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📅 2026-06-19 | 💬 21 pages, 7 figures, 4 tables; ancillary files provided; artifacts: https://huggingface.co/datasets/Lightcap/seu-3dgs
Three-dimensional Gaussian splatting is a standard real-time scene representation increasingly deployed on hardware exposed to transient faults, such as spaceborne processors and robotic edge devices where silent data corruption occurs. A trained model is a large array of floating-point parameters in GPU memory, where a single-event upset corresponds to a single flipped bit. This paper measures these effects and constructs a defense. A GPU-resident parallel fault-injection engine applies over 3.8 million controlled single-bit upsets across four scenes, six fields, all bit positions, and three numeric formats (fp32, fp16, bf16), using 5.3 GPU-hours. The effect is highly concentrated: most upsets leave the image perceptually unchanged due to high redundancy, but a small set of high-order bits principally the logarithmic scale's sign bit enlarge a single primitive to cover up to 75.7% of the frame. A closed-form perturbation bound derived from the IEEE-754 layout and pipeline activations predicts this per-bit ordering. This concentration motivates a support guard: a per-primitive clamp of each parameter to the coordinate box observed during training, costing 76 us per frame. Over 768,000 guarded upsets, the worst corruption footprint is restricted to 11.68% of the frame. We prove the guard leaves clean models unchanged and prevents frame-covering corruption. Under an accumulated dose of 20,000 simultaneous upsets, the unguarded renderer degrades to 10.6 dB, whereas the guarded renderer remains at 21.8 dB. The corruption footprint also dictates the number of tile/compositing nodes contaminated in distributed renderers, where the per-node guard contains it.
📅 2026-06-19 | 💬 Accepted to CVPR 2026 Findings
3D Gaussian Splatting (3DGS) has achieved state-of-the-art photorealistic rendering, but the representation gap prevents these assets from being physically interactive. Production-grade physics engines do not understand the 3DGS representation, while prior physics-for-3DGS methods are monolithic silos. These prior works are fundamentally limited, demonstrating only object-centric physics in isolated environments, such as on an ideal plane. They are incapable of interacting with complex static collision geometry or heterogeneous assets. We propose a novel framework that, for the first time, bridges this gap by enabling 3DGS assets to participate in scene-level, heterogeneous, multi-solver physical simulations. Our core contribution is a Representation Abstraction Framework that translates all diverse assets, including 3DGS, virtual meshes, and fluids, into a unified physical particle set. This abstraction is key to enabling complex behaviors, such as the non-rigid deformation of 3DGS assets, within a unified physics pipeline. This particle set, along with the static scene collision boundaries derived from scene capture, is processed within a solver-agnostic physics kernel. The physical results are then mapped back to drive each asset's specific visual reconstruction. This architecture unlocks capabilities impossible with prior art. We demonstrate complex, two-way interactions between deformable 3DGS assets, standard CG assets such as fluids and meshes, and large-scale captured static environments, showcasing realistic coupled phenomena that were previously unattainable.
📅 2026-06-19
Robust obstacle segmentation is essential for the safety of intelligent robots, where LiDAR-based perception systems play a fundamental role in the robot-environment interaction. While extensive LiDAR-based approaches have demonstrated high performance on common obstacles in urban scenarios, their results on tiny obstacles such as curbs, gravel, and potholes remain unsatisfactory due to the significant similarity between tiny obstacles and inherent road undulations. Moreover, their segmentation accuracy even deteriorates sharply when the LiDAR scans suffer from degradation in challenging off-road scenes. To overcome these bottlenecks, we propose LOGOS, a LiDAR-only unified tiny obstacle segmentation system, which models the road surface as a continuous mixture of 2D Gaussian primitives and distinguishes tiny obstacles via high-presicion elevation estimation. Unlike existing Gaussian splatting methods that rely on iterative RGB training, LOGOS is a backpropagation-free LiDAR-only approach. It directly estimates Gaussian parameters via a freespace-aware initialization by incrementally pruning non-road primitives using smoothness constraints. Subsequently, pointwise signed distances are computed via a novel normal-aware elevation splatting function, ensuring robustness to both flat and sloped terrains. We evaluate LOGOS on a highly heterogeneous benchmark of point cloud frames collected from urban mobility scenarios and mining haulage off-road environments. These data are practically acquired using different LiDAR sensors and exhibit large variations in point density, terrain roughness, and obstacle types. Experiments on the road and off-road scenes demonstrate that LOGOS significantly outperforms other state-of-the-art methods, particularly in degraded point cloud regions and challenging off-road scenarios, while maintaining real-time efficiency.
📅 2026-06-19
Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving an unprecedented $3,000\times$ reduction in pruning-related computational complexity compared to state-of-the-art pruning methods.
📅 2026-06-19
While 3D Gaussian Splatting (3DGS) has emerged as a strong representation for photorealistic rendering, its vast ecosystem of assets remains difficult to use for high-performance LiDAR simulation, a critical tool for robotics and autonomous driving. We present \textbf{FGGS-LiDAR}, a geometry-first framework that bridges this gap in a plug-and-play manner. Our method converts pretrained 3DGS assets into watertight meshes directly from Gaussian parameters, without requiring LiDAR-specific supervision or architectural alterations, via volumetric discretization and Truncated Signed Distance Field (TSDF) extraction. We pair this with a GPU-accelerated ray-casting module that simulates LiDAR returns at over 500 FPS and supports batched multi-environment simulation with up to 4096 environments. In large-scale parallel settings, FGGS-LiDAR achieves an order-of-magnitude lower LiDAR simulation latency than Isaac Sim. We validate FGGS-LiDAR on both indoor and outdoor scenes, demonstrating high LiDAR-simulation fidelity. Furthermore, on COLMAP-posed indoor benchmarks, we compare against existing 3DGS-to-mesh baselines and report lower LiDAR-simulation error. Code is available at https://github.com/discoverse-dev/FGGS-LiDAR.
📅 2026-06-19 | 💬 This work has been accepted to IROS 2026
Recent 3DGS-SLAM systems enable real-time operation by leveraging conventional feature matching or ICP-based tracking, thereby avoiding the heavy dense photometric optimization used in earlier approaches. However, feature matching remains prone to failure in textureless environments, while ICP-based tracking struggles in structureless or geometrically degenerate scenes due to ill-conditioned optimization. To address this issue, we propose Spectral GS-SLAM, an efficient yet robust tracking framework that integrates ICP with complementary feature-based constraints. Our method mitigates numerical instability by adaptively compensating under-constrained directions in degenerate scenarios, without interfering with the shared Gaussian representation used for mapping. We further introduce a Gaussian-aware planarity weighting mechanism that exploits the intrinsic covariance structure of 3D Gaussians to characterize scene geometry and guide information fusion. Extensive evaluations on challenging TUM RGB-D sequences demonstrate that Spectral GS-SLAM achieves real-time performance (40.14 FPS) while maintaining consistent tracking in both structureless and featureless environments. The proposed method preserves trajectory integrity in degenerate scenes while maintaining competitive performance in non-adverse conditions.
📅 2026-06-19
3D Gaussian Splatting achieves exceptional real-time rendering, but its substantial computational and storage demands hinder widespread deployment. Existing accelerated paradigms often aggressively prune primitives for rapid convergence, causing severe loss of high-frequency details. To address this, we tackle the fundamental problem of achieving both exceptional rendering quality and ultra-fast reconstruction speed. In this paper, we propose ACE-GS, a progressive optimization framework tailored for accurate, compressed, and efficient scene representation. We realize that precise primitive management is the key to breaking this trade-off. Therefore, we first design a momentum consistency-guided densification strategy, strictly constraining primitive growth onto authentic geometric manifolds to avoid computational waste while significantly accelerating convergence. Building upon this efficient initialization, we deploy a statistical sensitivity-driven sparsification mechanism to precisely prune redundant primitives, yielding a further compressed footprint. Finally, to thoroughly compensate for the risk of micro-structure loss caused by the aforementioned strict primitive control, we introduce a cross-dimensional residual frequency compensation scheme that explicitly back-injects high-frequency error energy into primitive attributes, perfectly restoring sharp geometric details. Extensive experiments validate our superiority. While maintaining a highly compact scene representation, our system achieves up to 3.7 times training acceleration against the rapid framework Speedy-Splat. Requiring only 3 to 5 minutes to converge, ACE-GS secures the highest structural similarity and achieves a peak PSNR improvement of up to 0.89 dB over the original 3DGS, establishing a new benchmark for ultra-fast and high-fidelity novel view synthesis.
📅 2026-06-18 | 💬 Accepted to IEEE Robotics and Automation Letters (RA-L), 2026
Capturing 4D spatiotemporal scene structure is crucial for the safe and reliable operation of robots in dynamic environments. However, existing approaches typically address only part of the problem: they either provide coarse geometric tracking via bounding boxes or detailed 3D occupancy estimates that lack explicit temporal association and instance-level reasoning. In this work, we present Latent Gaussian Splatting (LaGS) for 4D Panoptic Occupancy Tracking (4D-POT). We revisit the underlying representation and model 3D features as a sparse set of feature-bearing Gaussians. These act as dynamic, volume-oriented keypoints that enable spatially continuous, distance-weighted aggregation of multi-view features before being splatted into a voxel grid for decoding. This point-centric formulation enables flexible, data-dependent receptive fields and long-range spatial interactions that are difficult to capture with local and dense voxel-based operators. A hierarchical Gaussian representation further enables multi-scale reasoning by combining global context from coarse super-points with fine-grained detail from higher-resolution streams. Extensive experiments on Occ3D nuScenes and Waymo demonstrate state-of-the-art performance for 4D-POT. We provide code and models at https://lags.cs.uni-freiburg.de/.
📅 2026-06-18
Sparse novel view synthesis (NVS) remains challenging due to the ambiguity of recovering 3D geometry from few input views. While NeRF- and Gaussian Splatting (GS)-based methods perform well with dense supervision, they often overfit in sparse settings, producing floating artifacts and inconsistent geometry. Silhouette consistency is commonly used as a regularizer, but it remains insufficient, as silhouette-consistent regions can extend beyond the true object geometry. We introduce VisDom, a learning-free geometric constraint that augments classical carving-based visual hull reconstruction by enforcing a minimum multi-view visibility requirement. Specifically, we define a visible domain as the subset of 3D space observed by at least $K$ views and use it as an additional filtering criterion on top of standard silhouette-based reconstruction. This provides a stronger spatial prior in sparse-view settings. We integrate VisDom into both implicit (NeRF) and explicit (GS) pipelines by restricting volumetric sampling and guiding Gaussian placement during optimization. Experiments on three challenging datasets show consistent improvements in sparse-view NVS, enabling high-quality object-centric reconstruction from as few as four input images. Our method is domain-agnostic, requires only silhouettes, and introduces no learned parameters, making it a simple complement to existing approaches. Applying VisDom on top of GaussianObject further improves performance on Omni3D and MipNeRF360, while matching or surpassing it at 22 $\times$ lower training cost.
📅 2026-06-18 | 💬 Accepted to IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS 2026)
Gaussian Splatting has enabled real-time neural rendering, yet existing LiDAR-inertial-visual (LIV) Gaussian mapping pipelines remain fragile under illumination changes and texture-deficient scenes due to their reliance on RGB photometric cues. We present LIT-GS, a LiDAR-inertial-thermal Gaussian Splatting framework that injects LiDAR-derived plane geometry as an explicit constraint in both pose/structure refinement and Gaussian optimization. Specifically, we exploit LIV visual map points as confidence-aware cross-modal anchors to establish reliable thermal-LiDAR associations, and incorporate weighted LiDAR point-to-plane residuals into bundle adjustment to jointly refine camera poses and 3D points under weak thermal supervision. Building on the refined structure, we further introduce a LiDAR-plane-regularized differentiable splatting objective that constrains rendered 3D points to align with locally observed planes, mitigating surface thickening and structural drift in low-contrast thermal imagery. Experiments on proprietary sequences and public datasets demonstrate that LIT-GS consistently improves geometric accuracy and rendering quality over state-of-the-art LIV-based Gaussian Splatting baselines, particularly in challenging lighting conditions.
📅 2026-06-18
Advances in radiance fields have enabled photorealistic novel view synthesis. In several domains, large-scale real-world datasets have been developed to support comprehensive benchmarking and to facilitate progress beyond scene-specific reconstruction. However, for distractor-free radiance fields, a large-scale dataset with clean and cluttered images per scene remains lacking, limiting the development. To address this gap, we introduce DF3DV-1K, a large-scale real-world dataset comprising 1,048 scenes, each providing clean and cluttered image sets for benchmarking. In total, the dataset contains 89,924 images captured using consumer cameras to mimic casual capture, spanning 128 distractor types and 161 scene themes across indoor and outdoor environments. A curated subset of 41 scenes, DF3DV-41, is systematically designed to evaluate the robustness of distractor-free radiance field methods under challenging scenarios. Using DF3DV-1K, we benchmark nine recent distractor-free radiance field methods and 3D Gaussian Splatting, identifying the most robust methods and the most challenging scenarios. Beyond benchmarking, we demonstrate an application of DF3DV-1K by fine-tuning a diffusion-based 2D enhancer to improve radiance field methods, achieving average improvements of 0.96 dB PSNR and 0.057 LPIPS on the held-out set (e.g., DF3DV-41) and the On-the-go dataset. We hope DF3DV-1K facilitates the development of distractor-free vision and promotes progress beyond scene-specific approaches. The dataset and leaderboard are available at https://johnnylu305.github.io/df3dv1k_web/.
