Skip to the content.

gaussian splatting - 2026_05

Home / Papers / gaussian splatting

Papers

📅 2026-05-06 | 💬 29 pages, 14 figures
4D reconstruction from casually captured monocular videos is challenging due to inherent ambiguity in reconstructing dynamic 3D geometry. To address this challenge, we introduce Robust Dynamic Gaussian Splatting (RoDyGS), a method that reconstructs dynamic scene representation from casual monocular videos. RoDyGS explicitly separates static and dynamic scene elements, and applies spatiotemporal regularization to enforce physically plausible geometry and temporally consistent motion. Furthermore, we propose a comprehensive benchmark, Kubric-MRig, which provides extensive camera and object motion along with simultaneous multi-view capture, features that are absent in previous benchmarks. Experiments demonstrate that RoDyGS significantly outperforms previous pose-free dynamic novel view synthesis approaches and achieves competitive rendering quality compared to existing pose-free static novel view synthesis approaches. Our proejct page is available at https://rodygs.github.io
📅 2026-05-06
Feedforward Gaussian Splatting has recently emerged as an efficient paradigm for 4D reconstruction in autonomous driving. However, in unstructured off-road scenes, its performance degrades due to high-frequency geometry, ego-motion jitter, and increased non-rigid dynamics. These factors introduce conflicting Gaussian observations across timestamps, leading to either over-smoothed renderings or structural artifacts. To address this issue, we propose Ground4D, a spatially-grounded 4D feedforward framework for pose-free off-road reconstruction. The key idea is to resolve temporal conflicts through spatially localized conditioning. Specifically, we introduce voxel-grounded temporal Gaussian aggregation, which partitions the canonical Gaussian space into spatial voxels and performs query-conditioned temporal attention within each voxel. Intra-voxel softmax normalization ensures that temporal selectivity and spatial occupancy become mutually reinforcing rather than conflicting. We furthermore introduce surface normal cues as auxiliary geometric guidance to regularize the geometry of Gaussian primitives. Extensive experiments on ORAD-3D and RELLIS-3D demonstrate that Ground4D consistently outperforms existing feedforward methods in reconstruction quality and generalizes zero-shot to unseen off-road domains. Project page and code:https://github.com/wsnbws/Ground4D.
📅 2026-05-05 | 💬 Video results: https://research.nvidia.com/labs/sil/projects/artifixer/
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.
📅 2026-05-05 | 💬 22 pages, 8 figures
The recent surge in 4D Gaussian Splatting (4DGS) has achieved impressive dynamic scene reconstruction. While these methods demonstrate remarkable performance, the specific drivers behind such gains remain less explored, making a systematic understanding of the underlying principles challenging. In this paper, we perform a comprehensive analysis of these hidden factors to provide a clearer perspective on the 4DGS framework. We first establish a controlled baseline, FreeTimeGS_ours, by formalizing and reproducing the heuristics of the state-of-the-art FreeTimeGS. Using this framework, we dissect 4DGS along its fundamental axes and uncover key secrets, including the emergent temporal partitioning driven by Gaussian durations and the discrepancy between photometric fidelity and spatiotemporal consistency. Based on these insights, we propose FreeTimeGS++, a principled method that employs gated marginalization and neural velocity fields to achieve superior stability and robust dynamic representations. Our approach yields reproducible results with reduced run-to-run variance. We will release our implementation to provide a reliable foundation for future 4DGS research.
📅 2026-05-04 | 💬 6 pages, 2 figures
A user-centered AR interface for disaster response is presented in this work that uses 3D Gaussian Splatting (3DGS) to visualize detailed scene reconstructions, while maintaining situational awareness and keeping cognitive load low. The interface relies on a lightweight interaction approach, combining World-in-Miniature (WIM) navigation with semantic Points of Interest (POIs) that can be filtered as needed, and it is supported by an architecture designed to stream updates as reconstructions evolve. User feedback from a preliminary evaluation indicates that this design is easy to use and supports real-time coordination, with participants highlighting the value of interaction and POIs for fast decision-making in context. Thorough user-centric performance evaluation demonstrates strong usability of the developed interface and high acceptance ratios.
