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📅 2026-09-30
Share the light, not the map. We study next-best-view selection for a team of robots, each of which builds its own 3D Gaussian Splatting map and keeps it private. A robot picks the view with the largest expected information gain (EIG) about the splats along its own path. This gain depends on the other maps. Their splats occlude its own and shine behind them, so the gain has to be evaluated against the pooled map. No robot has this map. We show that the coupling passes through only two ray quantities, the transmittance in front of a splat and the radiance behind it, and that both are sums over the hits of the ray. Hence, they decompose across the robots, and each robot sums them over depth bins in its own map, along the rays of a candidate view, and sends the sums with their pose derivatives. The robot planning the view turns them into its EIG and gradient on SO(3). Transmittance and Radiance Aggregates, communicated for the EIG, give the protocol its name: TRACE. No robot shares its splats, and the message size does not grow with a map. We prove that the reconstruction is exact unless a depth bin behind a splat mixes hits of two robots, and we bound the error otherwise. Over 100 next-best-view decisions in Habitat-Sim, TRACE picks a heading within 15 degrees of the centralized one in 83.3% of the cases, and its views reach 97.9% of the centralized EIG.
📅 2026-09-30 | 💬 Accepted to SIGGRAPH Asia Poster
Underwater 3D reconstruction remains challenging under sparse views, where scattering, absorption, and suspended particles degrade feature correspondences and geometric estimation. Although feed-forward geometry foundation models offer an alternative to conventional Structure-from-Motion, their direct application underwater produces noisy and fragmented geometry that limits subsequent 3D Gaussian Splatting (3DGS). We propose a sparse-view underwater reconstruction framework that adapts feed-forward geometry to underwater degradation and exploits its dense geometric priors for view synthesis. First, we adapt VGGT using LoRA and teacher--student distillation, training on synthetically degraded underwater images while preserving clean geometric supervision. This improves robustness to underwater appearance distortions without modifying the pretrained prediction heads. Second, the predicted dense geometry initialises an intermediate 3DGS representation that generates geometry-guided pseudo-views, increasing view overlap and strengthening feature tracks for subsequent RUSplatting optimisation. Experiments on SeaThru-NeRF and Submerged3D demonstrate improved reconstruction quality under sparse-view conditions. On SeaThru-NeRF, our method improves RUSplatting from 24.37 to 27.11 dB PSNR and increases SSIM from 0.7611 to 0.8634, while achieving the best average PSNR and LPIPS on Submerged3D. These results demonstrate the potential of domain-adapted geometric priors for robust sparse-view underwater 3D reconstruction.
📅 2026-09-30 | 💬 28 pages, 6 figures, 7 tables
Standard 3D Gaussian Splatting (3DGS) learns geometry and appearance jointly from RGB supervision, making it difficult to isolate how luminance and chroma contribute to the learned representation. We study this by training models under different channel supervision, freezing their non-appearance parameters (position, scale, rotation, and opacity), and re-estimating appearance with the same solver before comparing held-out reconstruction. Across eleven benchmark scenes with four independent runs each, geometry learned from luminance alone supports held-out reconstruction 0.085 dB below RGB-trained geometry on average. If chroma is deleted from a trained model, a sufficiently expressive solver can re-fit it on the frozen geometry to the original quality or slightly better. Higher-order spherical harmonics contribute much more reconstruction quality to luminance than to chroma, improving PSNR by 1.44 dB versus 0.19 dB on average, although on mirror-like surfaces hue does still change with viewpoint. The luminance advantage is even larger when geometry is being formed. Chroma-only supervision produces geometry 3.9-5.5 dB worse than luminance-only supervision after the same appearance solve; densification explains part of this gap. Overall, geometry formation in standard 3DGS is strongly luminance-dominated but not luminance-exclusive, and much of the chromatic appearance can be recovered after spatial support has formed.