📅 2026-06-18 | 💬 Accepted to ECCV 2026. 15 pages (excluding references), 5 figures
Accurate LiDAR-camera calibration is essential for robust multi-modal perception. Targetless approaches avoid manual setup but remain limited by the scarcity of discriminative cross-modal features. Recent methods address this by reconstructing the scene within a differentiable model, enabling extrinsic optimization through dense photometric supervision. Among these, 3D Gaussian Splatting (3DGS) has been widely adopted as a geometric proxy that bridges LiDAR and camera within a single differentiable framework. However, since 3DGS was originally designed for novel view synthesis, existing methods tend to prioritize rendering quality, causing the proxy geometry to drift from the true LiDAR structure. We propose a framework that preserves the metric geometry of the Gaussian proxy by aggregating multi-view LiDAR observations for dense depth supervision and blocking photometric gradients from updating the Gaussian spatial parameters. We validate our method on public driving datasets, where it consistently outperforms existing targetless methods in calibration accuracy.
📅 2026-06-18
We present Smol-GS, a novel method for learning compact representations for 3D Gaussian Splatting (3DGS). Our approach learns highly efficient splat-wise features to model 3D space, which capture abstracted cues, including color, opacity, transformation, and material properties. We propose octree-derived positional encoding, which explicitly models spatial locality and enhances representation efficiency. We further apply entropy-based compression to exploit feature redundancy and compress splat coordinates using a recursive voxel hierarchy. This design enables orders-of-magnitude reduction in storage while preserving representation flexibility. Smol-GS achieves state-of-the-art compression performance on standard benchmarks with high-level rendering quality.
📅 2026-06-18 | 💬 ICRA 2026
3D Gaussian Splatting (3DGS) has significantly boosted novel view synthesis and high-fidelity scene reconstruction, expanding the potential of 3DGS-based Visual Simultaneous Localization and Mapping (SLAM) methods. However, most existing systems fail to fully exploit the underlying structural information, which limits rendering quality and often leads to inconsistent maps. To address these limitations, we propose MMD-SLAM, a structure-enhanced Visual SLAM framework that leverages the Atlanta World (AW) assumption to guide a Multi-Meta Gaussian representation for photorealistic mapping. First, we introduce a point-line fusion strategy for pose optimization, where 3D line segments are incorporated to improve tracking robustness and provide additional constraints for mapping. Second, we design a Multi-Meta Gaussian representation with dominant directions, explicitly encoding structural priors from the AW hypothesis. Finally, we propose a Gaussian evolution strategy that adapts to scene geometry and incorporates structural cues into global optimization. Extensive experiments demonstrate that these innovations enable MMD-SLAM to achieve state-of-the-art performance in both tracking accuracy and mapping quality. e.g., our method achieves a 48.56% reduction in ATE RMSE on ScanNet and a 5.71% improvement in PSNR on Replica, compared with MonoGS.
📅 2026-06-18
3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.
📅 2026-06-18
Driving scene manipulation using real-world sensor data has emerged as a promising alternative to traditional driving simulators. Despite advances in language control and neural scene representations, existing methods treat grounding, editing, and simulation as loosely connected stages, relying on heuristic object localization, manual guidance, and single-agent validation, thereby constraining semantic expressiveness and hindering scalable, reactive scenario generation. We introduce SIMSplat, a driving scene editor built on scene-graph-based 4D Gaussian Splatting augmented with language-aligned features. By embedding appearance, motion, and location semantics directly into Gaussian scene-graph nodes, SIMSplat makes reconstructed scenes queryable through free-form natural language, bridging language understanding to object-level editing and multi-agent simulation within a single framework. Building on this language-grounded scene graph, SIMSplat supports diverse edits including fine-grained pedestrian manipulation, while a multi-agent path refinement module propagates changes across all agents to ensure reactive, physically plausible simulations. The pipeline further integrates with Vision-Language Models for automated scenario mining. Experiments show that SIMSplat more than doubles baseline grounding accuracy, achieves the highest task completion rate, and produces the lowest failure rates across diverse driving scenarios.
📅 2026-06-18
3D Gaussian Splatting (3DGS) has emerged as a promising technique for novel view synthesis. However, 3DGS requires dense input views to achieve high-quality rendering. In sparse-view scenarios, 3DGS often prones to overfitting, resulting in noticeable artifacts and degraded rendering quality. Previous methods explore to address this issue by introducing additional priors (e.g. depth priors) or integrating regularization techniques (e.g. Dropout). However, these methods are often applied without principled guidance. In particular, prior-based augmentation typically samples novel viewpoints randomly, while Dropout-based regularization randomly removes Gaussians. The compounded randomness introduces uncertainty and instability, limiting the fidelity of novel view synthesis. In this paper, we propose a novel method for sparse-view 3DGS that incorporates Fisher Information to quantitatively guide the utilization of geometric priors and regularization. Specifically, our method comprises two key components: (1) Stereo augmentation with Fisher Information. By leveraging Fisher Information, we actively select most informative supporting views and use depth priors to curate reliable pseudo ground truths, which reduces randomness in augmentation and improves stability and rendering fidelity; (2) Uncertainty-aware regularization. We reduce the instability of Dropout-based regularization by using Fisher Information to quantitatively measure the uncertainty of each 3D Gaussian, and adaptively adjust the removal probability, leading to more stable and effective regularization. With these two components, our method effectively mitigates overfitting and improves the stability of optimization in sparse-view 3DGS, resulting in superior rendering fidelity. Extensive experiments show that our method achieves state-of-the-art performance in sparse-view novel view synthesis benchmarks.
📅 2026-06-17 | 💬 In submission
In a circular economy for construction, reclaimed materials carry prior lives of use and go on to have post-lives in future buildings. Yet working with such materials introduces unpredictability that requires on-site improvisation, making their reuse challenging to document and scale across building lifetimes. Without documentation, the on-site adaptations that make construction with reclaimed materials possible leave collaborators, evaluators, and inheritors without the information they need to continue, assess, and reuse materials. We call the collective deviation of the physical state from the digital model through these adaptations "building drift." Through a case study, ReShelter, a reclaimed timber pavilion constructed in the forest, we develop a taxonomy for building drift that characterizes the collective deviation across building lifetimes: Tending the Site, Foraging for Fit, Interpreting the Material, Marking Measurements, and Coordinating Across Communities. To put our taxonomy for building drift into practice, we present Pentimento, a documentation tool that leverages video documentation and 3D Gaussian Splatting to spatially, temporally, and semantically represent on-site adaptations in relation to the designed model. Pentimento enables each stakeholder to navigate material histories in ways that reduce barriers to material reuse. Together, these contributions open pathways towards computational tools that support the on-site improvisation essential to construction with reclaimed materials, enabling more sustainable cycles of recovery, repair, and reuse.
📅 2026-06-17 | 💬 Project website: https://chuerpan.com/1001-demos.github.io/. Published at CoRL 2025
Visuomotor policies for manipulation have demonstrated remarkable potential in modeling complex robotic behaviors, yet minor alterations in the robot's initial configuration and unseen obstacles easily lead to out-of-distribution observations. Without extensive data collection effort, these result in catastrophic execution failures. In this work, we introduce an effective data augmentation framework that generates visually realistic fisheye image sequences and corresponding physically feasible action trajectories from real-world eye-in-hand demonstrations, captured with a portable parallel gripper with a single fisheye camera. We introduce a novel Gaussian Splatting formulation, adapted to wide FoV fisheye cameras, to reconstruct and edit the 3D scene with unseen objects. We utilize trajectory optimization to generate smooth, collision-free, view-rendering-friendly action trajectories and render visual observations from corresponding novel views. Comprehensive experiments in simulation and the real world show that our augmentation framework improves the success rate for various manipulation tasks in both the same scene and the augmented scene with obstacles requiring collision avoidance.
📅 2026-06-17 | 💬 Project page: https://jeongminb.github.io/hand-4dgs/
Dynamic 3D hand reconstruction from egocentric videos is essential for next-generation computing platforms such as AR/VR and AI glasses. Despite its importance, most prior works focus either on multi-view 3D hand reconstruction or on 4D human body reconstruction. Egocentric 4D hand reconstruction remains challenging due to fast head motion, rapid hand dynamics, severe occlusions, and inherent ambiguity from single-view observations. To address these challenges, we introduce Hand-4DGS, the first feed-forward framework for reconstructing dynamic 4D hands directly from egocentric videos, enabling both fast (~60 FPS) inference and strong generalization. Our approach incorporates a mesh-guided representation for structural priors and temporal convolutions to model dynamic motion. We evaluate our framework on two challenging egocentric datasets, H2O and ARCTIC, and demonstrate significant improvements over baselines. Our method benefits from the generalization capability of feed-forward networks and effective 2D image supervision through Gaussian splatting, without requiring expensive 3D hand pose ground-truth annotations.
📅 2026-06-17 | 💬 Project page: https://yuchenrao.github.io/projects/flowObject/flowObject.html
Recovering complete 3D representations of objects from few casual image captures remains a significant challenge. Recent 3D generative models, particularly those based on Flow-Matching (FM), can synthesize high-quality textured assets; however, they often suffer from ''synthetic bias'' where learned priors override observational evidence, alongside a lack of alignment with the observed instance. Conversely, optimization-based methods like 3D Gaussian Splatting (3DGS) provide high fidelity on visible surfaces but fail to reason about unobserved geometry. In this paper, we present FlowObject, a framework that reformulates sparse-view 3D reconstruction as a training-free, guided inverse problem. Our approach applies a dual-space guidance strategy to steer the Ordinary Differential Equation (ODE) trajectory of a flow-matching model, enabling the completion of unseen regions through learned generative priors while enforcing strict consistency with real-world observations. By integrating a 3DGS refinement stage, FlowObject further bridges the gap between ''synthetic-looking'' generative outputs and photorealistic reconstructions. Comprehensive benchmarks on synthetic and real-world datasets demonstrate that current state-of-the-art methods often struggle to achieve geometric completeness and observational consistency simultaneously, especially under severe occlusions. In contrast, our method significantly outperforms state-of-the-art generative models and optimization-based frameworks in both geometric completeness and view-dependent appearance fidelity.
📅 2026-06-17
Accurate, site-specific channel information is crucial for optimizing next-generation wireless networks. Among various approaches, localized statistical channel modeling (LSCM), which models the channel multipath angular power spectrum (APS) from the reference signal received power (RSRP) measurement, has emerged as a state-of-the-art method tailored for efficient network optimization. However, despite its effectiveness, LSCM cannot predict APS at the vast majority of locations where no measurements are available, which significantly restricts its applicability in large-scale, real-world scenarios. To address this challenge, we present \emph{point-cloud-assisted tangent Gaussian splatting} (PC-TGS), the first framework to \emph{extrapolate} APS to unmeasured outdoor grids by integrating sparse radio measurements with dense LiDAR-based geometry. PC-TGS represents environmental scatterers as anisotropic 3D Gaussians, initialized and refined through a relaxed-mean reparameterization of the raw point cloud. A tangent-plane projection accurately maps each Gaussian into the local angular domain, while a depth-aware electromagnetic splatting process aggregates their contributions. To ensure practical deployment, we derive a closed-form Gaussian-weighted average (GWA) for APS bin integration and provide a provable error bound. { Evaluations on a LiDAR-scanned city-scale dataset (5M points, 6,310 RSRP samples) demonstrate that PC-TGS achieves better APS and RSRP prediction performance compared to state-of-the-art baselines and faster inference time for APS extrapolation task. These results highlight the potential of PC-TGS to enable geometry-aware and data-efficient channel prediction in large-scale wireless digital twins.
📅 2026-06-17 | 💬 15 pages, 4 figures, 7 tables. Includes supplementary material. Preprint
Dynamic 4D Gaussian Splatting reconstructs deforming scenes with high fidelity and is increasingly adopted as a representation for dynamic 3D scenes. Putting such a scene to use, for editing, manipulation or motion analysis, first requires segmenting it: grouping the Gaussian primitives into coherent objects. Current pipelines obtain this grouping by importing 2D masks from foundation models such as SAM and lifting or distilling them into the Gaussian representation. In dynamic scenes these masks must be generated across many frames and views, which is costly, and the resulting segmentation can depend strongly on the quality and consistency of those external masks. We ask how much object-level structure can instead be recovered from the Gaussians themselves, and propose Intrinsic-GS, a training-free, mask-free method that builds a sparse affinity graph over Gaussian primitives from appearance, orientation, scale, deformation-trajectory and non-learned rendered-boundary cues. The graph is partitioned with Leiden community detection, requiring no foundation model and no learned feature field. On the standard 4D Gaussian segmentation benchmarks, Neu3D and HyperNeRF, Intrinsic-GS recovers substantial object structure without mask supervision, reaching 0.746 mIoU on Neu3D and 0.575 on HyperNeRF; on Neu3D, a geometry-only variant reaches 0.902 mIoU, matching SAM-supervised TRASE. On HyperNeRF, Intrinsic-GS runs 12.5x faster than the mask-generation and feature-rendering stages used by mask-supervised pipelines. These results suggest that much of the segmentation signal is already encoded in the Gaussians themselves, offering a fast, mask-free direction for 3D and 4D Gaussian segmentation that may also point toward more generalizable, robust segmentation in settings where external masks are unreliable or expensive.
📅 2026-06-17 | 💬 17 pages, 25 figures
3D Gaussian Splatting (3DGS) enables high-fidelity and real-time 3D scene reconstruction, but scaling training to large-scale scenes requires optimizing hundreds of millions of Gaussians across multiple GPUs. Existing distributed approaches either partition scenes into isolated regions, causing global inconsistency, or rely on global Gaussian-level exchanges, which lead to substantial growth in inter-GPU communication and quickly dominate iteration time. We propose Splaxel, a communication-efficient distributed 3DGS training framework based on pixel-level local rendering and global composition. Instead of synchronizing Gaussians, each GPU renders its local subset and exchanges only partial pixel values, maintaining mathematical consistency while keeping communication cost stable as the scene size increases. Splaxel further reduces pixel-level redundancy through geometric and transmittance visibility prediction and improves GPU utilization via conflict-free camera-view consolidation. Evaluated on large-scale datasets with up to 120M Gaussians, Splaxel achieves up to 7.6$\times$ speedup over the state-of-the-art distributed 3DGS framework while preserving high reconstruction quality.