📅 2026-05-04 | 💬 Project page at https://gaussianworld.github.io/Chorus
While 3DGS has emerged as a high-fidelity scene representation, encoding rich, general-purpose features directly from its primitives remains under-explored. We address this gap by introducing Chorus, a multi-teacher pretraining framework that learns a holistic feed-forward 3D Gaussian Splatting (3DGS) scene encoder by distilling complementary signals from 2D foundation models. Chorus employs a shared 3D encoder and teacher-specific projectors to learn from language-aligned, generalist, and object-aware teachers, encouraging a shared embedding space that captures signals from high-level semantics to fine-grained structure. We evaluate Chorus on a wide range of tasks: open-vocabulary semantic and instance segmentation, linear and decoder probing, data-efficient supervision, as well as LLM-based Q&A. Besides 3DGS, we also test Chorus on several benchmarks that only support point clouds by pretraining a variant using only Gaussian centers, colors, and estimated normals. Surprisingly, this encoder shows strong transfer and outperforms the point-cloud baseline while using 39.9 times fewer training scenes. Finally, we propose a render-and-distill adaptation that facilitates out-of-domain finetuning.
📅 2026-05-04
We propose a new method for few-shot 3D reconstruction that integrates global and local frequency regularization to stabilize geometry and preserve fine details under sparse-view conditions, addressing a key limitation of existing 3D Gaussian Splatting (3DGS) models. We also introduce a new multispectral greenhouse dataset containing four spectral bands captured from diverse plant species under controlled conditions. Alongside the dataset, we release an open-source benchmarking package that defines standardized few-shot reconstruction protocols for evaluating 3DGS-based methods. Experiments on our multispectral dataset, as well as standard benchmarks, demonstrate that the proposed method achieves sharper, more stable, and spectrally consistent reconstructions than existing baselines. The dataset and code for this work are publicly available
📅 2026-05-04
Accurately recovering human pose and appearance from video is an essential component of scene reconstruction, with applications to motion capture, motion prediction, virtual reality, and digital twinning. Despite significant interest in building realistic human avatars from video, this paper demonstrates that existing methods do not accurately recover the 3D geometry of humans. ViT-based approaches are not consistently reliable and can overfit to 2D views, while NeRF- and Gaussian Splatting-based avatars treat pose and appearance separately, limiting rendering generalization to new poses. To resolve these shortcomings, this paper proposes HumanSplatHMR, a joint optimization framework that refines 3D human poses while simultaneously learning a high-fidelity avatar for novel-view and novel-pose synthesis. Our key insight is to close the loop between geometric pose estimation and differentiable rendering. Unlike prior human avatar methods that rely on accurate human pose obtained through motion capture systems or offline refinement, which are impractical in in-the-wild scenarios, our approach uses only human mesh estimates from a state-of-the-art human pose estimator to better reflect real-world conditions. Therefore, instead of using the human pose only as a deformation prior, HumanSplatHMR backpropagates photometric, segmentation, and depth losses through a differentiable renderer to the pose parameters and global position. This coupling refines the global 3D pose over time, improving accuracy and alignment while producing better renderings from novel views. Experiments show consistent improvements over pose recovery baselines that omit image-level refinement and avatar baselines that decouple pose estimation from avatar reconstruction.
📅 2026-05-04 | 💬 Accepted By Journal of Robot Learning
Developing high-fidelity, interactive digital twins is crucial for enabling closed-loop motion planning and reliable real-world robot execution, which are essential to advancing sim-to-real transfer. However, existing approaches often suffer from slow reconstruction, limited visual fidelity, and difficulties in converting photorealistic models into planning-ready collision geometry. We present a practical framework that constructs high-quality digital twins within minutes from sparse RGB inputs. Our system employs 3D Gaussian Splatting (3DGS) for fast, photorealistic reconstruction as a unified scene representation. We enhance 3DGS with visibility-aware semantic fusion for accurate 3D labelling and introduce an efficient, filter-based geometry conversion method to produce collision-ready models seamlessly integrated with a Unity-ROS2-MoveIt physics engine. In experiments with a Franka Emika Panda robot performing pick-and-place tasks, we demonstrate that this enhanced geometric accuracy effectively supports robust manipulation in real-world trials. These results demonstrate that 3DGS-based digital twins, enriched with semantic and geometric consistency, offer a fast, reliable, and scalable path from perception to manipulation in unstructured environments.
