diversity, and the computational burden of jointly optimizing 3D representations and camera poses. In this work, we propose a novel framework that reconstructs high-quality 3D scenes from a single SCI measurement by leveraging 3D Gaussian Splatting (3DGS) and the powerful priors of large-scale vision foundation models (VFMs). Our primary reconstruction combines measurement-derived 3D VFM initialization with SCI-aware Gaussian optimization. After coarse-stage convergence, an auxiliary 2D VFM provides pseudo-view supervision at synthesized viewpoints for local appearance refinement. To further address the instability caused by ambiguous SCI supervision during 3DGS optimization, we introduce Opacity-Guided Splitting and Growth Regulation (OSGR), an SCI-specific densification strategy that augments split candidates using local opacity statistics, discourages loss-compensating opacity inflation through mean-opacity regulation, and bounds representation growth with explicit candidate-ratio and Gaussian-count constraints. Extensive experiments across multiple benchmarks demonstrate that our method achieves the strongest overall performance, combining leading reconstruction quality and robustness to viewpoint variation with competitive computational efficiency.
RenderMatte: Exact-Alpha Rendering and Group-Relative Alignment for Image Matting
Image matting is an essential enabling technology for modern visual content production, where foreground extraction determines the realism and editability of downstream creation workflows. However, precise alpha estimation in open-world scenes remains challenging because real foregrounds exhibit highly diverse appearances and opacity patterns. This makes existing methods struggle with semantic ambiguity and fine-grained opacity variation, especially in sparse boundary regions that are fragile and difficult to supervise. To address this gap, we present RenderMatte, a trimap-guided matting framework that adapts FLUX.1 Kontext through full-parameter fine-tuning, leveraging image editing priors for structure-preserving alpha prediction. During supervised adaptation, an alpha-edge objective preserves the latent flow-matching signal while strengthening pixel-space boundary supervision. We further introduce group-relative alpha alignment for post-training. It compares multiple mattes sampled under the same trimap condition using matting-specific rewards for alpha accuracy, boundary fidelity, trimap compliance, and compositional consistency. To overcome the lack of precise edge annotations, we construct the RenderMatte dataset, a large-scale synthetic dataset combining 3D-rendered RGBA foregrounds with diverse multi-source assets. It features exact strand-level alpha annotations and diverse background composites. Experiments show state-of-the-art performance across all benchmarks, demonstrating a scalable path toward high-fidelity matting in open-world scenes.
Metadata Reconstruction from Values Alone: Recovering Column Semantics in Undocumented Warehouses
Text-to-SQL benchmarks ship schemas whose column names already say what the columns mean. Production warehouses are the inverse: cryptic identifiers, partial or absent documentation. We address the problem they pose first: recovering what columns and values mean from the data itself. Rosetta places a language model inside a verification harness: a deterministic profiler extracts structural evidence (value fingerprints, a 26-pattern library, checksum verdicts), the model proposes semantics conditioned on that evidence, and every fact carries provenance and a confidence bounded by its evidence class. Against human documentation on 680 paired columns across eleven BIRD databases, identifiers destroyed, the harness delivers metadata that is 0.475 accurate on the 42% of columns it commits to, against 0.223 on 94% for the same model used directly. Restricted to the 283 columns where both arms speak, the harness writes no better prose than the model alone; the gain is selection: deterministic evidence governs whether the system speaks (coverage +0.257 [0.128, 0.378]), not how well. The deterministic layer is a competence detector, not a competence amplifier. A backbone swap bounds the claim: the prose finding reproduces, but prompt-requested abstention does not transfer; a code-enforced commit gate (predictions registered first; measured on a third backbone and held-out databases) makes no-evidence coverage 0.000 on every backbone. On a blind i2b2 clinical warehouse Rosetta decodes 95.5% of 134 real ICD-9 codes from values alone and abstains on all 44 NDC drug codes. The catalog supports calibrated abstention at query time: under full schema opacity a naive translator falls from 0.92 to 0.42 execution accuracy while our gate answers at 86% accuracy over 59% coverage. Negative results are reported plainly, including that our own authority ladder is not the mechanism behind the headline.
Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering
Recent radiance field methods represent scenes with 2D primitives that offer surface alignment and efficient rasterization, from Gaussian disks to triangles, yet all rely on convex boundaries: curved and concave structures demand excessive primitives. We introduce Deformable Triangle Splatting, which augments each triangle with control points per edge, each parameterized by a single learnable scalar displacement that shifts the boundary inward or outward, enabling non-convex shape representation while preserving the three base vertices that define the 3D plane. To render these non-convex primitives differentiably, we design a rasterization pipeline in the triangle's barycentric coordinate space, ensuring view-consistent rendering. A winding number test determines whether each pixel lies inside the deformed primitive, and a window function controlled by two learnable parameters, sharpness and corner smoothness, together with a per-primitive scalar opacity, produces the smooth opacity transition from interior to boundary. Validation is done in a variety of real-world scenes, outperforming recent works based on non-volumetric primitives in terms of visual quality and versatility while still achieving competitive rendering efficiency.