📅 2026-09-30
Simulated evaluation is increasingly used alongside real-world evaluation of robot policies because it is cheaper and easier to repeat; however, its value depends on how closely its outcomes track the real robot's. We test whether our reconstruction pipeline, combining metrically scaled object geometry, authored physical parameters and scene reconstruction, reduces disagreement between simulated and real robot scores relative to a default open-source recipe. We constructed two simulated versions of one bimanual robot cell: an authored reconstruction, using object geometry at estimated metric scale, projected textures, authored physics and our own scene splat; and a baseline, referred to as the default reconstruction, using the open-source recipe of a generative single-image mesh, engine-default physics and a Gaussian-splat scene. Both reconstructions use the same object photographs and scene video. Two policies ran five tasks each, giving ten task-policy pairs, which we call cells; each cell was run twenty times in each reconstruction with all other settings held fixed. Both reconstructions were scored against the same real trials, graded by a third-party evaluator. Pearson correlation between the ten simulated and real cell means is r = 0.90 for the authored reconstruction and 0.51 for the default. Mean score error is 6.97 percentage points for the authored reconstruction and 17.54 for the default, a reduction of 10.56 percentage points. These results show that improving the quality of the environment reconstruction through higher visual fidelity, authored physics and metric scale makes the simulation more faithful to the real world and narrows the sim-to-real gap. We release the harness, the per-trial scores, every reported run's configuration, and the assets and scenes of both reconstructions.
📅 2026-09-30 | 💬 19 pages, 13 figures, including appendices. Accepted for publication in ACM Transactions on Graphics
Wave-based coherent imaging, including terahertz tomography, synthetic-aperture acoustics, and millimeter-wave radar, forms images by Fourier-processing finite-length signals, with an exact point spread function that is not Gaussian but a Dirichlet kernel: complex-valued, oscillatory, and periodic. However, transplanting 3D Gaussian splatting to coherent sensing fails by construction; Gaussian splats discard the sidelobe energy (10-20% of the total) and the phase that governs coherent interference between reflectors. Our key idea is to replace the learned Gaussian footprint with the physically exact Dirichlet kernel of the finite-window DFT, modulated by a surfel that carries area, normal, and material, so that the rendering primitive matches the measurement physics instead of approximating it. We pair this primitive with a specialized solver, Dirichlet Sliding Frank-Wolfe (DSFW), that combines variable projection, residual dual certificates, and certificate-driven hard replacement of low-utility surfels, with periodic low-resolution coupled Levenberg-Marquardt correction, navigating the rugged loss landscape that breaks generic first-order optimizers. The Dirichlet kernel admits an O(1) closed-form evaluation, so the forward model matches FFT ground truth to machine precision while remaining differentiable end-to-end. On dense terahertz reconstruction, our method recovers reflector centers to 0.018 bin RMSE, 10-50x faster than waveform-level automatic differentiation, where Gaussian splats fail.
📅 2026-09-30
4D scene reconstruction aims to recover the evolving geometry, appearance, and motion of dynamic environments from visual observations. Despite substantial progress in neural scene representations, reconstructing dynamic scenes remains challenging due to non-rigid motion, occlusions, temporal inconsistencies, and the trade-offs between reconstruction fidelity and computational efficiency. Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have introduced diverse approaches to representing and reconstructing dynamic scenes, yet their relationships, underlying design choices, and evaluation protocols remain fragmented. In this paper, we present a unified perspective on 4D scene reconstruction, organizing existing methods around their scene representations, temporal modeling strategies, reconstruction pipelines, and optimization objectives. Through this framework, we examine how different design choices affect geometric fidelity, appearance consistency, motion representation, and computational efficiency. We further consolidate commonly used datasets and evaluation metrics, identify limitations in current experimental practices, and discuss open challenges in reconstructing complex, dynamic real-world environments. By connecting methodological developments with their underlying assumptions and evaluation evidence, this work provides a structured foundation for understanding existing approaches and identifying future research directions. An evolving collection of relevant papers and resources is available at https://github.com/ZiyangYan/Awesome-4D-Scene-Reconstruction.