📅 2026-05-04 | 💬 20 pages, 13 figures
Forecasting dynamic scenes remains a fundamental challenge in computer vision, as limited observations make it difficult to capture coherent object-level motion and long-term temporal evolution. We present Motion Group-aware Gaussian Forecasting (MoGaF), a framework for long-term scene extrapolation built upon the 4D Gaussian Splatting representation. MoGaF introduces motion-aware Gaussian grouping and group-wise optimization to enforce physically consistent motion across both rigid and non-rigid regions, yielding spatially coherent dynamic representations. Leveraging this structured space-time representation, a lightweight forecasting module predicts future motion, enabling realistic and temporally stable scene evolution. Experiments on synthetic and real-world datasets demonstrate that MoGaF consistently outperforms existing baselines in rendering quality, motion plausibility, and long-term forecasting stability. Our project page is available at https://slime0519.github.io/mogaf
📅 2026-05-04 | 💬 IEEE Transactions on Visualization and Computer Graphics
Gaussian Splatting demonstrates impressive results in multi-view reconstruction based on Gaussian explicit representations. However, the current Gaussian primitives only have a single view-dependent color and an opacity to represent the appearance and geometry of the scene, resulting in a non-compact representation. In this paper, we introduce a new method called SVGS (Spatially Varying Gaussian Splatting) that utilizes spatially varying colors and opacity in a single Gaussian primitive to improve its representation ability. We have implemented bilinear interpolation, movable kernels, and tiny neural networks as spatially varying functions. SVGS employs 2D Gaussian surfels as primitives, which significantly enhances novel-view synthesis while maintaining high-quality geometric reconstruction. This approach is particularly effective in practical applications, as scenes combining complex textures with relatively simple geometry occur frequently in real-world environments. Quantitative and qualitative experimental results demonstrate that all three functions outperform the baseline, with the best movable kernels achieving superior novel view synthesis performance on multiple datasets, highlighting the strong potential of spatially varying functions. Project page: https://ruixu.me/html/SuperGaussians/index.html
📅 2026-05-04 | 💬 NeurIPS 2025. Project page: https://waabi.ai/flux4d/
Reconstructing large-scale dynamic scenes from visual observations is a fundamental challenge in computer vision, with critical implications for robotics and autonomous systems. While recent differentiable rendering methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have achieved impressive photorealistic reconstruction, they suffer from scalability limitations and require annotations to decouple actor motion. Existing self-supervised methods attempt to eliminate explicit annotations by leveraging motion cues and geometric priors, yet they remain constrained by per-scene optimization and sensitivity to hyperparameter tuning. In this paper, we introduce Flux4D, a simple and scalable framework for 4D reconstruction of large-scale dynamic scenes. Flux4D directly predicts 3D Gaussians and their motion dynamics to reconstruct sensor observations in a fully unsupervised manner. By adopting only photometric losses and enforcing an "as static as possible" regularization, Flux4D learns to decompose dynamic elements directly from raw data without requiring pre-trained supervised models or foundational priors simply by training across many scenes. Our approach enables efficient reconstruction of dynamic scenes within seconds, scales effectively to large datasets, and generalizes well to unseen environments, including rare and unknown objects. Experiments on outdoor driving datasets show Flux4D significantly outperforms existing methods in scalability, generalization, and reconstruction quality.
📅 2026-05-04 | 💬 Accepted as an IEEE TVCG paper at IEEE VR 2026 (journal track)
We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.
📅 2026-05-03
3D Gaussian splatting (3DGS) is a state-of-the-art representation for real-time photorealistic novel-view synthesis, yet a single high-fidelity scene typically occupies hundreds of megabytes to several gigabytes, exceeding the budgets of mobile, immersive, and volumetric video platforms. Existing 3DGS compression methods (e.g., HAC++, FlexGaussian, LP-3DGS) treat pruning, quantization, and entropy coding as separate stages and rely on hand-tuned heuristics (opacity thresholds, fixed bit-widths, SH truncation), limiting cross-scene generalization and preventing users from specifying a target rate or quality budget. We propose GETA-3DGS, to our knowledge the first end-to-end automatic joint structured pruning and quantization framework for 3DGS. Building on GETA for joint pruning-quantization of deep networks, we contribute: (i) a 3DGS-aware quantization-aware dependency graph (QADG) treating each Gaussian primitive as a group with five attribute sub-nodes and degree-aware SH sub-nodes; (ii) a render-aware saliency fusing transmittance-weighted contribution, screen-space gradient, and pixel coverage into a Gaussian-level importance score; and (iii) a heterogeneous per-attribute mixed-precision scheme co-optimized with structural sparsity under a projected partial saliency-guided (PPSG) descent guarantee. On Mip-NeRF 360, Tanks and Temples, and Deep Blending, GETA-3DGS operates directly on raw Gaussian primitives rather than a post-hoc anchor representation, delivering ~5x storage reduction over Vanilla 3DGS with no per-scene thresholds. Bit-width policy is the dominant rate-distortion lever: a uniform 6-bit cap costs up to -6.74 dB on view-dependent scenes versus our heterogeneous allocation, matching an information-theoretic reverse-water-filling analysis we develop. GETA-3DGS is complementary to existing codecs: entropy coding (HAC++, CompGS) is downstream, so the two can be composed.