📅 2026-06-16
Existing low-light image enhancement methods often face a bottleneck between the representation capacity of illumination-field modeling and computational complexity. To address this issue, this paper proposes an Adaptive Illumination Gaussian Splatting Network (AIGS-Net), an ultra-lightweight architecture for fast low-light enhancement. Unlike conventional static priors, AIGS-Net constructs an input-adaptive 2D Gaussian Splatting illumination field. The opacity of Gaussian basis functions is dynamically modulated by relative luminance statistics of the input image, and spatially varying illumination compensation is rendered through ordered alpha compositing. To guide adaptive illumination compensation efficiently, a zero-parameter nonlinear multiscale contextual encoding module is introduced to extract low-frequency structures and local contrast cues without additional convolutional weights. To suppress noise amplification and sensor-induced color bias, AIGS-Net integrates noise-mask estimation, locked single-channel Gamma mapping, cross-channel consistency regularization, and target color-alignment constraints. Experiments on LOL and LSRW benchmarks show that AIGS-Net improves detail recovery and color fidelity while requiring only approximately 40 learnable parameters, achieving an effective trade-off between enhancement quality and extreme inference efficiency.
📅 2026-06-16
Existing unsupervised low-light image enhancement methods often encounter local exposure imbalance and color distortion under complex non-uniform illumination. In addition, most Vision Transformers lack an explicit mechanism for modeling the physical priors of illumination degradation. To address these limitations, we propose GLFS, a Gaussian light field splatting-based Vision Transformer that integrates continuous physical illumination modeling from Gaussian splatting into the Transformer architecture. In GLFS, scene illumination is represented by a superposition of anisotropic Gaussian basis functions. Physics-guided biases are introduced into self-attention to adaptively infer a spatial gain field, enabling accurate and uniform restoration under complex illumination. To reduce color bias and structural degradation during enhancement, a color-vector angular loss and a luminance-edge loss are further developed. These losses enforce hue consistency and improve the structural fidelity of local details. Extensive ablation studies and quantitative evaluations show that GLFS provides clear advantages in illumination correction and detail preservation. It achieves state-of-the-art performance and offers a new representation paradigm for low-light image enhancement.
📅 2026-06-16 | 💬 SIGGRAPH 2026
Online 3D reconstruction from monocular image sequences is a challenging and ongoing research topic. 3D Gaussian Splatting (3DGS), leveraging its high-quality real-time rendering capability, empowers online 3D reconstruction to represent dense scenes with enhanced expressiveness, and thus holds great promise for a wide range of applications such as robotics and AR/VR. However, existing online 3DGS methods still suffer from some key challenges: fragile camera pose estimation due to the lack of global optimization, and low optimization efficiency in large-scale or long-sequence scenarios. To address these issues, we propose a robust and efficient online voxelized 3DGS reconstruction framework integrated with global $\text{Sim}(3)$ optimization, which enables reliable camera tracking and efficient global loop closure for both camera poses and voxelized 3DGS. To accelerate the convergence of the voxelized 3DGS, we further introduce a color residual learning strategy, which not only boosts optimization speed but also enhances rendering quality. Extensive experiments on diverse indoor and outdoor datasets demonstrate that our method achieves state-of-the-art performance in both camera pose estimation accuracy and rendering quality, while retaining real-time efficiency. Additionally, we develop and deploy a real-world UAV-based active reconstruction system grounded on our proposed method, validating its robustness and generalizability for practical online 3D reconstruction tasks. Our code and data are available at https://github.com/TrickyGo/MoonSplat.
📅 2026-06-16
Pansharpening aims to generate high-resolution multispectral (HRMS) images by fusing low-resolution multispectral (LRMS) and panchromatic (PAN) observations. Most existing deep learning methods treat pansharpening as fixed-grid prediction, which limits scale adaptation. To address this, we propose GSPan, a framework that introduces 2D Gaussian Splatting (GS) into pansharpening. Instead of directly predicting pixels, GSPan represents band-wise residual details as continuous and learnable 2D Gaussian primitives. We design a Dual-Stream Hierarchical Interaction (DSHI) architecture with a Spatial-Spectral Interactive Attention (SSIA) module to estimate these primitives from complementary PAN and MS observations. The predicted primitives are rendered as a residual detail field and injected into the upsampled MS image. This continuous representation allows GSPan to render fused images on arbitrary target sampling grids without scale-specific retraining. It further enables a Scale-Decoupled Asymmetric Inference (SDAI) strategy, which estimates primitives at a reduced resolution and renders the fused image at the target resolution for efficient large-scene pansharpening. Experiments on QuickBird, GaoFen-2, WorldView-3, and WorldView-3-4K datasets show that GSPan delivers state-of-the-art fusion performance. Moreover, SDAI markedly accelerates inference, achieving a favorable trade-off between computational efficiency and fusion quality. Our results demonstrate the potential of continuous Gaussian residual representations as a flexible and scale-decoupled alternative to fixed-grid prediction.
📅 2026-06-16
This paper proposes an effective Gaussian management framework for high-fidelity scene reconstruction of both appearance and geometry. Unlike recent Gaussian Splatting (GS) pipelines that treat all primitives uniformly during optimization, our framework explicitly manages the attribute activation, representation and pruning of Gaussian. Specifically, our framework first introduces GauSep, a novel densification strategy that selectively activates Gaussian color or normal attributes to alleviate destructive gradient conflicts arising from dual supervision. We further propose GauRep, an adaptive Gaussian representation that dynamically adjusts spherical harmonics (SHs) orders and performs task-decoupled pruning to reduce redundancy at both the individual and global levels. To provide reliable geometric supervision for above mangement process, we additionally introduce CoRe, an regularized surface reconstruction module that distills robust normal fields from an SDF branch to the Gaussian representation through a confidence mechanism. Notably, the proposed Gaussian management is compatible with various reconstruction architectures and can be seamlessly integrated to improve performance while reducing size of the model. Extensive experiments demonstrate that our approach achieves superior or comparable performance in appearance and geometry reconstruction compared with state-of-the-art methods, while using significantly fewer parameters.
📅 2026-06-16
Training embodied agents in the real world requires skilled operators and expensive hardware. Simulation environments offer a compelling alternative by enabling large-scale, cost-effective data augmentation. Consequently, rapidly constructing high-fidelity simulation scenes with a minimal sim-to-real gap has become a critical objective in robot learning. While reconstruction-based methods provide superior visual quality, current workflows are hindered by inefficient data acquisition and subpar foreground object extraction. We thus propose GASE, a highly automated system for simulation scene construction. GASE leverages multi-view video streams from panoramic camera arrays to enable rapid environment scanning. To ensure high-quality asset generation, our pipeline introduces a camera-pose-based strategy that robustly extracts objects across frames in the 2D domain, followed by high-fidelity scene inpainting. Foreground objects and the static background are then reconstructed independently and seamlessly imported into physics simulators for policy training. Extensive experiments demonstrate that GASE outperforms existing 3D Gaussian-based methods in segmentation accuracy by over 10\% while achieving state-of-the-art inpainting quality. Furthermore, real-robot deployments across manipulation and navigation tasks maintains a performance gap of less than 10\% compared to policies trained purely on real-world data. These results confirm that GASE provides an efficient and highly effective solution for bridging the sim-to-real gap. Code will be released.
📅 2026-06-16 | 💬 SOICT 2025
We present Edit3DGS, a unified framework for dynamic 3D head editing that integrates 2D instruction-guided diffusion with 3D Gaussian splatting. Unlike prior approaches that separately address frame-based edits or static 3D reconstruction, our method couples semantic controllability in the image domain with photorealistic, temporally consistent 3D representations. Given an input video, editable facial regions are masked and modified using a text-conditioned diffusion model to support fine-grained operations such as expression transformation, attribute modification, and appearance refinement. The edited frames are then aggregated through 3D Gaussian splatting to produce a coherent, high-fidelity avatar that preserves both identity and motion dynamics. To enforce consistency, Edit3DGS incorporates multi-view batch editing and lightweight inpainting strategies that recover lost expressions across timesteps. Experimental results demonstrate that our framework enables controllable, artifact-free head editing with smooth temporal transitions, offering practical applications in virtual avatars, immersive communication, film production, and interactive media.
📅 2026-06-16
End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all stages: collecting and labeling millions of driving frames is costly, and closed-loop RL on images is bottlenecked by the per-step cost of photorealistic rendering plus a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: millions of rollout steps per second, and a state distribution naturally rich in collisions, near-misses, and recoveries that no driving log contains. Our approach exploits this asymmetry by decoupling learning to drive from learning to see. We pretrain a single policy by self-play, then align its latent space with a pretrained vision backbone, through the action KL divergence and a batch-relational low-rank structural loss. The action target comes from the self-play policy, so alignment never supervises against a logged trajectory: a paired dataset of (image, scene-state) frames suffices, with no need for the curated expert demonstrations that imitation pretraining is built on. On photorealistic 3D Gaussian splatting closed-loop scenarios, the resulting end-to-end policy matches or exceeds prior end-to-end methods.
📅 2026-06-15 | 💬 CGF'26,21 pages. Project Page: https://mingrui-zhao.github.io/4DRep-GMI/
We present a survey on 4D generation and reconstruction, a fast-evolving subfield of computer graphics whose developments have been propelled by recent advances in neural fields, geometric and motion deep learning, as well as 3D generative artificial intelligence (GenAI). While our survey is not the first of its kind, we build our coverage of the domain from a unique and distinctive perspective of 4D representations, to model 3D geometry evolving over time while exhibiting motion and interaction. Specifically, instead of offering an exhaustive enumeration of many works, we take a more selective approach by focusing on representative works to highlight both the desirable properties and ensuing challenges of each representation under different computation, application, and data scenarios. The main take-away message we aim to convey to the readers is on how to select and then customize the appropriate 4D representations for their tasks. Organizationally, we separate the 4D representations based on three key pillars: geometry, motion, and interaction. Our discourse will not only encompass the most popular representations of today, such as neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS), but also bring attention to relatively under-explored representations in the 4D context, such as structured models and long-range motions. Throughout our survey, we will reprise the role of large language models (LLMs) and video foundational models (VFMs) in a variety of 4D applications, while steering our discussion towards their current limitations and how they can be addressed. We also provide a dedicated coverage on what 4D datasets are currently available, as well as what is lacking, in driving the subfield forward. Project page:https://mingrui-zhao.github.io/4DRep-GMI/
📅 2026-06-15 | 💬 19 pages, 8 figures, 3 tables. Code, tests, configurations, pinned environment, and measurement records (including the partial-state oracle atlas) are provided as ancillary files
Dynamic Gaussian compression is normally optimized for complete files or complete progressive prefixes, but interactive rendering encounters partial representations: some spatiotemporal regions are present, others missing, and late refinements cannot affect the displayed frame. We study dynamic Gaussian representations whose incomplete delivery states remain directly renderable and whose degradation is optimized in image space. Gaussian primitives are organized into independently addressable spatiotemporal clusters with a base level and three refinements; training samples partial dependency graphs, renders many counterfactual states in one GPU batch, and minimizes expected distortion, tail distortion, temporal inconsistency, rate, and prefix regressions. A counterfactual utility layer measures the marginal render contribution of each completion group across valid receiver contexts. The same graph admits a concrete delivery realization with MTU-bounded entropy-coded chunks, deadline-aware scheduling, and receiver-side dependency closure. On held-out views, the finest refinement has negative mean marginal utility in 3/32 D-NeRF bouncingballs, 49/64 HyperNeRF broom2, and 28/64 HyperNeRF chicken clusters; its lower-tail utility is negative in 21/32, 61/64, and 42/64 clusters, respectively. On broom2, render-utility ordering removes both PSNR regressions produced by nominal layer order at matched byte budgets; on chicken, utilities measured on disjoint training cameras improve held-out PSNR by 3.03 dB at the lowest matched budget. These scoped results show why nominal refinement order cannot substitute for render-conditioned utility: the formulation treats network delivery as a distribution over renderable scene states rather than as an external wrapper around a graphics codec.
📅 2026-06-15
3D object reconstruction, and camera pose estimation in industrial applications are challenging tasks, as errors are costly while the computation time is often limited. The complexity of typical industrial objects further complicates these tasks. Most of the existing datasets in this context do not depict realistic industrial scenarios. Therefore, we introduce the Machine Vision Metrology Industrial Object Dataset (MVM-IOD). Images of typical industrial objects are captured systematically, by moving a camera, mounted at the end effector of an industrial robot arm, on a hemisphere around the objects. MVM-IOD contains reference camera poses and reference 3D point clouds, the acquired RGB images of 9 objects and 2 background choices resulting in 18 scenes, which allows evaluation of all image based methods that compute a 3D reconstruction, camera poses, or novel views of a scene. Based on MVM-IOD, we extensively evaluate current SOTA 3D reconstruction and camera pose estimation methods, such as Structure from Motion, Multi-View Stereo, recent feed forward methods (Visual Geometry Grounded Transformer, π3), and 2D Gaussian Splatting and report our findings as a baseline for future research. The experiments show that capture setups like ours generate out-of distribution images for feed forward methods, leading to suboptimal point clouds and camera poses. However, these out-of-distribution images can be shifted closer to the training distribution by applying simple preprocessing steps. Consequently, in certain industrial applications, feed forward methods should be used with caution.
📅 2026-06-15
3D Gaussian Splatting (3DGS) has significantly advanced real-time novel view synthesis by representing scenes as dense collections of anisotropic 3D Gaussian primitives. However, the irregular spatial distribution of Gaussians often leads to poor GPU utilization, as warp divergence and redundant computation degrade rendering performance. To address this, we present Local-GS, a warp-coherent rendering paradigm that, organizes Gaussian primitives with respect to SIMT (Single Instruction, Multiple Threads) execution boundaries rather than scene geometry. Specifically, we propose three warp-coherent stages: a hoisting stage that precomputes shared parameters at tile level, a culling stage that discards warps with no contribution, and a blending stage that replaces per-pixel branching with a uniform instruction stream. Across extensive benchmarks on multiple datasets, Local-GS improves efficiency without compromising quality. As a plug-and-play optimization, it provides additional performance gains to all tested baselines, culminating in a $7.76\times$ speedup on Deep Blending scenes.