📅 2026-09-30 | 💬 30 pages, 13 figures, 14 tables
Learned image codecs (LICs) achieve high reconstruction quality, but their decoding speed is often insufficient for immersive virtual reality (VR). Gaussian splatting (GS) codecs render much faster, yet still lag in reconstruction quality and typically decide primitive allocation without considering the coding cost of each primitive. We introduce OIC-GS, an omnidirectional GS codec with a new hierarchical HEALPix primitive grid representation. Gaussian primitives are anchored at predefined spherical locations, eliminating explicit coordinate coding. Finer levels refine their coarser ancestors, naturally supporting coarse-to-fine reconstruction and layered transmission. The predefined grid also enables efficient viewport decoding by selecting only view-relevant primitives. We further introduce a lightweight entropy model for quantized primitives and optimize the codec under a spherical rate-distortion objective. Primitives with insufficient rate-distortion benefit are automatically removed when their quantized opacity becomes zero, allowing OIC-GS to adapt both primitive density and level of detail without a fixed primitive budget. A single bitstream supports full-sphere, viewport-dependent, and progressive decoding. The first viewport reaches final quality after decoding only 52% of the bitstream, and is then rendered at 1,270 FPS. On a 100-image omnidirectional benchmark, OIC-GS outperforms all evaluated GS codecs, reducing WS-PSNR BD-rate by 49.6% over GaussianImage++ and 68.6% over SGI, which uses a learned entropy model.
📅 2026-09-30
3D Gaussian Splatting (3DGS) enables real-time novel view synthesis, but existing general-purpose acceleration methods suffer severe rendering quality degradation when extended to more complex, large-scale scenes. To address this issue, we propose EffGS, a more general acceleration framework that improves training and rendering efficiency while maintaining reconstruction quality comparable to or better than vanilla 3DGS across bounded and large-scale scenes. EffGS combines frequency-aware guidance, localized density control, and adaptive primitive scale modulation. First, an importance scoring mechanism combines pixel-wise reconstruction errors with a difference-of-Gaussians mask scheduled over training to provide stage-dependent spatial guidance. Second, localized densification and pruning restricts density modifications to Gaussians with valid projected footprints in the sampled views. Third, learnable per-Gaussian scale modulation adjusts effective primitive extent during optimization while retaining the Compact Box rasterization rule. Extensive experiments on bounded and large-scale scene datasets demonstrate a favorable balance between reconstruction quality, training time, and primitive count. Component ablations and matched-primitive-budget comparisons further support the effectiveness of the framework.
📅 2026-09-30 | 💬 20 pages, 14 figures. Project page: https://lensflare-3dgs.pages.dev
The presence of lens flares in images can significantly reduce the quality of downstream application results for tasks such as 3D scene reconstruction. This is because lens flares are a property of the camera imaging system, and not a part of the underlying scene being modeled. There are previous methods that tackle the removal of small flares focused around a light source. However, existing methods struggle with large flares, such as those that fill the entire image. In this work, we compile a novel dataset for large-flare removal, combining publicly available real-world data with a procedural generation pipeline. We fine-tune a diffusion-based model on our dataset to remove complex, large lens flares. On the other hand, lens flares remain effective artistic tools, widely used in the media. While there are ways to simulate 2D flares, representing and reconstructing lens flares consistently across multiple views has not yet been explored. To achieve this, we introduce a flare representation model that leverages the symmetry of lens flares about the camera's principal point. We propose a computational pipeline to jointly optimize this flare model and a Gaussian splatting model (3DGS). This enables the decomposition of a 3D scene into lens flares and the scene itself, using our flare-removal model. Because the reconstructed flare is explicit and re-renderable, it can be edited and transferred to novel images and new 3D scenes. We evaluate removal on an established benchmark and a new one for large reflective flares, quantify the flare/scene decomposition directly, and show that the pipeline is robust to errors in automatic light-source localization.