📅 2026-05-03 | 💬 Accepted in the 45th International Conference on Computer Safety, Reliability and Security (SafeComp 2026)
The perception of an Autonomous Driving System (ADS) critically depends on relevant, comprehensive, and diverse datasets to ensure its safety while operating in the environment. Field data collection lacks completeness with respect to the list of rare but still possible safety-related scenarios needed for the development, verification, and validation of the ADS. 3D Gaussian Splatting (3DGS) has shown promising capabilities for the reconstruction and editing of scenes based on data collected by cameras and LiDAR sensors. However, the industrial fidelity evaluation of reconstructions is underexplored, which is crucial when employing such methods in safety-related systems, especially for ADS. This becomes more challenging as ADS operates in a dynamic, uncontrolled environment with limited viewpoints and often partially occluded objects. This paper addresses this gap by proposing and implementing a framework (Fig. 1) to systematically analyze the capabilities and limitations of 3DGS for use in the reconstruction of safety-related scenes. It focuses on the quality of reconstruction for vehicles and pedestrians, which are the two most critical object classes for ADS. Our findings provide industry insights into the fidelity degradation of reconstructions from multiple novel viewpoints, both lateral and longitudinal, enabling the integration of these methods into real-world industrial AD software development and testing pipelines.
📅 2026-05-03 | 💬 Revised version with updated content. A duplicate submission, arXiv:2604.02781, was previously submitted by mistake and has been withdrawn. This submission is the intended replacement of arXiv:2602.06846
Spatial audio is crucial for immersive 360-degree video experiences, yet most 360-degree videos lack it due to the difficulty of capturing spatial audio during recording. Automatically generating spatial audio such as first-order ambisonics (FOA) from video therefore remains an important but challenging problem. In complex scenes, sound perception depends not only on sound source locations but also on scene geometry, materials, and dynamic interactions with the environment. However, existing approaches only rely on visual cues and fail to model dynamic sources and acoustic effects such as occlusion, reflections, and reverberation. To address these challenges, we propose DynFOA, a generative framework that synthesizes FOA from 360-degree videos by integrating dynamic scene reconstruction with conditional diffusion modeling. DynFOA analyzes the input video to detect and localize dynamic sound sources, estimate depth and semantics, and reconstruct scene geometry and materials using 3D Gaussian Splatting (3DGS). The reconstructed scene representation provides physically grounded features that capture acoustic interactions between sources, environment, and listener viewpoint. Conditioned on these features, a diffusion model generates spatial audio consistent with the scene dynamics and acoustic context. We introduce M2G-360, a dataset of 600 real-world clips divided into MoveSources, Multi-Source, and Geometry subsets for evaluating robustness under diverse conditions. Experiments show that DynFOA consistently outperforms existing methods in spatial accuracy, acoustic fidelity, distribution matching, and perceived immersive experience.
📅 2026-05-03 | 💬 Accepted by CVPR 2026
Understanding the geometric and semantic structure of environments is essential for embodied navigation and reasoning. Existing semantic mapping methods trade off between explicit geometry and multi-scale semantics, and lack a native interface for large models, thus requiring additional training of feature projection for semantic alignment. To this end, we propose the multi-scale Gaussian-Language Map (GLMap), which introduces three key designs: (1) explicit geometry, (2) multi-scale semantics covering both instance and region concepts, and (3) a dual-modality interface where each semantic unit jointly stores a natural language description and a 3D Gaussian representation. The 3D Gaussians enable compact storage and fast rendering of task-relevant images via Gaussian splatting. To enable efficient incremental construction, we further propose a Gaussian Estimator that analytically derives Gaussian parameters from dense point clouds without gradient-based optimization. Experiments on ObjectNav, InstNav, and SQA tasks show that GLMap effectively enhances target navigation and contextual reasoning, while remaining compatible with large-model-based methods in a zero-shot manner. The code is available at https://github.com/sx-zhang/GLMap.