📅 2026-06-15 | 💬 IEEE TPAMI, GitHub Repo: https://github.com/heshuting555/Awesome-3DGS-Applications
In the context of novel view synthesis, 3D Gaussian Splatting (3DGS) has recently emerged as an efficient and competitive counterpart to Neural Radiance Field (NeRF), enabling high-fidelity photorealistic rendering in real time. Beyond novel view synthesis, the explicit and compact nature of 3DGS enables a wide range of downstream applications that require geometric and semantic understanding. This survey provides a comprehensive overview of recent progress in 3DGS applications. It first reviews the reconstruction preliminaries of 3DGS, followed by the problem formulation, 2D foundation models, and related NeRF-based research areas that inform downstream 3DGS applications. We then categorize 3DGS applications into three foundational tasks: segmentation, editing, and generation, alongside additional functional applications built upon or tightly coupled with these foundational capabilities. For each, we summarize representative methods, supervision strategies, and learning paradigms, highlighting shared design principles and emerging trends. Commonly used datasets and evaluation protocols are also summarized, along with comparative analyses of recent methods across public benchmarks. To support ongoing research and development, a continually updated repository of papers, code, and resources is maintained at https://github.com/heshuting555/Awesome-3DGS-Applications.
📅 2026-06-15
Long-tail hazardous scenarios are essential for safety-oriented autonomous driving, yet they are difficult to collect and reproduce at scale. Editable 3D Gaussian Splatting (3DGS) simulation offers a promising alternative by reconstructing real driving scenes and supporting controllable scene editing. However, edited 3DGS-rendered videos still suffer from a significant Sim-to-Real gap, including rendering artifacts, degraded foreground assets, inconsistent illumination, and temporal flickering. Existing restoration and video generation methods are insufficient for this task, as they often fail to jointly repair 3DGS-specific artifacts, improve visual realism, and ensure temporal consistency. To fill this gap, we propose RealityBridge, a structure-preserving and asset-aware Sim-to-Real framework for edited 3DGS driving videos. RealityBridge uses multimodal controls, including rendered videos, foreground masks, edge maps, and semantic masks, together with a lightweight GateNet for adaptive condition allocation across backbone layers. We further construct targeted training data and introduce autoregressive long-video training with reward-guided post-training to improve restoration quality, temporal stability, and hallucination suppression. Extensive experiments on internal and public driving datasets show that RealityBridge outperforms existing methods in artifact removal, illumination harmonization, and long-sequence temporal consistency.
📅 2026-06-15
Obstacle avoidance is essential for safe navigation and motion planning. Recent radiance field reconstruction methods enable object detection and modeling with high fidelity, but remain too memory- and compute-intensive for on-board perception-based path planning. To address these limitations, we propose PolyMerge to convert a large, photorealistic 3D Gaussian Splatting (3DGS) model of a scene into a lightweight representation of convex polytopes whose union provably over-approximates all obstacles in the original 3DGS model. PolyMerge tunes the polytope count to trade off conservativeness and compute cost, and integrates with control barrier functions (CBFs) to plan collision-free paths. We showcase PolyMerge in simulation and hardware experiments on a Crazyflie drone, which uses PolyMerge to compute and follow safe trajectories in real time under severe onboard compute constraints, outperforming baselines in speed while guaranteeing safety. For our code and videos, visit https://athlon76.github.io/PolyMerge-website/.
📅 2026-06-15
Single image dehazing continues to be hindered by the loss of high-frequency details and the difficulty of accurate physical scattering modeling. To address these issues, we propose Fi-Gaussian, a frequency-aware implicit Gaussian splatting network for single image dehazing. Unlike explicit rendering methods that rely on 3D point clouds, our method employs implicit Gaussian splatting to adaptively model the underlying distribution of clear images as a continuous representation in 2D feature space. The core of the network is a frequency-aware implicit Gaussian splatting module, which decouples low-frequency structural information and high-frequency texture information in the frequency domain and then performs adaptive Gaussian aggregation with complex-valued weights to recover fine details. In addition, a physics-driven scattering renormalization mechanism is introduced to estimate the transmission map and atmospheric light under the guidance of implicit Gaussian priors. Extensive experiments on multiple benchmark datasets demonstrate that Fi-Gaussian achieves state-of-the-art quantitative performance and produces visually superior dehazed results, validating the effectiveness of implicit Gaussian splatting for low-level vision tasks.
📅 2026-06-15
Existing single image dehazing methods are often constrained by computational redundancy in pixel-level optimization and the lack of physical interpretability in implicit neural networks. These limitations hinder the balance between representation efficiency and reconstruction fidelity. To address these issues, we propose Dehaze-GaussianImage, the first zero-shot framework that introduces 2D Gaussian Splatting (2DGS) into the image dehazing domain to break the traditional pixel-grid processing paradigm. Distinct from static convolutional neural networks (CNNs) or Transformers, our approach models hazy images as continuous and dynamically evolvable anisotropic Gaussian fields. Specifically, we propose a novel reconstruction-decoupling zero-shot learning strategy that embeds the atmospheric scattering model into the Gaussian parameter space. This strategy drives Gaussian primitives to adaptively split, clone, and prune during optimization, achieving geometric-level decoupling of the transmission medium and clear textures. Furthermore, explicit structure-preserving constraints are introduced to suppress artifacts commonly caused by traditional physical priors. Experimental results demonstrate that the proposed method achieves state-of-the-art (SOTA) performance in a fully unsupervised manner with minimal parameters, highlighting the potential of explicit Gaussian representation for low-level vision tasks.
📅 2026-06-15
Low-light image enhancement aims to recover clear images from low-illumination observations and is crucial for high-level downstream vision tasks. However, existing methods frequently encounter color distortion and structural artifacts when balancing global smooth illumination adjustment and local high-frequency detail recovery. To address these issues, we propose CGS-Retinex as the first low-light image enhancement framework based on explicit-implicit joint modeling. Our framework deeply integrates continuous Gaussian splatting with Retinex theory. Specifically, we represent the image grid as a continuous parameter field and propose a continuous Gaussian renderer to estimate the spatially continuous global illumination distribution. This approach fundamentally eliminates grid artifacts caused by discrete Gaussian sampling. Furthermore, we introduce an implicit neural representation to model reflectance independently. We leverage shallow high-frequency features to guide the network in accurately reconstructing degraded texture details. Within the Retinex framework, we incorporate physics-inspired brightness consistency constraints and illumination smoothness regularization to enable explicit illumination and implicit reflectance to maintain proper exposure and achieve high-fidelity recovery of high-frequency structures and colors. Extensive experiments demonstrate that CGS-Retinex significantly suppresses dark-region noise and overexposure while achieving exceptional high-frequency structural fidelity and color restoration by precisely decoupling illumination and texture. This work establishes a novel continuous physical representation paradigm for low-light image enhancement.
📅 2026-06-14 | 💬 Accepted by ICML2026. Project page: https://zhengdong.site/projects/TurboGS/
Consumer-level applications require fast optimization of 3D Gaussian Splatting (3DGS) with high-fidelity novel view rendering. However, existing 3DGS acceleration approaches still incur substantial computation on redundant pixels while sacrificing fine details. In this paper, we present TurboGS, an error-guided training framework that accelerates 3DGS by concentrating optimization on perceptually informative pixels. TurboGS is built upon four core components: (1) a tile-wise sparse pixel sampling, which, driven by multi-view reconstruction errors during training, prioritizes challenging regions and skips well-reconstructed ones to avoid redundant gradient computation; (2) a tile-wise structure-aware loss with sparse Normalized Cross-Correlation, which provides sparse yet effective supervision to preserve fine details and stabilize training; (3) an error-driven Gaussian density control strategy, which dynamically allocates model capacity and removes redundant primitives; and (4) a tailored hybrid optimizer that couples Hessian-informed updates with Adam moment damping to stabilize and improve convergence under sparse supervision. Experiments on standard benchmarks demonstrate that TurboGS can deliver on par or superior rendering quality within 100 seconds on a single RTX 5090 GPU card (up to 10x training speedup over vanilla 3DGS).
📅 2026-06-14
3D Gaussian Splatting (3DGS) has shown strong potential for high-fidelity talking head synthesis. However, enabling fine-grained, interpretable, and editable facial expression control remains fundamentally challenging due to intrinsic conflicts between speech-driven facial dynamics and explicit expression signals. Existing methods rely on implicit multimodal fusion, leading to spatial entanglement and temporal instability. We present EmoZone-Talker, a novel framework that reformulates audio-driven facial animation as a structured spatial-temporal coordination problem under cross-modal conflicts. Our approach introduces an explicit spatial disentanglement and temporal dynamics modeling of facial motion. Specifically, we propose Synergy Zones with Prioritized Attention Bias (SZ-PAB) to explicitly decouple modality contributions via region-wise constraints guided by anatomical priors, and a Channel-Independent Temporal AU Encoder (CIT-AE) to model temporally coherent AU dynamics. By integrating these representations into 3D Gaussian deformation, EmoZone-Talker enables precise and interpretable control over facial expressions. Extensive experiments demonstrate that our method improves expression controllability and realism, with notable gains in upper-face accuracy and temporal coherence, while preserving high rendering quality and accurate lip synchronization. Code will be publicly released to facilitate reproducibility and further research.
📅 2026-06-14
High-quality 4D head avatars from one or a few source portraits are central to telepresence, AR/VR, and digital-human interaction. 3D Gaussian Splatting (3DGS) has emerged as the dominant representation, with two complementary regimes (generalizable feed-forward predictors and per-subject refiners) maturing in parallel. However, existing feed-forward predictors are trained on a single dataset family with a hard-coded source count, inheriting the corresponding domain bias. Per-subject refiners require 300K--600K iterations and rely on adaptive densification that destroys upstream Gaussian layouts, preventing the two regimes from sharing a representation end-to-end. To bridge both regimes we propose SpatialAvatar-0 on a shared FLAME-mesh-bound Gaussian representation: a feed-forward generator with a parameter-free K-source mean-pool and a monocular-temporal to multi-view-spatial two-phase schedule that anchors against identity-prior collapse onto the smaller multi-view set. We further introduce a 10K-iter layout-preserving per-subject refinement loop that freezes the FLAME-binding and Gaussian count and replaces densification with a three-component anti-spike regularization. On VFHQ/HDTF cross-domain zero-shot we surpass the in-domain leader GAGAvatar by +1.5 dB PSNR despite never training on either test domain, and on the SplattingAvatar monocular benchmark we lead every reported metric, surpassing the 300K-iter GeoAvatar by +1.3 dB PSNR at up to 60x shorter per-subject schedule than common SOTA baselines. Website: https://spatialwalk.github.io/SpatialAvatar-0.
📅 2026-06-13 | 💬 Project Page: https://andy-cheng.github.io/Flex4DHuman/
We present Flex4DHuman, a multi-view video diffusion model that transforms a monocular or sparse multi-view video of a dynamic subject into synchronized dense multi-view videos using only relative camera-pose conditioning. Unlike prior human-centric methods that rely on skeletons, depth maps, normals, or rendered target-view geometry, Flex4DHuman requires no explicit geometry priors and instead conditions generation through relative camera-pose positional encoding. The generated videos can be directly ingested by downstream reconstruction pipelines to create dynamic 4D Gaussian splats. Built on the Wan 2.1 1.3B text-to-video model, Flex4DHuman preserves the backbone architecture and encodes camera and view information through a five-axis positional encoding that extends spatio-temporal RoPE with view indices and continuous SE(3) relative camera geometry. A three-stage curriculum progressively trains the model for pose following, flexible reference-to-target view generation, and temporal rollout. To support temporal rollout, we train with clean historical target-view tokens. We also add multi-view captions to enable test-time text control. Combined with an off-the-shelf 4D Gaussian Splatting stage, our framework lifts monocular static-camera videos into dynamic 4D Gaussian splats. Experiments on DNA-Rendering and ActorsHQ show that Flex4DHuman surpasses prior state-of-the-art methods, while the same formulation generalizes to animal categories after mixed human-animal training. These capabilities make Flex4DHuman a practical step toward scalable 4D content creation from casual monocular videos for simulation, gaming, AR/VR, and video re-shooting.
📅 2026-06-13 | 💬 No supporting claims were validated in this automated agentic R&D research run
We present Akasha 2, a state-of-the-art multimodal architecture that integrates Hamiltonian State Space Duality (H-SSD) with Visual-Language Joint Embedding Predictive Architecture (VL-JEPA). The system leverages the Mamba-3 Selective State Space Model (SSM) augmented by a Sparse Mixture of Hamiltonian Experts (SMoE-HE) that enforces latent physical conservation laws through symplectic integration. For visual synthesis, we introduce Hamiltonian Flow Matching (HFM) and persistent 3D Gaussian Splatting (3DGS), enabling ultra-low latency (<50ms) on mobile hardware. This work establishes a new paradigm in latent world models, achieving unprecedented spatiotemporal coherence through a holographic memory architecture. Our approach demonstrates that incorporating physics-inspired inductive biases into neural architectures yields significant improvements: state-of-the-art video prediction (FVD: 287), 4x faster visual synthesis than diffusion models, and 3-18x inference speedup over transformer baselines while maintaining energy conservation over extended horizons.