📅 2026-09-30
Selecting the top-$k$ elements is a fundamental operation for inducing sparsity in large-scale models and optimization problems, enabling robust expert activation, token routing or attention pruning. However, hard top-$k$ is non-differentiable, while existing differentiable alternatives become increasingly expensive as the number of coordinates grows. We introduce Fast LapSum, a scalable solver for the LapSum soft top-$k$ formulation that preserves an exact selection mass of $k$, while supporting end-to-end differentiation. In Fast LapSum, we reduce sorting cost using probabilistic bracketing, which restricts sorting to a narrow band of scores around the threshold using a binomial order-statistic from kernel-noised samples. A certification pass upgrades the probabilistic localization to a verified one at the cost of one additional linear pass, with a full-sort fallback that covers the worst-case scenario. Our certified GPU implementation processes $10^6$, $10^7$, and $10^8$ scores in median times of $0.92$, $1.39$, and $7.24$ ms, respectively, making exact-budget soft top-$k$ practical within million-scale optimization loops. We demonstrate this capability in two applications: megapixel sparse adversarial examples with a small fraction of initial image pixels, where Fast LapSum achieves an order-of-magnitude speedup over state-of-the-art methods, and 3D Gaussian splatting. In the latter, we use Fast LapSum to reduce the number of Gaussians produced by Adaptive Density Control to a substantially smaller number while retaining nearly the same rendering quality and massively reducing computation. These results demonstrate that exact-budget differentiable top-$k$ can be incorporated into practical million-scale optimization pipelines.
📅 2026-09-30 | 💬 Accepted to NIPS 2026. Project Page: https://yunminjin2.github.io/projects/dysurface
While novel view synthesis (NVS) for dynamic scenes has seen significant progress, reconstructing temporally consistent geometric surfaces remains a challenge. Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) offer powerful dynamic scene rendering capabilities; however, relying solely on photometric optimization often leads to geometric ambiguities. This results in discontinuous surfaces, severe artifacts, and broken surfaces over time. To address these limitations, we present DySurface, a novel framework that bridges the effectiveness of explicit Gaussians with the geometric fidelity of implicit Signed Distance Functions (SDFs) in dynamic scenes. Our approach tackles the structural discrepancy between the forward deformation of 3DGS ($canonical \rightarrow dynamic$) and the backward deformation required for volumetric SDF rendering ($dynamic \rightarrow canonical$). Specifically, we propose the VoxGS-DSDF branch that leverages deformed Gaussians to construct a dynamic sparse voxel grid, providing explicit geometric guidance to the implicit SDF field. This explicit anchoring effectively regularizes the volumetric rendering process, significantly improving surface reconstruction quality, with watertight boundaries and detailed representations. Quantitative and qualitative experiments demonstrate that DySurface significantly outperforms state-of-the-art baselines in geometric accuracy while maintaining competitive rendering performance.
📅 2026-09-30 | 💬 31 pages, 5 figures, 10 tables. Supplementary material included at the end of the manuscript
Sparse-view 3D Gaussian Splatting is prone to overfitting because limited observations leave many Gaussian primitives weakly constrained, yet their contributions are still accumulated through alpha blending. Without uncertainty estimation, the renderer cannot distinguish unreliable primitives from well-constrained ones, allowing their erroneous contributions to corrupt novel-view synthesis. We introduce UGOD, an uncertainty-guided framework that estimates a view-dependent uncertainty score for each Gaussian and uses it to regulate its rendering contribution. A lightweight uncertainty head conditioned on Gaussian attributes and viewing direction predicts this score, which then drives a differentiable opacity-modulation mechanism that attenuates high-uncertainty primitives before compositing. During training, a detached soft-dropout branch applies an uncertainty-controlled continuous keep mask to discourage the model from relying on poorly constrained Gaussians and thereby reduce overfitting. Crucially, detaching the uncertainty score prevents gradients from this stochastic regulariser from biasing or collapsing the uncertainty prediction. Experiments on Mip-NeRF~360 and LLFF show that UGOD improves sparse-view novel-view synthesis while producing more compact Gaussian representations than the compared methods. These results demonstrate that Gaussian uncertainty provides an effective rendering-time control for sparse-view reconstruction.