TOM-GS: Editable Video Representation via Temporal Opacity Modulation of Static 3D Gaussians
While Implicit Neural Representations (INRs) and dynamic 3D Gaussian Splatting (3DGS) achieve impressive results in video processing, they often fall short of producing representations that are easily editable. Recent methods address this by introducing complex spatial deformations or folded distributions, which constrain optimization and reduce flexibility for downstream editing. In this paper, we introduce TOM-GS, an editable video representation that forgoes complex deformations in favor of regular 3D Gaussians equipped with a continuous temporal opacity formulation. By assigning a learnable temporal mean and scale to the opacity of each Gaussian, our model enables static 3D spatial components to fade smoothly in and out of the scene. Grounded by robust, off-the-shelf pose estimation, our approach maintains a static spatial geometry that naturally supports a wide range of manual and physics-based edits. TOM-GS outperforms prior editable video representations in visual fidelity, while its reliance on standard 3D Gaussians ensures seamless compatibility with established 3D editing tools.
GHOST: Geometry-Guided Hallucination of Opaque Surface Textures
Transparent objects pose a fundamental challenge for depth estimation and 3D reconstruction due to their violation of Lambertian assumptions, leading to severe geometry degradation in downstream tasks. To address this, we propose a novel geometry-guided preprocessing framework \textbf{GHOST} that leverages visual foundation models to transform transparent regions into opaque, structurally consistent representations without requiring downstream model retraining. Specifically, our pipeline utilizes (1) \textbf{TransDINO} and (2) \textbf{TransDecomp} to disentangle masks and transparency physical properties, while (3) \textbf{DAF-Net} recovers surface normal priors to encode geometric curvature. Subsequently, (4) \textbf{GeoSemTransNet} integrates these multi-modal cues to synthesize a texture-rich opaque RGB image that preserves the transparent object's 3D structure. Extensive experiments demonstrate that our method significantly enhances the accuracy of state-of-the-art depth estimation and reconstruction models on transparent objects by restoring essential photometric cues.
What Do AI Agents Actually Change? An Empirical Taxonomy of Mutation Patterns in Performance-Improving Pull Requests
AI coding agents are black boxes: we cannot inspect how they generate code, but we can inspect what they change. This distinction matters for search-based software engineering (SBSE), where techniques such as genetic improvement (in the performance-optimisation application we study) depend on mutation operators that reflect how code is actually transformed. Fewer than 1% of the 33,596 agent PRs in AIDev-pop target performance, making each case a rare window into otherwise opaque agent behaviour. We classify 1,254 performance-relevant diff hunks from 216 of these PRs, spanning five agent systems, against the 18-category syntactic mutation taxonomy of Even-Mendoza et al. (2025) using a dual-LLM intersection pipeline. Three categories dominate: name modification (37.0%), object creation (26.4%), and type change (22.7%), a profile markedly different from prior GI corpora where no change accounted for 84%. Each agent's deployed system commits to a distinctive mutation vocabulary, and each performance strategy activates a largely disjoint category subset. Agent identity and target strategy are therefore informative priors that narrow the effective SBSE operator space. Replication package: https://github.com/5uper6rain/ssbse-challenge-2026
StereoGS: Sparse-View 3D Gaussian Splatting via Stereo Priors
3D Gaussian Splatting (3DGS) has achieved remarkable success in real-time novel view synthesis, yet it suffers from severe overfitting under sparse-view settings due to insufficient geometric constraints. While recent methods introduce monocular depth priors to mitigate this, they inherently struggle with scale ambiguity and cross-view inconsistency, leading to defective geometry. In this paper, we propose StereoGS, a novel sparse-view 3DGS framework that integrates stereo priors to establish reliable binocular consistency. Unlike scale-agnostic monocular constraints, StereoGS introduces a Stereo Depth Regularization by constructing virtual stereo pairs during optimization and leveraging a foundation stereo model to enforce absolute scale and binocular-consistent structures. To further suppress overfitting and eliminate redundant primitives, we design a Gradient-Aware Opacity Decay strategy that dynamically penalizes Gaussians based on their relative opacity gradient magnitudes. Combined with a Consistency-Aware Dense Initialization using zero-shot multi-view depth estimation, StereoGS effectively anchors primitives to accurate scene surfaces. Extensive experiments on LLFF, DTU, Mip-NeRF360, and Blender datasets demonstrate that StereoGS achieves state-of-the-art performance in sparse-view settings without incurring any additional inference overhead. Project Page: https://stringerywh00.github.io/StereoGS_project_page/
How Complexity Contributes to Learning Opacity in Machine Learning
Machine learning (ML) algorithms are known to be opaque. We do not know the reasons for their predictions. The learning process leading to the prediction function is also opaque. We do not fully understand the time evolution of the weight values of neural nets (NN) and related dynamical phenomena. While prediction opacity is widely studied, learning opacity remains largely underexplored. This article studies learning opacity trough the lens of complex dynamical systems. We argue that NN learning is essentially a complex system and that learning opacity is due to dynamical complexity and the epistemological challenges that arise from it. We identify three key properties of training complexity -- sensitivity to weight initialization, feedback in gradient based optimization, and sensitivity to the training data -- and show how each contributes to learning opacity. As these properties are fundamental to the learning process damping or eliminating them would fundamentally alter how ML systems learn. Some sources of opacity in ML may hence be irreducible.