📅 2026-06-12
Simultaneous 3D reconstruction and 6D object pose estimation from a single monocular image is an inherently ill-posed problem. In industrial settings, however, multiple instances of an object are often randomly arranged in bins, implicitly providing several views of the same object within a single image. We show that this implicit multi-view geometry can be exploited to simultaneously reconstruct the object in 3D and estimate the 6D pose of each visible object instance. We present MooMIns, a new Gaussian-splatting-based approach that inverts the original Gaussian splatting formulation: instead of rendering a single scene from multiple cameras, we render multiple object instances from a single camera. Our method is initialized with SAM3 instance segmentation masks and a modified Structure from Motion (SfM) pipeline. In contrast to learned monocular depth estimation, we perform true geometry-based reconstruction from image evidence, avoiding hallucinations caused by training data priors. We evaluate MooMIns on synthetic and real bin-picking scenarios, and demonstrate accurate reconstruction of previously unseen objects as well as reliable pose estimation of individual instance
📅 2026-06-12
Feed-forward 3D Gaussian Splatting methods reconstruct a scene from posed or pose-free images in a single forward pass, yet current approaches predict one Gaussian per input pixel, tying the representation budget to camera resolution rather than scene complexity. A flat wall and a richly textured object thus produce equally many Gaussians despite very different geometric needs. We propose ZipSplat, a token-based feed-forward model that decouples Gaussian placement from the pixel grid. A multi-view backbone extracts dense visual tokens, and k-means clustering compresses them into a compact set of scene tokens. Cross- and self-attention refine these tokens, and a lightweight MLP decodes each into a group of Gaussians with unconstrained 3D positions. Because clustering is applied at inference, a single trained model spans the quality-efficiency curve without retraining. ZipSplat operates without ground-truth poses or intrinsics, yet sets a new state of the art on DL3DV and RealEstate10K with ${\sim}6{\times}$ fewer Gaussians than pixel-aligned methods, surpassing the best pose-free baseline by 2.1dB and 1.2dB PSNR, respectively. It further generalizes zero-shot to Mip-NeRF360 and ScanNet++, outperforming all comparable baselines. Our project page is at https://veichta.com/zipsplat.
📅 2026-06-12
Recent Gaussian splatting (GS) methods have shown that scenes can be represented efficiently with optimisable Gaussians for high-quality reconstruction and rendering. In this paper, building on this principle, we introduce SplatlessDF, a continuous distance field (DF) mapping framework that uses anisotropic Gaussian elements from a spatial rather than photometric perspective. SplatlessDF directly parameterises the Gaussians and optimises to recover a differentiable DF, enabling distances and gradients to be queried in the spatial domain for downstream robotic tasks such as navigation. Furthermore, SplatlessDF can be coupled with 2D Gaussian splatting (2DGS), providing a unified framework based solely on Gaussian primitives that can learn continuous DF and surface models and supports photometric rendering. We consider two settings: a standalone DF-only formulation and a joint DF-rendering formulation coupled with 2DGS. Experiments show that the standalone formulation provides efficient and accurate distance and gradient queries, while the joint formulation improves rendering geometry and simultaneously models a continuous DF. These results highlight the potential of GS-style representations not only for surface modelling and rendering but also for mapping representations suited to robotic navigation.
📅 2026-06-11 | 💬 18 pages, 8 figures. Code, and multi-view caption dataset available
We present Flex4DHuman, a multi-view video diffusion model that transforms a monocular or sparse multi-view video of a dynamic subject into synchronized dense multi-view videos using only relative camera-pose conditioning. Unlike prior human-centric methods that rely on skeletons, depth maps, normals, or rendered target-view geometry, Flex4DHuman requires no explicit geometry priors and instead conditions generation through relative camera-pose positional encoding. The generated videos can be directly ingested by downstream reconstruction pipelines to create dynamic 4D Gaussian splats. Built on the Wan 2.1 1.3B text-to-video model, Flex4DHuman preserves the backbone architecture and encodes camera and view information through a five-axis positional encoding that extends spatio-temporal RoPE with view indices and continuous SE(3) relative camera geometry. A three-stage curriculum progressively trains the model for pose following, flexible reference-to-target view generation, and temporal rollout. To support temporal rollout, we train with clean historical target-view tokens. We also add multi-view captions to enable test-time text control. Combined with an off-the-shelf 4D Gaussian Splatting stage, our framework lifts monocular static-camera videos into dynamic 4D Gaussian splats. Experiments on DNA-Rendering and ActorsHQ show that Flex4DHuman surpasses prior state-of-the-art methods, while the same formulation generalizes to animal categories after mixed human-animal training. These capabilities make Flex4DHuman a practical step toward scalable 4D content creation from casual monocular videos for simulation, gaming, AR/VR, and video re-shooting.
📅 2026-06-11
Underwater visual enhancement (UVE) and underwater 3D reconstruction pose significant challenges in computer vision and AI-based tasks due to complex imaging conditions in aquatic environments. Despite the development of numerous enhancement algorithms, a comprehensive and systematic review covering both UVE and underwater 3D reconstruction remains absent. To advance research in these areas, we present an in-depth review from multiple perspectives. First, we introduce the fundamental physical models, highlighting the peculiarities that challenge conventional techniques. We survey advanced methods for visual enhancement and 3D reconstruction specifically designed for underwater scenarios. The paper assesses various approaches from non-learning methods to advanced data-driven techniques, including Neural Radiance Fields and 3D Gaussian Splatting, discussing their effectiveness in handling underwater distortions. Finally, we conduct both quantitative and qualitative evaluations of state-of-the-art UVE and underwater 3D reconstruction algorithms across multiple benchmark datasets. Finally, we highlight key research directions for future advancements in underwater vision.
📅 2026-06-11 | 💬 Project page: https://furuschool.github.io/wild3r-page/
Feed-forward 3D Gaussian Splatting (3DGS) removes the need for time-consuming per-scene optimization required by traditional 3DGS. However, existing feed-forward approaches struggle with real-world photo collections that include diverse lighting conditions and transient objects. In this paper, we present Wild3R, a feed-forward approach for unconstrained sparse photo collections. The main bottleneck is the lack of training data that provides multiple viewpoints, a variety of illuminations, and transient variations necessary for learning robust scene representations. To address this, we introduce the WildCity dataset, which comprises 200 scenes, 170 lighting conditions, and transient objects, resulting in 337,500 images in total. By leveraging the dataset, our model learns appearance consistency across viewpoints conditioned on reference views, while removing transient content. Extensive experiments demonstrate that our method outperforms existing feed-forward approaches and achieves results competitive with prior per-scene optimization-based methods.
📅 2026-06-10 | 💬 26 pages, 11 figures
We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.
📅 2026-06-10
Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated impressive results for novel view synthesis with real-time rendering capabilities. However, integrating 3DGS with SLAM systems faces a fundamental scalability limitation: methods are constrained by GPU memory capacity, restricting reconstruction to small-scale environments. We present DiskChunGS, a scalable 3DGS SLAM system that overcomes this bottleneck through an out-of-core approach that partitions scenes into spatial chunks and maintains only active regions in GPU memory while storing inactive areas on disk. Our architecture integrates seamlessly with existing SLAM frameworks for pose estimation and loop closure, enabling globally consistent reconstruction at scale. We validate DiskChunGS on indoor scenes (Replica, TUM-RGBD), urban driving scenarios (KITTI), and resource-constrained Nvidia Jetson platforms. Our method uniquely completes all 11 KITTI sequences without memory failures while achieving superior visual quality, demonstrating that algorithmic innovation can overcome the memory constraints that have limited previous 3DGS SLAM methods.
📅 2026-06-10 | 💬 27 pages, 20 figures, 9 tables, conference
Navigation foundation models trained on massive web-scale data enable agents to generalize across diverse environments and embodiments. However, these models, which are trained solely on offline data, often lack the capacity to reason about the consequences of their actions or adapt through counterfactual understanding. They thus face significant limitations in real-world urban navigation, where interactive and safe behaviors, such as avoiding obstacles and moving pedestrians, are critical. To tackle these challenges, we introduce the Seeing-to-Experiencing (S2E) learning framework to scale the capability of navigation foundation models with reinforcement learning. S2E combines the strengths of pretraining on offline videos and post-training through reinforcement learning. It maintains the model's generalizability acquired from large-scale real-world videos while enhancing its interactivity through reinforcement learning in simulation environments. Specifically, we introduce two innovations: (1) an Anchor-Guided Distribution Matching strategy for offline pretraining, which stabilizes learning and models diverse motion patterns through anchor-based supervision; and (2) a Residual-Attention Module for reinforcement learning, which obtains reactive behaviors from simulation environments without erasing the model's pretrained knowledge. Moreover, we establish a comprehensive end-to-end evaluation benchmark, NavBench-GS, built on photorealistic 3D Gaussian Splatting reconstructions of real-world scenes that incorporate physical interactions. It can systematically assess the generalizability and safety of navigation foundation models.
📅 2026-06-10
Low-light novel view synthesis is challenging because dark multi-view images contain noise, weak structural detail, and compressed dynamic range. Recent 3D Gaussian Splatting (3DGS) methods address these challenges by generating pseudo ground-truth (pseudo-GT) images as supervision targets when paired normal-light references are unavailable. Existing pseudo-GT methods apply a uniform linear gain to all pixels, which clips bright regions while providing insufficient enhancement in dark regions, limiting reconstruction quality. We observe that nonlinear tone mappings, long established in 2D low-light enhancement, have not been explored for pseudo-GT generation in 3D reconstruction. Accordingly, we propose a scene-adaptive nonlinear tone-curve framework that replaces linear pseudo-GT with nonlinear alternatives. The framework introduces percentile-based normalisation for scene-agnostic curve application, a scene-adaptive offset for automatic black-level adjustment, and two complementary curves: Adaptive SoftExp (ASE), a bounded exponential curve, and Adaptive Poly3 (AP3), a data-driven cubic polynomial. The module changes only the pseudo-GT computation and leaves the 3DGS backbone unchanged. Experiments on three benchmarks covering 21 scenes show that both curves consistently outperform the linear baseline with PSNR improvements up to +4.34 dB on LOM and +3.25 dB on RealX3D. Both curves achieve similar performance despite their different mathematical forms, suggesting the improvement is curve-agnostic. Code is available at https://github.com/lvmingzhe/adaptiveToneCurve
📅 2026-06-10 | 💬 18 pages, 9 figures
While 3D Gaussian Splatting (3DGS) achieves impressive real-time rendering, it frequently struggles to synthesize high-frequency textures, a limitation heavily exacerbated in memory-constrained and rate-distortion-optimized (RDO) pipelines. To address this, we propose a versatile 2D perceptual wrapper that enhances the rendered outputs of existing 3DGS representations in a content- and view-dependent manner. Our method leverages a lightweight synthesis network conditioned on pseudo-random Gaussian noise to synthesize perceptually plausible textures. Supervised by Wasserstein Distortion, the network learns to match local feature statistics rather than strictly enforcing pixel-wise reconstruction fidelity, effectively mitigating the blurriness inherent in standard frameworks. We demonstrate the broad applicability of our plug-and-play approach across vanilla, memory-constrained, and RDO 3DGS methods. Comprehensive subjective and objective experiments confirm that our method significantly improves over existing baselines, yielding superior perceptual quality at sharply reduced file or model sizes.
📅 2026-06-09 | 💬 14 pages, 6 tables, 2 figures, and 1 listing. Includes supplementary material
Gaussian splatting methods have become increasingly popular for neural reconstruction of the real world. However, they are often limited in scale and resolution due to compute and memory constraints. We present a multi-GPU Gaussian splatting approach that scales reconstruction to higher resolutions and larger scenes while abstracting away the code complexity typically associated with distributing a model. To accomplish this, we propose a PyTorch backend that distributes the Gaussian parameters and splatting operators across GPUs via CUDA unified memory and NVLink. Because distribution occurs at the operator level, the model code requires no explicit cross-device communication. More broadly, the backend exposes multiple GPUs as an aggregate PyTorch device and supports other PyTorch operators. We demonstrate city-scale reconstructions with street-level detail consisting of over 1 billion Gaussian splats, more than 25 times as many as the current state of the art.
📅 2026-06-09 | 💬 Project Page: https://alibaba-damo-academy.github.io/WorldOlympiad/, Code: https://github.com/alibaba-damo-academy/WorldOlympiad
We introduce WorldOlympiad, a benchmark for diagnosing video-based world models across physical faithfulness, geometric consistency, and interaction fidelity. While existing benchmarks often focus on visual quality, semantic alignment, or short-term temporal coherence, they provide limited insight into whether generated videos obey physical rules, preserve coherent 3D structure, and sustain controllable interactions over long horizons. To address this gap, WorldOlympiad decomposes world-model evaluation into three complementary dimensions. The physical track uses object segmentation and MLLM-as-judge to assess whether generated videos follow interpretable rules in mechanics, thermal phenomena, and material properties. The geometry track reconstructs generated videos with Gaussian splatting and evaluates structural consistency, cross-view coherence, and camera-trajectory alignment. The interaction track assesses whether generated rollouts follow complex action prompts and maintain smooth, coherent transitions across consecutive video chunks. WorldOlympiad further covers three major downstream scenarios, including gaming, robotics, and general real-world videos, capturing diverse challenges from interactive control and embodied manipulation to open-domain motion and camera dynamics. Together, these tracks and scenarios form a scalable and interpretable evaluation suite that exposes failure modes beyond generic video quality. Experiments on state-of-the-art models reveal substantial gaps in physical reasoning, 3D consistency, and long-horizon interaction, underscoring the need for more structured evaluation protocols for generative world models.