📅 2026-09-29 | 💬 5 pages, 2 figures. Submitted to IEEE ICASSP 2027
3D Gaussian Splatting (3DGS) is a popular representation for novel view synthesis. However, 3DGS contains millions of Gaussian primitives, each with rich attributes, resulting in large file sizes. We propose a novel 3DGS compression method based on Teacher-Student Graph Learning (TSGL) that operates directly on a trained model, without 3DGS retraining or access to training images. Specifically, for each block of Gaussian primitives, using decoded positions and DC spherical harmonic (SH) coefficients as predictors, we learn a signal-dependent geometry graph G encoding the pairwise similarities between neighbouring Gaussians via a teacher-student model. Given G, we perform Graph Fourier Transform (GFT) on the remaining attributes, so that signal energies are predominantly projected into the low-frequency coefficients for compact representation. On three standard benchmarks, the method reaches 27x to 33x compression with less than 0.6 dB of PSNR loss, improving on recent post-training compression methods in both size and rendering quality.
📅 2026-09-29 | 💬 Project at https://sally-chen.github.io/eulersplats
Reconstructing and animating water scenery from nature produces compelling and immersive visual experiences. Previous work examined this task from the perspective of 2D video textures, with the goal of creating a looping video. In our work, we tackle the problem from a 3D perspective, creating a looping 4D dynamic reconstruction which can be interactively rendered from novel viewpoints from a single non-looping 2D source video. We represent motion as a 3D static \textit{Eulerian} motion field that advects canonical Gaussian splats that are cyclically reborn at fixed time periods, supervised using rendering losses. To model non-periodic and stochastic dynamics present in real-world scenes, we add a non-periodic, time-varying residual term to capture deviations from the static Eulerian motion field. We show quantitatively and qualitatively that our framework enables photorealistic animation of water scenes better than prior art.
📅 2026-09-29
Feed-forward 3D Gaussian Splatting (3DGS) enables reconstruction without per- scene optimisation, but practical stereo-camera applications require nearby-view extrapolation beyond the input views. Stereo depth anchors visible surfaces, yet rendering newly exposed regions also requires learned appearance and additional scene capacity. We introduce StereoGaussians, which predicts a metric 3DGS representation from a single calibrated stereo pair. It reuses intermediate repre- sentations from frozen pretrained stereo networks to predict Gaussian attributes, while calibrated disparity anchors the geometry. A second Gaussian layer and an expanded image canvas provide capacity for disoccluded and outside-field-of- view content. For training, we construct SceneSplat-Stereo from quality-filtered 3DGS teachers, pairing stereo inputs with nearby target views across 803 training scenes. Experiments on unseen real and photorealistic stereo benchmarks demon- strate improvements over strong view-synthesis baselines, while ablation studies support our main design choices.