The Standard Interpretable Model: A general theory of interpretable machine learning to deductively design interpretable methods using Lagrangian mechanics
As Artificial Intelligence models grow in complexity, interpretability has become an indispensable tool for understanding, debugging, and controlling their computations. However, interpretability lacks general theories to deductively design interpretable methods. This gap between theories and methods results in a fragmented literature and inconsistent evaluation protocols. To fill this gap, we introduce the Standard Interpretable Model (SIM), a general theory grounded in Lagrangian mechanics that enables the deductive design of interpretable methods. Specifically, the SIM summarises, in a set of premises, what interpretability is for a target user. From these premises, the SIM systematically derives interpretability symmetries and corresponding constraints, which shape the landscape of a Lagrangian whose minima correspond to optimal interpretable models. To reach the minima, one can either update the parameter values of an opaque model to make it more interpretable or compile constraints into an interpretable architecture. We empirically show that the SIM identifies and solves limitations of existing methods (including traditional, concept-based, and mechanistic interpretability), highlights underexplored research directions, and informs the design of core programming interfaces. Beyond being a research method, the deductive nature of the SIM offers pedagogical grounding for interpretability curricula and may shift the scientific community's perspective of a discipline that has long been fragmented.
Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting
After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.
OP2GS: Object-Aware 3D Gaussian Splatting with Dual-Opacity Primitives
3D Gaussian Splatting (3DGS) provides an explicit and efficient scene representation, but its primitives lack inherent object-level identity, hindering downstream tasks such as open-vocabulary scene understanding. Existing methods typically address this by either distilling high-dimensional feature embeddings into Gaussians or by lifting 2D mask labels into 3D via heuristic refinement. However, feature-based approaches incur heavy storage and decoding overhead, while lifting-based pipelines remain vulnerable to label contamination: Gaussians necessary for appearance reconstruction often receive incorrect object labels during 2D-to-3D projection. We propose OP2GS, an object-aware Gaussian representation that augments each primitive with an explicit instance identity and a dedicated instance opacity for object-mask rendering. The original opacity remains responsible for visual reconstruction, while models whether a Gaussian should contribute to a particular object mask. This dual-opacity formulation decouples visual existence from instance occupancy: mislabeled Gaussians can remain available for image rendering while becoming transparent in the object-mask branch. To learn this representation, we introduce a random object loss that optimizes the 1D instance occupancy field using the standard transmittance-based visibility of 3DGS. Semantic descriptors are then attached at the object level through multi-view aggregation, eliminating per-Gaussian feature storage. Compared with feature-training approaches, OP2GS achieves competitive open-vocabulary performance while significantly reducing computational overhead. Compared with training-free pipelines, it leverages physically consistent occupancy learning to resolve visibility ambiguities.