📅 2026-06-09 | 💬 Accepted to SIGGRAPH 2026
We propose a new framework to systematically incorporate data uncertainty in Gaussian Splatting. Being the new paradigm of neural rendering, Gaussian Splatting has been investigated in many applications, with the main effort in extending its representation, improving its optimization process, and accelerating its speed. However, one orthogonal, much needed, but under-explored area is data uncertainty. In standard 4D Gaussian Splatting, data uncertainty can manifest as view sparsity, missing frames, camera asynchronization, etc. So far, there has been little research to holistically incorporating various types of data uncertainty under a single framework. To this end, we propose Graphical X Splatting, or GraphiXS, a new probabilistic framework that considers multiple types of data uncertainty, aiming for a fundamental augmentation of the current 4D Gaussian Splatting paradigm into a probabilistic setting. GraphiXS is general and can be instantiated with a range of primitives, e.g. Gaussians, Student's-t. Furthermore, GraphiXS can be used to `upgrade' existing methods to accommodate data uncertainty. Through exhaustive evaluation and comparison, we demonstrate that GraphiXS can systematically model various uncertainties in data, outperform existing methods in many settings where data are missing or polluted in space and time, and therefore is a major generalization of the current 4D Gaussian Splatting research.
📅 2026-06-09 | 💬 Project Page: https://maggiesong7.github.io/research/Envision4D/
Forecasting the future evolution of dynamic scenes is crucial in autonomous driving. However, existing feed-forward paradigms are primarily designed for interpolation. When extended to future extrapolation, they suffer from ghosting artifacts under large displacements and are constrained by simplified motion assumptions or strict future priors. To overcome these challenges, we propose Envision4D, a fully self-supervised feed-forward framework for pose-free future extrapolation. Specifically, we introduce a Future Pose Prediction module that infers future camera parameters via an iterative denoising process. Furthermore, to capture non-linear dynamics, we propose In-layer Temporal Attention and employ Conditioned Motion Lifting, which transforms the highly uncertain extrapolation process into robust relational mappings. Finally, a Progressive Training Strategy is utilized to stabilize unsupervised motion learning against error accumulation. Extensive experiments demonstrate that Envision4D achieves state-of-the-art performance, significantly outperforming existing methods in future view synthesis.
📅 2026-06-09
Reconstructing dynamic and interactive 3D scenes from real-world observations remains a fundamental challenge in computer vision and robotics. While recent advances in 3D Gaussian Splatting have enabled high-fidelity static reconstruction, extending it to interactive environments with articulated robots and manipulable objects remains difficult due to complex contact interactions and abrupt pose changes. To address these challenges, we introduce ManiSplat, a unified framework that reconstructs controllable and decoupled Gaussian digital twins directly from monocular ego-view robotic videos. Our method introduces a Graph-Structured Disentangled Representation that separates the robot, objects, and background into independently optimizable Gaussian subfields organized within a scene graph. To ensure stability, we propose a Task-Oriented Spatio-Temporal Alignment module that leverages the inherent logic of manipulation tasks-alternating between Motion and Skill phases-to construct accurate pseudo-ground-truth trajectories. Finally, a joint photometric-geometric optimization ensures the reconstructed scenes are temporally coherent, physically consistent, and simulation-ready. Extensive experiments demonstrate that our approach reconstructs interaction-driven dynamic scenes with high fidelity and controllability, effectively supporting downstream robotic tasks and policy learning.
📅 2026-06-09 | 💬 Accepted by ICML2026
3D Gaussian Splatting (3DGS) is a powerful technique for creating high-fidelity 3D assets. However, the widespread sharing and iterative modification of 3DGS models across digital platforms create pressing challenges for intellectual property protection and forensic traceability. To address this, we propose GaussTrace, a novel framework for constructing directed provenance graphs for 3DGS models. GaussTrace formulates provenance analysis as an evidence-based reasoning problem. It builds upon attribute-wise statistical profiling of 3DGS parameters to capture intrinsic properties. Moreover, we introduce hypothesis-driven editing simulations of common operations to provide auxiliary evidence for plausible transformation pathways. These statistical and simulated cues jointly enable a Large Language Model (LLM) to perform structured Chain-of-Thought (CoT) reasoning, yielding directional provenance inferences and explainable edge reasons. Experimental results demonstrate that GaussTrace effectively constructs evolutionary relationships among diverse 3DGS models, delivering accurate, interpretable, and robust provenance graphs without requiring model training or access to editing histories. Project page: https://haolianghan.github.io/GaussTrace.
📅 2026-06-08 | 💬 From Amap-cvlab, Alibaba. Official page: https://abot-earth.amap.com/
We present ABot-Earth 0.5, a generative 3D framework designed to synthesize vast, seamless 3D environments from ubiquitous, geospatially referenced satellite imagery. To achieve this, we propose a novel generative model formulated directly with the 3D Gaussian Splatting (3DGS) representation. The model is trained on a diverse corpus of existing real-world urban reconstructions, learning to generate realistic geometry and textures. At inference, it synthesizes novel 3D scenes conditioned solely on satellite imagery at a scalable rate of under 10 minutes per square kilometer, while demonstrating exceptional realism. The framework is designed for accessibility, with integrated hierarchical level-of-detail (LOD) structures that permit real-time, interactive visualization on web-based map engines. This high-fidelity simulation sandbox effectively mitigates the sim-to-real domain gap, enabling critical downstream Embodied AI applications like closed-loop UAV navigation. By providing an ultra-low-cost and high-efficiency solution, ABot-Earth 0.5 significantly lowers the technical and financial barriers to large-scale 3D reconstruction and empowers the future of global digital earth visualization.
📅 2026-06-08
Existing pruning methods for 3D Gaussian splatting (3DGS) suffer from either severe quality degradation or prohibitive computational overhead. In this paper, we propose REFINE, a highly accelerated 3DGS pruning framework centered on a novel rendering-free primitive importance metric. Our approach leverages an analytically approximated, rendering-aware Hessian field to quantify the expected perceptual error induced by the removal of individual primitives. By modeling the joint modulation of visibility, projection geometry and the content adaptive hyperparameter, we entirely bypass costly forward rendering passes and derive an anisotropic perceptual weight field that serves as a high-fidelity proxy for primitive importance. Extensive experiments across multiple benchmark datasets demonstrate that REFINE maintains highly competitive rendering quality while achieving an unprecedented $3,000\times$ reduction in pruning-related computational complexity compared to state-of-the-art pruning methods.
📅 2026-06-08 | 💬 ICIP 2026
Neural radiance field (NeRF) and 3D Gaussian splatting (3DGS) are two mainstream approaches for novel view synthesis. They often show complementary performance, i.e., 3DGS demonstrating faster rendering speed and NeRF demonstrating higher rendering quality. Motivated by this, we propose leveraging NeRF-rendered images for 3DGS. Specifically, we target street scenes and utilize a pre-trained street-specific NeRF method to produce training images for a target 3DGS method. In our 3DGS training, NeRF-rendered images are used to remove transient objects in street-level input views and to generate bird's-eye views as additional views, inheriting the higher-quality rendering of NeRF into 3DGS. We further incorporate a diffusion-based image enhancement to improve the image quality of the additional views. Experimental results on one synthetic and two real datasets demonstrate that our proposed method improves street-scene rendering while preserving the speed of 3DGS and the quality of NeRF.
📅 2026-06-08
We present MaterialClusterGS, a palette-based material decomposition framework for 2D Gaussian Splatting that enables physically based relighting and material editing. Existing Gaussian inverse rendering methods typically assign independent BRDF parameters to individual primitives. While flexible, this local fitting strategy makes material recovery highly under-constrained: shadows, indirect illumination, geometric errors, and visibility residuals can be absorbed into thousands of slightly different local material estimates. Meanwhile, recent palette-based appearance methods operate solely in RGB space without modeling physical materials or illumination. To bridge this gap, we represent scene materials using a compact global palette of shared BRDF prototypes assigned via a continuous spatial material field. Without shared material structure, editing one region does not propagate consistently to others of the same material, making per-primitive decompositions impractical for editing. We jointly optimize the material field, palette prototypes, and environment lighting under a physically based rendering objective. The resulting framework recovers compact, spatially coherent attributes directly usable for material editing, relighting, and transfer.
📅 2026-06-08
Simulation is central to robot learning, yet the sim-to-real gap remains a major bottleneck. Existing approaches often tackle visual or dynamic gaps separately, overlooking how these individual mismatches accumulate and propagate throughout the robot's state evolution. In this paper, we introduce QuadVerse, an integrated framework that uses reconstructed scenes as a calibration substrate for aligning visual perception, physical interaction, and actuator dynamics. From captured RGB videos, we reconstruct geometry-constrained 3D Gaussian Splatting (3DGS) scenes that support batched photorealistic ego-view rendering and collision-ready semantic mesh extraction. The meshes further enable contact calibration by initializing spatially varying friction priors and refining them through trajectory-based posterior search. To address remaining actuator discrepancies, QuadVerse trains a residual dynamics compensator by replaying real-world trajectories on the contact-calibrated terrain, reducing the entanglement between terrain-induced contact errors and actuator non-idealities. Experiments show that QuadVerse improves reconstruction quality and locomotion tracking over relevant baselines. Leveraging this foundation, we demonstrate robust zero-shot visual-navigation policy deployment without task-specific real-world rollouts.
📅 2026-06-08 | 💬 19 pages, 14 figures. J. Kim, C. Sun, and M. Stengel contributed equally
Radiance fields, including their recent efficient forms such as 3D Gaussian Splatting and Sparse Voxels, have revolutionized photorealistic 3D scene visualization by enabling high-fidelity reconstruction of complex environments, making them a natural match for light field displays. However, integrating these technologies presents significant computational challenges, as light field displays require many high-resolution renderings from slightly shifted viewpoints, while radiance fields rely on computationally intensive volume rendering, which is intractable to achieve real-time speeds even with efficient scene representations. In this paper, we propose a unified and efficient framework for real-time radiance field rendering on light field displays. Rather than re-rendering each view independently, our method converts the input radiance field into shared intermediate sweeping planes that can be efficiently composited into dense light-field views in a single pass. Our method prioritizes shared, non-directional plane caching for real-time performance, trading fine view-dependent color effects for a modest increase in intermediate memory usage. Our framework generalizes across different scene representations without retraining and avoids repeated computation across views. We further demonstrate a real-time interactive application on a Looking Glass display, achieving 200+ FPS at 512p across 45 rendered views and enabling seamless, immersive 3D interactive viewing experiences. On standard benchmarks, our method achieves up to 22x speedup compared to independently rendering each view, while largely preserving image quality.
📅 2026-06-07
We propose CLONE, a 3DGS-based Closed-Loop differentiable Optimization framework for single-image Normal Estimation. The core idea is to construct an "image-geometry-image" consistency loop that unifies and jointly constrains the limitations of both paradigms: the reliance on explicit supervision without cross-domain geometric constraints in discriminative methods, and the absence of stable differentiable optimization pathways in generative methods despite strong generative priors. Specifically, we first employ 3D Gaussian Splatting to explicitly parameterize the scene and derive continuous and differentiable surface normals via covariance eigen-decomposition, providing an analytical gradient pathway for geometric modeling. We then introduce a differentiable illumination model with a learnable light modulation kernel to establish a continuous mapping between surface normals and image radiance, enabling reprojection errors to directly supervise the underlying 3D geometry. Furthermore, to compensate for the limited local detail expressiveness of Gaussian representations, we design a one-step deterministic diffusion-inspired refinement network, which enhances local geometric details while preserving end-to-end differentiability. A cross-domain gating fusion mechanism is introduced to coordinate global geometric consistency and local detail reconstruction. Finally, all components are jointly optimized under a unified reprojection objective, forming a closed-loop and stable gradient propagation pathway. This enables effective constraint of the multi-solution space and improved geometric consistency without requiring ground-truth normal supervision.
📅 2026-06-06
3D Gaussian Splatting (3DGS) has become an efficient explicit representation for radiance field reconstruction and real-time novel view synthesis. However, its standard photometric loss treats flat and structure-rich regions similarly, which may limit the recovery of sharp contours and fine details. Edge-Guided Gaussian Splatting (EGGS) improves structure awareness through edge-guided weighting, but mainly relies on first-order gradient responses and linear weighting. In this paper, we propose LEGS, a Laplacian-Enhanced Gaussian Splatting method with a nonlinearly weighted loss. LEGS replaces first-order gradient guidance with second-order Laplacian structural guidance and maps the normalized Laplacian response into pixel-wise weights through nonlinear response-to-weight functions. The proposed loss improves structure-aware Gaussian optimization while keeping the original 3DGS rendering pipeline unchanged. Experiments on the full Tanks\&Temples and Mip-NeRF360 datasets show that LEGS improves peak signal-to-noise ratio (PSNR) by up to 1.68 dB over 3DGS and up to 0.52 dB over EGGS. Incorporating the proposed second-order nonlinear weighting strategy into FastGS and FasterGS further improves PSNR by up to 1.69 dB, demonstrating its effectiveness as a general loss-level extension for Gaussian Splatting pipelines with potential applications in AR/VR, immersive visualization, and real-time 3D content generation.
📅 2026-06-05 | 💬 Project page: https://yuang-ian.github.io/evogs/
Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65\% to under 25\%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4$\times$ and 5.5$\times$, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/
📅 2026-06-05
Time series forecasting remains a challenging problem due to the intricate entanglement of intra-period fluctuations and inter-period trends. While recent advances have attempted to reshape 1D sequences into 2D period-phase representations, they suffer from two principal limitations. Firstly, treating reshaped tensors as static images results in a topological mismatch, as standard spatial operators sever chronological continuity at grid boundaries. Secondly, relying on uniform fixed-size representations allocates modeling capacity inefficiently and fails to provide the adaptive resolution required for compressible, non-stationary temporal patterns. To address these limitations, we introduce TimeGS, a novel framework that fundamentally shifts the forecasting paradigm from regression to 2D generative rendering. By reconceptualizing the future sequence as a latent 2D temporal surface, TimeGS utilizes the inherent anisotropy of Gaussian kernels to adaptively model complex variations with flexible geometric alignment. To realize this, we introduce a Multi-Basis Gaussian Kernel Generation (MB-GKG) block that synthesizes kernels from a fixed dictionary to stabilize optimization, and a Multi-Period Chronologically Continuous Rasterization (MP-CCR) block that enforces strict temporal continuity across periodic boundaries. Comprehensive experiments on standard benchmark datasets demonstrate that TimeGS attains state-of-the-art or competitive performance. The code is at https://github.com/yixinwang1/TimeGS.