📅 2026-09-29 | 💬 23 pages, 15 figures
Gaussian Splatting has been recently explored for satellite 3D reconstruction, demonstrating flexibility and efficiency in representing radiometrically diverse satellite scenes. However, the limited top viewpoint of satellite imagery results in insufficient supervision on building facades, leaving surface holes and degraded visual fidelity. Generative refinement, which leverages pretrained generative priors to iteratively refine and update the rendered images used as supervision targets, has recently been investigated to improve the visual fidelity of Gaussian-rendered images. However, since these models refine each view independently, the resulting images can generate hallucinations and break photo-consistency, leading to geometric degradation. To address these limitations, we propose SatSplatDiff, which aims to minimize geometric degradation prevalent in generative refinement. Building on photogrammetric DSM initialization and 2DGS-based shadow casting established in our prior work SatSplat, we first introduce monocular depth supervision and multi-scale geometric refinement to establish a geometrically accurate and well-regularized surface representation. We then apply shadow-guided generative refinement, where geometrically calculated shadow maps guide the Gaussians to maintain consistency with the underlying geometry, improving visual fidelity while reducing geometric degradation. Extensive evaluations on the IARPA2016 and DFC2019 datasets demonstrate state-of-the-art performance, reducing geometric MAE by up to 18% and improving visual fidelity (FID-CLIP) by 28-45% over existing baselines. Our method delivers up to 5x resolution enhancement with minimal hallucination and sensor-consistent appearance, demonstrating seamless cross-tile consistency and strong scalability for large-scale reconstruction. Source code is available at https://github.com/GDAOSU/SatSplatDiff
📅 2026-09-29 | 💬 12 pages
Stereoscopy is fundamental to virtual reality (VR), providing depth perception through binocular viewing. Recent advances in 3D Gaussian Splatting (3DGS) enable high-quality novel view synthesis, making it well suited to immersive VR. We render 3DGS reconstructions stereoscopically and evaluate them in a head-mounted display, replicating how they would actually be viewed in VR. Real-world capture provides only a limited number of views, and under this constraint 3DGS reconstruction often produces localized floaters and misplaced structures. Standard metrics miss these localized artifacts, which become salient under stereoscopic viewing, where geometry is placed at the wrong depth. We investigate whether standard image-quality evaluation reflects the perceptual quality of 3DGS reconstructions under reduced capture. We compare SfM-only baseline with a union initialization that combines SfM with a dense VGGT network. All other training components are held fixed, isolating the effect of initialization coverage. We conduct a user study comparing preferences under monoscopic and stereoscopic HMD viewing, and test whether image-quality metrics predict the observed preferences. Monoscopically, preference for the more consistent reconstruction is weak, reaching 58.4\% overall. Stereoscopically, the same preference rises to 78.2\% and is consistent across all participants, while image-quality metrics (PSNR, SSIM and LPIPS) and stereo-aware metrics (iSQoe and StereoQA) show only modest differences and fail to penalize them. Our results indicate that monoscopic evaluation and standard image-quality metrics substantially underestimate perceptual artifacts observed in 3DGS reconstructions for VR, making stereoscopic assessment essential for 3DGS quality evaluation in VR.
📅 2026-09-29 | 💬 Preprint
Conventional 3D Gaussian Splatting (3DGS) requires depth sorting and ordered alpha blending to correctly render overlapping Gaussian primitives. Stochastic transparency enables sorting-free rendering by replacing fractional alpha contributions with discrete stochastic visibility samples, but produces substantial spatial and temporal noise at low sample counts. We refer to this conversion from continuous Gaussian splats to discrete visibility samples as \textit{Gaussian Stippling}. Based on this, we present an efficient order-independent rendering and reconstruction framework that operates directly on unmodified 3DGS assets. Our method adaptively integrates primitive-based and fragment-based stippling, leveraging their complementary strengths across different rendering regimes to significantly improve rendering throughput. To recover high-quality images from sparse stochastic samples, we further introduce a lightweight Gaussian-aware spatiotemporal reconstruction network. By exploiting the Gaussian attributes retained by each stipple, the network aggregates structured stochastic clues across both space and time, effectively suppressing stippling noise. Experiments show that our hybrid Gaussian stippling method, coupled with a spatiotemporal reconstruction network trained on diverse scenes, generalizes to unseen scenes and enables interactive, temporally stable, and visually plausible rendering on mobile devices without retraining or preprocessing. With scene-specific training and appropriately scaled sampling and network capacity, our method further outperforms the baselines in visual quality, offering a high-fidelity configuration for quality-prioritized applications.