📅 2026-05-03
Highly accurate geometric precision and dense image features characterize True Digital Orthophoto Maps (TDOMs), which are in great demand for applications such as urban planning, infrastructure management, and environmental monitoring. Traditional TDOM generation methods need sophisticated processes, such as Digital Surface Models (DSM) and occlusion detection, which are computationally expensive and prone to errors. This work presents an alternative technique rooted in 2D Gaussian Splatting (2DGS), free of explicit DSM and occlusion detection. With depth map generation, spatial information for every pixel within the TDOM is retrieved and can reconstruct the scene with high precision. Divide-and-conquer strategy achieves excellent GS training and rendering with high-resolution TDOMs at a lower resource cost, which preserves higher quality of rendering on complex terrain and thin structure without a decrease in efficiency. Experimental results demonstrate the efficiency of large-scale scene reconstruction and high-precision terrain modeling. This approach provides accurate spatial data, which assists users in better planning and decision-making based on maps.
📅 2026-05-02 | 💬 ICRA 2026. Project page: https://waabi.ai/salf/
High-fidelity sensor simulation of light-based sensors such as cameras and LiDARs is critical for safe and accurate autonomy testing. Neural radiance field (NeRF)-based methods that reconstruct sensor observations via ray-casting of implicit representations have demonstrated accurate simulation of driving scenes, but are slow to train and render, hampering scalability. 3D Gaussian Splatting (3DGS) has demonstrated faster training and rendering times through rasterization, but is primarily restricted to pinhole camera sensors, preventing usage for realistic multi-sensor autonomy evaluation. Moreover, both NeRF and 3DGS couple the representation with the rendering procedure (implicit networks for ray-based evaluation, particles for rasterization), preventing interoperability, which is key for general usage. In this work, we present Sparse Local Fields (SaLF), a novel volumetric representation that supports rasterization and raytracing for unified multi-sensor simulation. SaLF represents volumes as a sparse set of 3D voxel primitives, where each voxel is a local implicit field. SaLF has fast training ($<$30 min) and rendering capabilities (50+ FPS for camera and 600+ FPS for LiDAR), has adaptive pruning and densification to easily handle large scenes, and can support non-pinhole cameras and spinning LiDARs. We demonstrate that SaLF has similar realism as existing self-driving sensor simulation methods while improving efficiency and enhancing capabilities, enabling more scalable simulation.
📅 2026-05-02 | 💬 Project Page: https://jhuangbu.github.io/gsdeformer, Video: https://www.youtube.com/watch?v=-ecrj48-MqM
We present GSDeformer, a method that enables cage-based deformation on 3D Gaussian Splatting (3DGS). Our approach bridges cage-based deformation and 3DGS by using a proxy point-cloud representation. This point cloud is generated from 3D Gaussians, and deformations applied to the point cloud are translated into transformations on the 3D Gaussians. To handle potential bending caused by deformation, we incorporate a splitting process to approximate it. Our method does not modify or extend the core architecture of 3D Gaussian Splatting, making it compatible with any trained vanilla 3DGS or its variants. Additionally, we automate cage construction for 3DGS and its variants using a render-and-reconstruct approach. Experiments demonstrate that GSDeformer delivers superior deformation results compared to existing methods, is robust under extreme deformations, requires no retraining for editing, runs in real-time, and can be extended to other 3DGS variants. Project Page: https://jhuangbu.github.io/gsdeformer/
📅 2026-05-02 | 💬 Accepted as a Spotlight paper at ICML 2026; camera-ready version
Although multi-modal learning has advanced point cloud completion, the theoretical mechanisms remain unclear. Recent works attribute success to the connection between modalities, yet we identify that standard hard projection severs this connection: projecting a sparse point cloud onto the image plane yields an extremely sparse support, which hinders visual prior propagation, a failure mode we term Cross-Modal Entropy Collapse. To address this practical limitation, we propose SplAttN, which replaces hard projection with Differentiable Gaussian Splatting to produce a dense, continuous image-plane representation. By reformulating projection as continuous density estimation, SplAttN avoids collapsed sparse support, facilitates gradient flow, and improves cross-modal connection learnability. Extensive experiments show that SplAttN achieves state-of-the-art performance on PCN and ShapeNet-55/34. Crucially, we utilize the real-world KITTI benchmark as a stress test for multi-modal reliance. Counter-factual evaluation reveals that while baselines degenerate into unimodal template retrievers insensitive to visual removal, SplAttN maintains a robust dependency on visual cues, validating that our method establishes an effective cross-modal connection. Code is available at https://github.com/zay002/SplAttN.