ReorgGS: Equivalent Distribution Reorganization for 3D Gaussian Splatting
A converged 3D Gaussian Splatting (3DGS) model may approximate the target scene while remaining poorly parameterized for further optimization. We identify this failure mode as \emph{parameterization degeneration}: high-opacity floaters attenuate gradients to true surfaces through alpha compositing, and redundant overlapping clusters create strongly coupled parameter blocks with nearly collinear Jacobian responses. These effects explain why continued optimization can plateau even when the model still contains removable artifacts. We propose ReorgGS, an equivalent distribution reorganization method for converged 3DGS models. ReorgGS treats the existing Gaussian set as an empirical probability field, resamples centers from it, estimates local anisotropic covariances with kNN, initializes low opacity, and continues optimization with the original 3DGS renderer and loss. Unlike opacity reset, which only rescales opacity on the old overlap graph, ReorgGS rebuilds centers, covariances, and visibility structure, thereby changing the graph itself. Our analysis shows that distributional equivalence is not optimization equivalence. The reorganized model preserves scene support while improving gradient accessibility under alpha compositing and reducing opacity-weighted overlap, thereby weakening local parameter coupling during subsequent optimization. Under the same additional optimization budget, ReorgGS improves fitting quality at a fixed Gaussian count, suppresses persistent floaters, and reduces rendering overhead from redundant overlap.
Update Opacity: Epistemic Accessibility and Governance Under AI System Change
Machine learning models embedded in deployed AI systems are routinely updated to maintain correct functioning over time. Yet such updates can generate update opacity: users may not be able to understand why the same input now yields a different output. We argue that update opacity is best understood as a diachronic failure of epistemic accessibility: the problem is that materially relevant changes may fail to remain accessible to human users in forms that support understanding, calibrated reliance, and appropriate action under real role- and time-specific constraints. This makes update opacity a governance problem. Not all change is equally relevant, and disclosing every update would itself undermine use through overload. To address this problem, we combine two complementary governance approaches: the EU AI Act, which helps specify the system-level perimeter of normatively relevant change, and Machine Learning Operations, which provides operational tools for tracking and comparing change over time. On this basis, we propose a framework that models system change through trustworthiness profiles and trustworthiness levels, and uses threshold-based disclosure to surface materially relevant within-envelope change to different stakeholders over time. We illustrate the approach with a medical AI example and derive practical implications for lifecycle documentation, post-market monitoring, and update disclosure.
Spherical-GOF: Geometry-Aware Panoramic Gaussian Opacity Fields for 3D Scene Reconstruction
Omnidirectional images are increasingly used in robotics and vision due to their wide field of view. However, extending 3D Gaussian Splatting (3DGS) to panoramic camera models remains challenging, as existing formulations are designed for perspective projections and naive adaptations often introduce distortion and geometric inconsistencies. We present Spherical-GOF, an omnidirectional Gaussian rendering framework built upon Gaussian Opacity Fields (GOF). Unlike projection-based rasterization, Spherical-GOF performs GOF ray sampling directly on the unit sphere in spherical ray space, enabling consistent ray-Gaussian interactions for panoramic rendering. To make the spherical ray casting efficient and robust, we derive a conservative spherical bounding rule for fast ray-Gaussian culling and introduce a spherical filtering scheme that adapts Gaussian footprints to distortion-varying panoramic pixel sampling. Extensive experiments on standard panoramic benchmarks (OmniBlender and OmniPhotos) demonstrate competitive photometric quality and substantially improved geometric consistency. Compared with the strongest baseline, Spherical-GOF reduces depth reprojection error by 57% and improves cycle inlier ratio by 21%. Qualitative results show cleaner depth and more coherent normal maps, with strong robustness to global panorama rotations. We further validate generalization on OmniRob, a real-world robotic omnidirectional dataset introduced in this work, featuring UAV and quadruped platforms. The source code and the OmniRob dataset will be released at https://github.com/1170632760/Spherical-GOF.
Tuning without Peeking: Provable Generalization Bounds and Robust LLM Post-Training
Gradient-based optimization is the workhorse of deep learning, offering efficient and scalable training via backpropagation. However, exposing gradients during training can leak sensitive information about the underlying data, raising privacy and security concerns such as susceptibility to data poisoning attacks. In contrast, black-box optimization methods, which treat the model as an opaque function, relying solely on function evaluations to guide optimization, offer a promising alternative in scenarios where data access is restricted, adversarial risks are high, or overfitting is a concern. This paper introduces BBoxER, an evolutionary black-box method for LLM post-training that induces an information bottleneck via implicit compression of the training data. Leveraging the tractability of information flow, we provide non-vacuous generalization bounds and strong theoretical guarantees for robustness to data poisoning attacks and extraction attacks, while ensuring privacy by design. In experiments with LLMs, we demonstrate empirically that black-box optimization methods-despite the scalability and computational challenges inherent to black-box approaches-are able to learn, showing how a few iterations of BBoxER improve performance, generalize well on a benchmark of reasoning datasets, and are robust to membership inference attacks. This positions BBoxER as an attractive add-on on top of gradient-based optimization, offering suitability for deployment in restricted environments while also providing non-vacuous generalization guarantees.