📅 2026-09-29
Soft robots and tactile sensors have demonstrated great potential in delicate manipulation tasks. Soft pneumatic robots enable safe contact through compliance, and vision-based tactile sensors offer high-resolution touch perception. However, learning tactile manipulation with compliant robots has been challenging, bottlenecked by the lack of efficient simulation. Existing simulators typically model them in isolation, and exhibit large calibration gaps that are difficult to overcome efficiently. We present PneuTac, a unified framework for tactile-feedback manipulation with soft pneumatic robots. We leverage the material point method (MPM) for modelling the dynamics of the soft robot and the deformable tactile membrane, and 3D Gaussian splatting (3DGS) for rendering. Real-to-sim modelling is done with a simple vision-based method, to then train action and perception networks for efficient simulation with surrogate models. We use the framework to drive a tactile-guided pipeline to collect demonstrations in simulation. Through experiments on a custom-designed pneumatic soft finger with a tactile sensing tip, together with additional cross-device evaluations, we show that PneuTac is capable of accurately modelling soft robots with tactile sensors, and that policies trained with simulation-augmented demonstrations outperform baselines trained on the same real data on three real-world contact-rich compliant manipulation tasks, making it a practical framework for tactile manipulation on compliant hardware.
📅 2026-09-29 | 💬 NeurIPS 2026; Project Page: https://cvlab-kaist.github.io/Imagine3D-LLM
Reasoning about the 3D world from multi-view images remains a fundamental challenge for Multimodal Large Language Models (MLLMs). While modern MLLMs handle single-image inputs effectively, they struggle to integrate evidence across viewpoints into a coherent 3D understanding. A growing body of work attempts to close this gap by injecting 3D awareness into MLLMs, either by boosting fine-grained pixel-level cross-view correspondence or by fusing features from 3D geometry foundation models, yet a substantial gap to human reasoning persists. In this work, we revisit human spatial reasoning, which suggests that rather than relying on fine-grained geometry cues, humans roughly identify common objects across views, infer the relative geometry between viewpoints, and assemble a coarse 3D layout of the scene. Inspired by this process, we introduce Imagine3D-LLM, an MLLM that learns to assemble a similar compact 3D representation of the scene and conditions its answer on this representation. Concretely, we append a small set of learnable summary tokens after the image tokens, decode them into a compact 3D Gaussian Splatting representation supervised by a photometric reconstruction loss, and train jointly with the standard next-token prediction objective. Notably, although only the summary tokens receive direct reconstruction supervision, this objective also induces stronger cross-frame correspondence within the LLM's underlying image features, suggesting that learning to reconstruct propagates 3D-aware signals throughout the model. As a result, Imagine3D-LLM consistently outperforms prior approaches across multiple spatial reasoning and 3D understanding benchmarks, suggesting that imagining the scene can be more effective than being told its pixel-wise geometry.
📅 2026-09-29 | 💬 6 pages, 4 figures, peer-reviewed and presented at 2026 IEEE High Performance Extreme Computing Conference (HPEC)
Production machine learning (ML) stacks often split graph compilation and kernel execution across different layers and languages, making backend behavior, deployment guarantees, and performance fallbacks hard to reason about end-to-end. RLX addresses this gap with a single Rust codebase that combines compiler and runtime roles around one primitive-level, three-level intermediate representation (IR), plus a transparent dispatch contract that resolves each operator to native, common-IR, or rewritten lowering and fails compilation when legalization is not possible. The same IR targets fourteen runtime devices (cpu, metal, mlx, ane, cuda, rocm, oneapi, tpu, hexagon, gpu, vulkan, opengl, directx, webgpu) and two specialty codegen paths (Cortex-M INT8 and FPGA), ingests safetensors, GGUF, ONNX, and rten formats, supports F16/BF16/F64/C64 and quantized INT4/INT8 flows with AMP/PTQ/QAT, and scales via tensor-/pipeline-parallel collectives over TCP and RDMA transports. Beyond neural workloads, RLX also extends to scientific/physics-style domains through sparse and dense linear algebra extensions (e.g., CSR LU/CG/matvec and LAPACK- backed factorizations) and 3D Gaussian splatting operators. We evaluate RLX against PyTorch, TensorFlow, JAX, candle, burn, tch, rten, MLX, CoreML, IREE, Glow, TensorRT, and tinygrad under identical input generation and p50 measurement methodology on one host. On all-MiniLM-L6-v2, RLX-Metal is fastest at every batch (e.g., 16.6 ms at batch 32 vs. PyTorch-MPS 26.7 ms). In the MNIST training table, RLX also has the top-throughput entry (graph-fused MLP: 946,487 img/s), above NumPy+BLAS (787,349 img/s), while retaining 100% top-1 parity on reference checks (e.g., Qwen3).