📅 2026-06-05
The growing demand for Embodied AI and VR applications has highlighted the need for synthesizing high-quality 3D indoor scenes from sparse inputs. However, existing approaches struggle to infer massive amounts of missing geometry in large unseen areas while maintaining global consistency, often producing locally plausible but globally inconsistent reconstructions. We present Rein3D, a framework that reconstructs full 360-degree indoor environments by coupling explicit 3D Gaussian Splatting (3DGS) with temporally coherent priors from video diffusion models. Our approach follows a "restore-and-refine" paradigm: we employ a radial exploration strategy to render imperfect panoramic videos along trajectories starting from the origin, effectively uncovering occluded regions from a coarse 3DGS initialization. These sequences are restored by a panoramic video-to-video diffusion model and further enhanced via video super-resolution to synthesize high-fidelity geometry and textures. Finally, these refined videos serve as pseudo-ground truths to update the global 3D Gaussian field. To support this task, we construct PanoV2V-15K, a dataset of over 15K paired clean and degraded panoramic videos for diffusion-based scene restoration. Experiments demonstrate that Rein3D produces photorealistic and globally consistent 3D scenes and significantly improves long-range camera exploration compared with existing baselines.
📅 2026-06-04
Dynamic 3D Gaussian Splatting (3DGS) holds great promise as a 3D video streaming technology since it can represent complex 3D scenes with high fidelity. In this approach, every frame in a 3D video represents the environment as a collection of Gaussians with position and other attributes such as scale, rotation, opacity, and color. Frames capture fine details, permit views from any arbitrary perspective, but are an order of magnitude, or more, larger than 2D video frames. A line of recent work has explored how to compress dynamic 3DGS frames, but these approaches are often slow, in part because their compression techniques are not amenable to efficient acceleration. GS-NFS accelerates dynamic 3DGS compression and decompression on a GPU, to the point where it can encode and decode at full frame rate. It achieves this by developing novel GPU-based parallelizations of existing algorithms for encoding both positions and attributes of Gaussians. As a result, it is 1-2 orders of magnitude faster than the state-of-the-art in encoding and decoding a frame, while offering competitive compression performance and rendering quality.
📅 2026-06-04
We present RPC-GS, the first Gaussian Splatting framework for satellite imagery that operates natively with Rational Polynomial Camera (RPC) models. The RPC model is the de facto standard for representing the complex imaging geometry of modern pushbroom satellite sensors. To simplify rendering, prior satellite Gaussian Splatting methods replace the RPC model with perspective or affine camera approximations, leading to geometric errors during reconstruction. RPC-GS avoids these approximations by projecting Gaussian means and covariances directly through the RPC model during the splatting process. We embed the RPC model in a chain of carefully selected geo-coordinate transformations representing a mapping from splatting-suitable scene coordinates to image coordinates. To map the Gaussian covariance matrices, we derive a numerically robust Jacobian-based covariance projection for the (partially nonlinear) coordinate transformations. Since RPCs lack an explicit notion of camera depth, we integrate a metric ray-based depth formulation. We benchmark RPC, perspective, and affine camera models in a unified framework, with our native RPC renderer consistently achieving the lowest reconstruction error on leading satellite benchmark datasets, improving mean altitude error over perspective and affine approximations by 29.6% and 63.8% on DFC2019, and by 9.9% and 37.9% on IARPA2016. We release our code to support future research of Gaussian Splatting in the satellite imaging domain.
📅 2026-06-04 | 💬 An overview video is available at https://youtu.be/up3BwRHYWG8
Static neural point reconstructions capture a subject at high fidelity from posed images. Given such a reconstruction, we aim to animate it to follow a monocular fixed-viewpoint driving video of the subject, whether captured or produced by image-to-video (I2V) generation, and to recover a rigged, re-posable 3D asset. Existing methods deform Gaussian splats through direct linear blend skinning (LBS) or mesh proxies, both of which are prone to joint-boundary artifacts under articulation, even with per-primitive corrections. We trace the artifact to the representation: each splat carries an individual shape calibrated in the canonical pose to tile with its neighbours. Under rigid LBS, each splat moves with its bone but cannot bend, so the canonical tiling breaks at joint boundaries into gaps and spikes. Proximity attention point rendering (PAPR) instead carries no per-primitive shape; each pixel is recomposed at render time from the deformed primitives' positions, so the surface re-forms naturally with the articulation. We present RigPAPR, which auto-rigs a static PAPR cloud and drives it under direct LBS from a single fixed-viewpoint video, without mesh proxy, pose-dependent correction, or category template. On synthetic subjects, RigPAPR matches the strongest baseline at the supervised view and exceeds mesh-based and Gaussian-splatting baselines at novel views by 3+dB PSNR, with cleaner joint-boundary renderings of both synthetic and real subjects.
📅 2026-06-04
Deformable 3D Gaussian Splatting (D-3DGS) re-constructs dynamic scenes from monocular video by deforming a canonical set of 3D Gaussians through a positional-encoded MLP of frame time t. Although fitted to a continuous variable, the MLP couples no two values of t in its architecture and effectively predicts discrete per-frame offsets, leaving temporal smoothness to emerge only as a byproduct of optimisation. We redesign the deformation field as a stack of Closed-form Continuous-time (CfC) cells, a Liquid Neural Network (LNN), that is the closed-form solution of the Liquid Time-constant ODE while preserving every other part of the D-3DGS pipeline. Each cell exposes a sigmoidal time gate that interpolates between two candidate hidden states, baking a learned smooth response to t into the loss landscape without invoking any numerical solver. On the eight D-NeRF and seven NeRF-DS scenes the liquid field matches or exceeds the MLP baseline in aggregate, with its largest gains concentrated on the scenes with the most high-frequency articulated motion. The result is a near-zero-friction architectural design that turns the discrete MLP deformation field into an explicit continuous-time function of t.
📅 2026-06-03 | 💬 Accepted at ICRA 2026's Workshop MM-SpatialAI: Multi-Modal Spatial AI for Robust Navigation and Open-World Understanding
Multi-modal novel view synthesis (NVS) combining RGB and thermal imagery enables precise 3D scene reconstruction with visual and thermal information. However, existing methods typically rely on precisely calibrated RGB-thermal image pairs or stereo setups, limiting scalability and practical deployment. To address this, we introduce a framework for unpaired RGB-thermal NVS that leverages VGGT, a 3D feed-forward transformer architecture, to independently estimate camera poses for each modality. The pose sets are then aligned using the Procrustes algorithm with a cross-modal feature matcher, enabling joint registration without paired calibration. Building on this alignment, we further propose a multi-modal 3D Gaussian Splatting approach that learns directly from unpaired RGB and thermal images. Experiments on diverse scenes demonstrate that our method achieves competitive performance in thermal view synthesis while maintaining RGB fidelity. Moreover, we show that existing reconstruction approaches can produce modality-specific reconstructions that lack cross-modal consistency. We thus introduce a benchmarking framework to rigorously evaluate both per-modality image synthesis and the multi-modal coherence of reconstructed scenes.
📅 2026-06-03
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.
📅 2026-06-03
Feed-forward 3D Gaussian Splatting methods reconstruct a scene from posed or pose-free images in a single forward pass, yet current approaches predict one Gaussian per input pixel, tying the representation budget to camera resolution rather than scene complexity. A flat wall and a richly textured object thus produce equally many Gaussians despite very different geometric needs. We propose ZipSplat, a token-based feed-forward model that decouples Gaussian placement from the pixel grid. A multi-view backbone extracts dense visual tokens, and k-means clustering compresses them into a compact set of scene tokens. Cross- and self-attention refine these tokens, and a lightweight MLP decodes each into a group of Gaussians with unconstrained 3D positions. Because clustering is applied at inference, a single trained model spans the quality-efficiency curve without retraining. ZipSplat operates without ground-truth poses or intrinsics, yet sets a new state of the art on DL3DV and RealEstate10K with ${\sim}6{\times}$ fewer Gaussians than pixel-aligned methods, surpassing the best pose-free baseline by 2.1dB and 1.2dB PSNR, respectively. It further generalizes zero-shot to Mip-NeRF360 and ScanNet++, outperforming all comparable baselines. Our project page is at ${\href{https://veichta.com/zipsplat}{https://veichta.com/zipsplat}}$.
📅 2026-06-03
The selection of an appropriate 3D representation is a fundamental design decision that dictates the efficiency, quality, and capabilities of modern computer vision and graphics pipelines for tasks such as 3D reconstruction, novel-view synthesis and rendering, shape and motion analysis, recognition, and generation. While traditional representations (\eg meshes, point clouds, and volumetric grids) remain standard outputs of 3D sensors (\eg LiDAR and 3D scanners) and are widely used in downstream applications (\eg editing and simulation), recent neural and primitive-based representations (\eg 3D Gaussian Splatting) offer compact and differentiable alternatives opening a wide range of opportunities in applications such as games, AR/VR, autonomous driving, robot navigation, and medical imaging, to name a few. The goal of this paper is to survey the main families of 3D representations from discrete explicit formats to continuous implicit fields based either on neural rendering or primitive splatting. For each type of representation, we present the general formulation and its variants, discuss its benefits and limitations, and highlight key applications. We conclude the paper by outlining the open challenges and potential directions for future research. Distinct from recent surveys that broadly cover 3D object and scene reconstruction, this paper provides a focused analysis on the evolution of 3D representations themselves. We specifically emphasize the paradigm shift toward implicit representations, offering a novel perspective on how these emerging formats fundamentally alter 3D/4D workflows.
📅 2026-06-03
Gaussian splatting has shown strong potential for 3D reconstruction and novel view synthesis. However, most existing methods require accurate camera parameters and per-scene optimization, while feed-forward methods with pixel-aligned Gaussian primitives often suffer from artifacts and non-uniform primitives. In this paper, we propose $\text{VG}^2$GT, a Voxel-Gaussian Splatting Visual Geometry-Grounded Transformer. $\text{VG}^2$GT leverages a frozen pretrained visual foundation model (VFM), incorporates a multi-scale differentiable voxel module to enhance geometric understanding, and directly splits and regresses Gaussian primitive parameters from voxel features. During training, depth maps are supervised through stochastic solid volume rendering, enabling geometrically accurate Gaussian scene reconstruction while keeping the visual foundation model fully frozen. This design enables $\text{VG}^2$GT to be seamlessly plugged into any patch-feature-based VFM, while substantially reducing the required training cost. $\text{VG}^2$GT outperforms current state-of-the-art methods on widely used DTU, Replica, TAT, and ScanNet datasets.
📅 2026-06-02 | 💬 8 pages, 5 figures. Submitted to IROS 2026
Multi-agent Next-Best-View (NBV) selection for safe path planning in uncertain and unknown environments requires informative, safety-aware, and efficient coordination. Centralized approaches rely on sharing raw sensor data or significant communication overhead, resulting in limited scalability. We propose a distributed, risk-aware multi-agent NBV framework in which each robot maintains a private local 3D Gaussian Splatting map and the team jointly maximizes expected information gain (EIG) restricted to masked zones along planned trajectories. The resulting distributed objective is solved by Consensus ADMM (C-ADMM) over a communication graph, with each robot exchanging only candidate viewpoints, planned trajectory descriptors, and scalar EIG contributions. Collision risk along each trajectory is modeled via Average Value-at-Risk (AV@R) over the local 3DGS map and used both to shape the masking radius and to score planned paths. Experiments in Gibson environments at multiple team sizes show that the distributed formulation approaches the centralized baseline in mapping quality and trajectory safety while reducing communication by orders of magnitude.
📅 2026-06-02
While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.
📅 2026-06-02
3D representations are fundamental to scene rendering, understanding, and interaction. Recent approaches, such as 3D Gaussian Splatting and Neural Radiance Fields, achieve impressive photorealistic novel-view synthesis, but lack the ability to easily decompose scene elements into a few primitives, requiring additional segmentation or grouping for object-level manipulation. We present MLP-Splatting, a method that enables scene decomposition via a few expressive light-field primitives while providing photorealistic novel-view synthesis. MLP-Splatting models each primitive as an independent compact MLP with localized spatial support that predicts radiance and opacity. In contrast to low-level Gaussian primitives or a single global radiance field, our neural primitives provide greater expressive capacity while remaining spatially localized. Rendering is performed through efficient sparse volumetric compositing over ray-primitive interactions. Our primitives are supervised using RGB supervision alone, which yields primitives that represent local scene regions often corresponding to objects or object parts, enabling interactive object-level editing without segmentation masks by selecting a handful of primitives. Our method, augmented with optional semantic feature distillation, enables open-vocabulary scene interaction and open-set instant segmentation. Compared to state-of-the-art methods, we achieve substantially lower memory usage (1/15$\times$) and faster rendering (3$\times$), as we show in our experiments compared to semantic 3DGS methods. Project Page: https://shinjeongkim.com/mlp-splatting
📅 2026-06-02 | 💬 Project page: https://njfan.github.io/Ref-DGS/
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 \textbf{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.
📅 2026-06-02
Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.
📅 2026-06-02 | 💬 8 pages
Unstructured scenes present unique challenges for autonomous driving, as irregular obstacles and sparse scene layouts undermine the effectiveness of traditional perception methods such as 3D object detection. 3D semantic occupancy prediction has emerged as a prominent focus due to its ability to provide dense spatial representations by assigning semantic labels to individual voxels in 3D space. However, directly applying 3D semantic occupancy prediction to unstructured scenes remains challenging because scene sparsity hinders effective cross-modal fusion and the more severe long-tail distribution in these scenarios further degrades prediction performance. To validate the effectiveness of our approach, we construct a dedicated dataset of unstructured scenes collected from open-pit mines. Based on this, we propose UnsOcc, a multi-modal 3D semantic occupancy prediction framework that improves robustness in unstructured environments. At its core, we introduce a rendering-based fusion module, RenderFusion, which enhances cross-modal feature alignment through bidirectional rendering supervision. Furthermore, we propose GSRefinement, a detail-aware auxiliary supervision method based on Gaussian Splatting that projects sparse 3D occupancy predictions into dense 2D semantic segmentation maps, enabling effective supervision for long-tail categories. Extensive experiments on both the open-pit mine dataset and the nuScenes dataset demonstrate that our method significantly outperforms existing state-of-the-art approaches.