📅 2026-05-02
The accurate reconstruction of dynamic street scenes is critical for applications in autonomous driving, augmented reality, and virtual reality. Traditional methods relying on dense point clouds and triangular meshes struggle with moving objects, occlusions, and real-time processing constraints, limiting their effectiveness in complex urban environments. While multi-view stereo and neural radiance fields have advanced 3D reconstruction, they face challenges in computational efficiency and handling scene dynamics. This paper proposes a novel 3D Gaussian point distribution method for dynamic street scene reconstruction. Our approach introduces an adaptive transparency mechanism that eliminates moving objects while preserving high-fidelity static scene details. Additionally, iterative refinement of Gaussian point distribution enhances geometric accuracy and texture representation. We integrate directional encoding with spatial position optimization to optimize storage and rendering efficiency, reducing redundancy while maintaining scene integrity. Experimental results demonstrate that our method achieves high reconstruction quality, improved rendering performance, and adaptability in large-scale dynamic environments. These contributions establish a robust framework for real-time, high-precision 3D reconstruction, advancing the practicality of dynamic scene modeling across multiple applications. The source code for this work is available to the public at https://github.com/okic-ca/3dgs
📅 2026-05-02
Recent advances in 3D Gaussian Splatting (3DGS) have enabled visually realistic demonstration generation from a single expert trajectory and a short multi-view scan. However, existing 3DGS-based synthesis pipelines typically generate new motions using sampling-based planners or trajectory optimization, which often deviate substantially from the expert's demonstrated path. While such deviations may be acceptable for tasks insensitive to motion shape, they discard subtle spatial and temporal structure that is critical for contact-rich and shape-sensitive manipulation, causing increased demonstration diversity to harm downstream policy learning. We argue that demonstration synthesis should treat the expert trajectory as a strong prior. Building on this principle, we propose a framework that synthesizes diverse task demonstrations while explicitly preserving expert motion structure. We model the expert trajectory using Dynamic Movement Primitives (DMPs) and retarget it to new goals, object configurations, and viewpoints within a reconstructed 3DGS scene, yielding phase-consistent, shape-preserving motion by construction. To safely realize this expert-preserving diversity in cluttered scenes, we introduce an analytic obstacle-aware DMP formulation that operates directly on the continuous density field induced by the 3DGS representation. This enables collision avoidance while minimally perturbing the nominal expert motion, unifying photorealistic rendering and geometric reasoning without additional scene representations. We evaluate our approach on a Spot mobile manipulator across three manipulation tasks with increasing sensitivity to trajectory fidelity. Compared to planner- and optimization-based synthesis, our method produces trajectories with lower deviation and collision rates and yields higher task success when training diffusion-based visuomotor policies.
📅 2026-05-02
Recent imitation learning (IL) algorithms such as flow-matching and diffusion policies demonstrate remarkable performance in learning complex manipulation tasks. However, these policies often fail even when operating within their training distribution due to extreme sensitivity to initial conditions and irreducible approximation errors that lead to compounding drift. This makes it unsafe to deploy IL policies in the field where out-of-distribution scenarios are prevalent. A prerequisite for safe deployment is enabling the policy to determine whether it can execute a task the way it was learned from demonstrations. This paper presents TAIL-Safe, a principled approach to identify, for a trained IL policy, a safe set from where the policy empirically succeeds in completing the learned task. We propose a Lipschitz-continuous Q-value function that maps state-action pairs to a long-term safety score based on three short-term task-agnostic criteria: visibility, recognizability, and graspability. The zero-superlevel set of this function characterizes an empirical control invariant set over state-action pairs. When the nominal policy proposes an action outside this set, we apply a recovery mechanism inspired by Nagumo's theorem that uses gradient ascent to the Q-function to steer the policy back to safety. To learn this Q-function, we construct a high-fidelity digital twin using Gaussian Splatting that enables systematic collection of failure data without risk to physical hardware. Experiments with a Franka Emika robot demonstrate that flow-matching policies, which fail under run-time perturbations, achieve consistent task success when guided by the proposed TAIL-Safe.
📅 2026-05-01
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for generating photorealistic renderings of a scene in real-time. However, the volumetric nature of 3DGS limits its ability to accurately capture surface geometry. To address this, 2D Gaussian Splatting (2DGS) was proposed to enable view-consistent and geometrically accurate surface reconstruction from multi-view images. However, 2DGS can be sensitive to the initialization of the Gaussian primitives. Reliance on Structure-from-Motion (SfM) initializations, which can produce poor estimates on challenging image sets, may lead to subpar results. In this work, we enhance 2DGS by incorporating monocular depth and normal priors to improve both geometric accuracy and robustness. We propose a depth-guided initialization strategy for Gaussians and introduce a clustering-based technique for pruning degenerate Gaussians. We evaluate our method on the DTU dataset, where it achieves state-of-the-art results in mesh reconstruction while preserving high-quality novel view synthesis.
📅 2026-05-01
High Dynamic Range (HDR) 3D reconstruction is pivotal for professional content creation in filmmaking and virtual production. Existing methods typically rely on multi-exposure Low Dynamic Range (LDR) supervision to constrain the learning process within vast brightness spaces, resulting in complex, dual-branch architectures. This work explores the feasibility of learning HDR 3D models exclusively in the HDR data space to simplify model design. By analyzing 3D Gaussian Splatting (3DGS) for HDR imagery, we reveal that its failure stems from the limited capacity of Spherical Harmonics (SHs) to capture extreme radiance variations across views, often biasing towards high-radiance observations and underfitting. While increasing the maximum SH degree improves training fitting, it leads to severe overfitting and excessive parameter overhead. To address this, we propose \textit{Luminance--Chromaticity Decomposition Gaussian Splatting} (LCD-GS). By decoupling luminance and chromaticity into independent parameters, LCD-GS significantly enhances learning flexibility with minimal parameter increase (\textit{e.g.}, one extra scalar per primitive). Notably, LCD-GS maintains the original training and inference pipeline, requiring only a change in color representation. This explicit decomposition naturally enables primitive-level local and global luminance editing during inference. Extensive experiments on synthetic and real datasets demonstrate that LCD-GS consistently outperforms state-of-the-art methods in reconstruction fidelity and dynamic-range preservation even with a simpler, more efficient architecture, providing an elegant paradigm for professional-grade HDR 3D modeling. Code and datasets will be released.
📅 2026-05-01
Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/
📅 2026-05-01
3D editing has emerged as a critical research area to provide users with flexible control over 3D assets. While current editing approaches predominantly focus on 3D Gaussian Splatting or multi-view images, the direct editing of 3D meshes remains underexplored. Prior attempts, such as VoxHammer, rely on voxel-based representations that suffer from limited resolution and necessitate labor-intensive 3D mask. To address these limitations, we propose \textbf{VecSet-Edit}, the first pipeline that leverages the high-fidelity VecSet Large Reconstruction Model (LRM) as a backbone for mesh editing. Our approach is grounded on a analysis of the spatial properties in VecSet tokens, revealing that token subsets govern distinct geometric regions. Based on this insight, we introduce Mask-guided Token Seeding and Attention-aligned Token Gating strategies to precisely localize target regions using only 2D image conditions. Also, considering the difference between VecSet diffusion process versus voxel we design a Drift-aware Token Pruning to reject geometric outliers during the denoising process. Finally, our Detail-preserving Texture Baking module ensures that we not only preserve the geometric details of original mesh but also the textural information. More details can be found in our project page: https://github.com/BlueDyee/VecSet-Edit/tree/main
📅 2026-05-01 | 💬 15 pages, 10 figures, Accepted to CVPR 2026 (Highlight) , Project page: http://semanticfoam.github.io/
Modern scene reconstruction methods, such as 3D Gaussian Splatting, deliver photo-realistic novel view synthesis at real-time speeds, yet their adoption in interactive graphics applications has been limited. A major bottleneck is the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While previous research has attempted to impose semantic decomposition on these models, significant challenges remain regarding segmentation quality and consistency. To address this, we introduce Semantic Foam, extending the recently proposed Radiant Foam representations to semantic decomposition tasks. Our approach integrates the natural spatial volumetric decomposition of Radiant Foam's Voronoi mesh with an explicit semantic feature field parameterized at the cell level. This explicit structure enables direct spatial regularization, which prevents artifacts caused by occlusion or inconsistent supervision across views - common pitfalls for other point-based representations. Experimental results show that our method achieves superior object-level segmentation performance compared to state-of-the-art methods like Gaussian Grouping and SAGA.