📅 2026-06-02 | 💬 Accepted by ACM TOG
3D Gaussian Splatting (3DGS) has shown a powerful capability for novel view synthesis due to its detailed expressive ability and highly efficient rendering speed. Unfortunately, creating relightable 3D assets and reconstructing faithful geometry with 3DGS is still problematic, particularly for reflective objects, as its discontinuous representation raises difficulties in constraining geometries. Volumetric signed distance field (SDF) methods provide robust geometry reconstruction, while the expensive ray marching hinders its real-time application and slows the training. Besides, these methods struggle to capture sharp geometric details. To this end, we propose to guide 3DGS and SDF bidirectionally in a complementary manner, including an SDF-aided Gaussian splatting for efficient optimization of the relighting model and a GS-guided SDF enhancement for high-quality geometry reconstruction. At the core of our SDF-aided Gaussian splatting is the mutual supervision of the depth and normal between blended Gaussians and SDF, which avoids the expensive volume rendering of SDF. Thanks to this mutual supervision, the learned blended Gaussians are well-constrained with a minimal time cost. As the Gaussians are rendered in a deferred shading mode, the alpha-blended Gaussians are smooth, while individual Gaussians may still be outliers, yielding floater artifacts. Therefore, we introduce an SDF-aware pruning strategy to remove Gaussian outliers located distant from the surface defined by SDF, avoiding floater issue. This way, our GS framework provides reasonable normal and achieves realistic relighting, while the mesh from depth is still problematic. Therefore, we design a GS-guided SDF refinement, which utilizes the blended normal from Gaussians to finetune SDF. With this enhancement, our method can further provide high-quality meshes for reflective objects at the cost of 17% extra training time.
📅 2026-06-02
3D Gaussian Splatting (3DGS) has rapidly emerged as a leading representation for real-time novel view synthesis, but recent work shows it is vulnerable to diverse poisoning attacks, including illusory object injection, computation cost amplification, and post hoc model watermarking. Despite this expanding threat surface, existing studies focus mainly on attack success, while defense and detection remain underexplored. From a detection perspective, a key challenge and opportunity arise from the multi-stage nature of the 3DGS reconstruction pipeline, which produces heterogeneous intermediate representations. Forensic signals for detecting poisoning are inherently stage dependent: an attack introduced at one stage may produce signals that emerge only at later stages. This motivates a stage-wise view of detectability that goes beyond single-stage evaluation. We introduce Poison-3DGS, a benchmark for stage-wise characterization of poisoning detection in 3DGS. It exposes stage-specific artifacts, including multi-view images, geometry, training dynamics, and Gaussian parameters, across a diverse set of scenes and attacks. Using it, we conduct a systematic study of detectability across pipeline stages. Our analysis reveals several insights. First, detectability varies significantly across stages, and no single stage consistently dominates across attack types. Second, different attacks exhibit distinct stage-specific forensic signals, so detection effectiveness depends critically on where signals are observed. Third, later-stage signals such as training dynamics and Gaussian parameter statistics provide strong cues not observable at earlier stages. Overall, our work provides a principled benchmark and the first systematic characterization of stage-dependent detectability in 3DGS, offering a foundation for future research on robust and reliable 3DGS systems.
📅 2026-06-02 | 💬 Accepted in IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR) 2026 Workshop on Generative 3D Reconstruction
Dynamic 3D Gaussian Splatting (3DGS) methods reconstruct time-varying scenes from synchronized multi-camera video using photometric supervision. When a moving object becomes fully occluded from all training cameras, this supervision vanishes: the Gaussians representing it receive no gradient signal and degrade. Existing approaches to incomplete observations in neural reconstruction rely on learned generative priors that prioritize visual plausibility over physical correctness. We propose $\textbf{PersistGS}$, a method that restores object permanence during occlusion by coupling differentiable rigid body simulation with 3D Gaussian Splatting. Our approach decomposes the scene into per-object Gaussians and collision meshes, estimates friction and velocity from the observed pre-occlusion trajectory via differentiable simulation, and uses the resulting SE(3) trajectory to position object Gaussians throughout the occlusion period. Because the predicted trajectory satisfies the governing equations of rigid body dynamics, it faithfully captures contact events (bounces, friction-based deceleration, direction changes) that kinematic extrapolation cannot model. We introduce a centroid silhouette loss that isolates positional gradients from appearance noise, yielding 40% lower trajectory error than photometric supervision. We evaluate using cameras withheld from training that observe the object during its occlusion. Experiments on synthetic scenes show that PersistGS outperforms constant velocity extrapolation by +2.46dB PSNR and comes within 0.19dB of a ground-truth trajectory upper bound.
📅 2026-06-02
Feed-forward 3D Gaussian Splatting (3DGS) allows efficient and high-fidelity novel view synthesis (NVS) from an offline recorded image sequence. However, achieving online NVS from streaming and unposed image inputs remains challenging. Although online feed-forward geometric estimation methods have been proposed for streaming depth and point cloud recovery, they cannot be adapted to NVS due to severe rendering artifacts. This is because NVS demands stricter multi-view consistency in Gaussian scales and pose-geometry alignment; even minor deviations would accumulate over time and visibly degrade rendering quality. To this end, we propose FreeStreamGS, a robust online feed-forward framework for efficient and high-quality NVS. We introduce two key mechanisms: a Decoupled Intrinsic Recovery Head that removes cumulative camera intrinsic bias and prevents scene scale jitter during long-term streaming, and a Dynamic Point Refinement Offset strategy that relaxes rigid unprojection to correct coupled pose-depth drift. Extensive experiments show that FreeStreamGS achieves rendering quality competitive with state-of-the-art offline feed-forward 3DGS methods, despite operating without access to future frames.
📅 2026-06-02
3D Gaussian Splatting (3DGS) enables real-time novel view synthesis by representing scenes as collections of anisotropic Gaussians optimized via differentiable rasterization. However, standard pixel-space losses (L1, SSIM) constrain only aggregate reconstruction error, permitting the optimization to redistribute error across frequency scales. This leads to oversmoothing and structural artifacts, particularly in sparse-view settings where supervision is limited. We propose KC-3DGS, which augments 3DGS training with wavelet-domain supervision based on natural image statistics. Our method combines three components: (1) a multi-scale wavelet coefficient alignment loss that explicitly penalizes missing high-frequency detail, (2) a supervised kurtosis concentration loss that encourages rendered images to match the heavy-tailed frequency statistics of ground-truth images, and (3) a cross-band covariance penalty that promotes frequency specialization. We provide theoretical analysis showing that pixel-space losses admit a family of indistinguishable perturbations under wavelet redistribution, and that our joint objective excludes degenerate solutions. Experiments across MipNeRF360, Tanks&Temples, MVImgNet, DeepBlending, and WRIVA-ULTRRA demonstrate consistent improvements in perceptual quality. On the challenging WRIVA-ULTRRA outdoor dataset, KC-3DGS achieves a 9.48% improvement in DreamSim while also improving PSNR, SSIM, and LPIPS. In sparse-view settings with only 12 training images, our method improves PSNR by up to 0.5 dB on MipNeRF360 while maintaining perceptual quality. The approach integrates seamlessly into existing 3DGS pipelines as a plug-and-play regularization strategy.
📅 2026-06-01
Multi-view video recordings are increasingly used to capture the 3D movements of animals in experimental settings, yet extracting rich 3D representations from these recordings remains challenging. Supervised pose estimation requires extensive manual annotation, while general-purpose 3D reconstruction models trained on generic scene datasets fail on the specialized imagery and sparse-view setting of laboratory experiments. We address these limitations with BEAST3D, a self-supervised pretraining framework that learns 3D visual representations from unlabeled, calibrated multi-view video. BEAST3D uses a vision transformer to predict 3D Gaussian splats that reconstruct held-out views through differentiable rendering, while simultaneously segmenting the animal from the background. BEAST3D reconstructs 3D structure with as few as four views by conditioning directly on known camera parameters--unlike general-purpose models, which must estimate camera geometry from dense overlapping viewpoints that are seldom available in lab settings. Through comprehensive evaluation across four species, we demonstrate that BEAST3D produces rich, viewpoint-invariant features that transfer effectively to three downstream tasks: novel view synthesis, which validates the quality of the learned 3D representations; multi-view pose estimation, which provides the sparse keypoint trajectories widely used in behavioral analysis; and neural encoding, which relates 3D behavioral features to simultaneously recorded neural activity. BEAST3D thus establishes a versatile framework for behavioral analysis that leverages 3D structure in modern multi-view laboratory recordings.
📅 2026-06-01
Combining 3D Gaussian splatting with Simultaneous Localization and Mapping (SLAM) has gained popularity as it enables continuous 3D environment reconstruction during motion. However, existing methods struggle in dynamic environments, particularly moving objects complicate 3D reconstruction and, in turn, hinder reliable tracking. The emergence of 4D reconstruction, especially 4D Gaussian splatting, offers a promising direction for addressing these challenges, yet its potential for 4D-aware SLAM remains largely underexplored. Along this direction, we propose a robust and efficient framework, namely Reweighting Uncertainty in Gaussian Splatting SLAM (RU4D-SLAM) for 4D scene reconstruction, that introduces temporal factors into spatial 3D representation while incorporating uncertainty-aware perception of scene changes, blurred image synthesis, and dynamic scene reconstruction. We enhance dynamic scene representation by integrating motion blur rendering, and improve uncertainty-aware tracking by extending per-pixel uncertainty modeling, which is originally designed for static scenarios, to handle blurred images. Furthermore, we propose a semantic-guided reweighting mechanism for per-pixel uncertainty estimation in dynamic scenes, and introduce a learnable opacity weight to support adaptive 4D mapping. Extensive experiments on standard benchmarks demonstrate that our method substantially outperforms state-of-the-art approaches in both trajectory accuracy and 4D scene reconstruction, particularly in dynamic environments with moving objects and low-quality inputs. Code available: https://ru4d-slam.github.io
📅 2026-06-01 | 💬 12 pages, 5 figures. Accepted by CGI 2026
3D Gaussian Splatting (3DGS) achieves remarkable novel view synthesis quality with real-time rendering, yet suffers from excessive memory consumption due to millions of Gaussian primitives. Existing pruning methods rely on heuristic importance scores or synchronous batch updates, leading to suboptimal compression and training instability. We propose VEDAL, a principled framework that formulates Gaussian pruning as variational free energy minimization. Our approach introduces (1) a prediction-error gating mechanism that asynchronously activates pruning based on per-Gaussian reconstruction uncertainty, and (2) a variational uncertainty head that models pruning decisions as latent variables with learnable priors. The free energy objective naturally balances reconstruction fidelity against model complexity through an information-theoretic lens. Extensive experiments on Mip-NeRF 360, Tanks&Temples, and Deep Blending demonstrate that VEDAL achieves 5.2x compression with only 0.31 dB PSNR drop, outperforming PUP 3D-GS by +0.05 dB at a higher compression ratio and LightGaussian by +0.35 dB at comparable quality, while maintaining real-time rendering at 185 FPS.
📅 2026-06-01 | 💬 This survey has been accepted for publication in the Computational Visual Media Journal
Event cameras are rapidly emerging as powerful vision sensors for 3D reconstruction, uniquely capable of asynchronously capturing per-pixel brightness changes. Compared to traditional frame-based cameras, event cameras produce sparse yet temporally dense data streams, enabling robust and accurate 3D reconstruction even under challenging conditions such as high-speed motion, low illumination, and extreme dynamic range scenarios. These capabilities offer substantial promise for transformative applications across various fields, including autonomous driving, robotics, aerial navigation, and immersive virtual reality. In this survey, we present the first comprehensive review exclusively dedicated to event-based 3D reconstruction. Existing approaches are systematically categorised based on input modality into stereo, monocular, and multimodal systems, and further classified according to reconstruction methodologies, including geometry-based techniques, deep learning approaches, and neural rendering techniques such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). Within each category, methods are chronologically organised to highlight the evolution of key concepts and advancements. Furthermore, we provide a detailed summary of publicly available datasets specifically suited to event-based reconstruction tasks. Finally, we discuss significant open challenges in dataset availability, standardised evaluation, effective representation, and dynamic scene reconstruction, outlining insightful directions for future research. This survey aims to serve as an essential reference and provides a clear and motivating roadmap toward advancing the state of the art in event-driven 3D reconstruction.
📅 2026-06-01
Recently, novel view synthesis has witnessed remarkable progress, with mainstream methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) delivering impressive results. However, these approaches often struggle to balance rendering speed and model size, and their optimization-based training can be highly time-consuming. Furthermore, they typically rely on dense observations, often failing to produce satisfactory results under sparse-view conditions. Although feed-forward reconstruction significantly reduces the optimization time of 3DGS, its pixel-aligned formulation generates millions of Gaussians from a single image, severely limiting its practical deployment on mobile devices. To address these limitations, we revisit the Multiplane Image(MPI) representation, which represents scenes using a compact set of planar layers for efficient novel view synthesis. Leveraging recent advances in visual foundation models, we utilize predicted point maps for reliable geometric initialization, followed by differentiable optimization. To address the issues of holes and artifacts in sparsely initialized MPI, we introduce one-step diffusion, which participates in both the differentiable optimization of MPI and the postprocessing of rendering results. Compared with a representative GS-based method, our approach is 30.7% faster and uses only 14.8% of its model size, while achieving competitive synthesis quality on front-view scenarios