📅 2026-05-01 | 💬 initial version
End-to-end (E2E) autonomous driving presents a promising approach for translating perceptual inputs directly into driving actions. However, prohibitive annotation costs and temporal data quality degradation hinder long-term real-world deployment. While combining imitation learning (IL) and reinforcement learning (RL) is a common strategy for policy improvement, conventional RL training relies on delayed, event-based rewards-policies learn only from catastrophic outcomes such as collisions, leading to premature convergence to suboptimal behaviors. To address these limitations, we introduce GSDrive, a framework that exploits 3D Gaussian Splatting (3DGS) for differentiable, physics-based reward shaping in E2E driving policy improvement. Our method incorporates a flow matching-based trajectory predictor within the 3DGS simulator, enabling multi-mode trajectory probing where candidate trajectories are rolled out to assess prospective rewards. This establishes a bidirectional knowledge exchange between IL and RL by grounding reward functions in physically simulated interaction signals, offering immediate dense feedback instead of sparse catastrophic events. Evaluated on the reconstructed nuScenes dataset, our method surpasses existing simulation-based RL driving approaches in closed-loop experiments. Code is available at https://github.com/ZionGo6/GSDrive.
📅 2026-05-01
While 3D Gaussian Splatting (3DGS) has demonstrated impressive real-time rendering performance, its efficacy remains constrained by a reliance on heuristic density control. Despite numerous refinements to these handcrafted rules, such methods inherently lack the flexibility to adapt to diverse scenes with complex geometries. In this paper, we propose a paradigm shift for density control from rigid heuristics to fully learnable policies. Specifically, we introduce \textbf{LeGS}, a framework that reformulates density control as a parameterized policy network optimized via Reinforcement Learning (RL). Central to our approach is the tailored effective reward function grounded in sensitivity analysis, which precisely quantifies the marginal contribution of individual Gaussians to reconstruction quality. To maintain computational tractability, we derive a closed-form solution that reduces the complexity of reward calculation from $O(N^2)$ to $O(N)$. Extensive experiments on the Mip-NeRF 360, Tanks \& Temples, and Deep Blending datasets demonstrate that \textbf{LeGS} significantly outperforms state-of-the-art methods, striking a superior balance between reconstruction quality and efficiency. The code will be released at https://github.com/AaronNZH/LeGS
📅 2026-05-01 | 💬 Published at ICLR 2026 (Camera-ready). Code available at https://github.com/Chen-Suyi/cryosplat
As a critical modality for structural biology, cryogenic electron microscopy (cryo-EM) facilitates the determination of macromolecular structures at near-atomic resolution. The core computational task in single-particle cryo-EM is to reconstruct the 3D electrostatic potential of a molecule from noisy 2D projections acquired at unknown orientations. Gaussian mixture models (GMMs) provide a continuous, compact, and physically interpretable representation for molecular density and have recently gained interest in cryo-EM reconstruction. However, existing methods rely on external consensus maps or atomic models for initialization, limiting their use in self-contained pipelines. In parallel, differentiable rendering techniques such as Gaussian splatting have demonstrated remarkable scalability and efficiency for volumetric representations, suggesting a natural fit for GMM-based cryo-EM reconstruction. However, off-the-shelf Gaussian splatting methods are designed for photorealistic view synthesis and remain incompatible with cryo-EM due to mismatches in the image formation physics, reconstruction objectives, and coordinate systems. Addressing these issues, we propose cryoSplat, a GMM-based method that integrates Gaussian splatting with the physics of cryo-EM image formation. In particular, we develop an orthogonal projection-aware Gaussian splatting, with adaptations such as a view-dependent normalization term and FFT-aligned coordinate system tailored for cryo-EM imaging. These innovations enable stable and efficient homogeneous reconstruction directly from raw cryo-EM particle images using random initialization. Experimental results on real datasets validate the effectiveness and robustness of cryoSplat over representative baselines. The code will be released at https://github.com/Chen-Suyi/cryosplat.