📅 2026-09-29 | 💬 Accepted at ACCV 2026. Code: https://github.com/jiaqi-huang-77/EndoPrior-GS
Dynamic endoscopic reconstruction is fundamental to robotic surgery and computer-assisted interventions. While 3D Gaussian Splatting (3DGS) realises real-time rendering, its application to deformable intraoperative environments remains constrained by spurious geometry and varying illuminations. To address these limitations, we introduce EndoPrior-GS, a novel pipeline that explicitly couples frame-extracted vision heuristics and estimated depth maps. EndoPrior-GS derives a joint texture prior from a tool-filtered valid tissue mask, a non-specular photometric filter, and anatomical structural salience, yielding a probability map that guides primitive initialisation and subsequent density control. The prior is further extended to the temporal domain through a texture-aware term that dynamically weighs pairwise primitive contributions during training. We conduct extensive experiments on benchmark datasets EndoNeRF and SCARED, and the obtained results show that our method EndoPrior-GS reduces Flow Error by 27.7% and 25.8% over the representative approaches while preserving competitive rendering quality and real-time rendering speed. Our project website is available at https://jiaqi-huang-77.github.io/EndoPrior-GS/.
📅 2026-09-29 | 💬 Preprint. Under review
Inpainting 3D Gaussian Splatting scenes, a key challenge in 3D editing, requires generating plausible content within a masked region of 3D space. Prior approaches rely on 2D diffusion models to produce one or several inpainted reference views, making them susceptible to challenges associated with multi-view inconsistency and lengthy optimization times. Departing from these approaches, we introduce a reference-free Gaussian splatting inpainting method operating natively in 3D. Our method leverages the embedding space of a large, pre-trained 3D prior, combined with a structure completion network to feed a generative prior which reconstructs the missing region's geometry and appearance. Performing content generation entirely in 3D, it avoids the need to reconcile inconsistencies of multiple inpainted reference images, and is faster than related 2D-based methods. We demonstrate the effectiveness of our method qualitatively and quantitatively, through extensive experiments and a user study. To the best of our knowledge, this work is the first Gaussian splatting inpainting method to operate in the learned representation space of a 3D-native generative prior without relying on inpainted reference views.
📅 2026-09-29 | 💬 Accepted at NeurIPS 2026
We revisit the role of appearance modeling in 3D Gaussian Splatting (3DGS) and show that limited expressiveness in view-dependent reflectance is a key driver of representation redundancy. In standard 3DGS, low-order spherical harmonics (SH) are used, restricting the splats' ability to model high-frequency directional effects, which is typically compensated by increasing the number of splats. We propose \emph{NRF-GS: Neural Residual Fields for Gaussian Splatting}, a hybrid representation that replaces per-splat SH-bases with a shared neural residual field. Each Gaussian encodes a compact set of appearance features and a lambertian base color, while a lightweight \emph{global scene-level MLP} predicts view-dependent residuals conditioned on viewing direction, distance, and per-splat features. This formulation enhances directional reflectance modeling by combining diffuse per-splat reflectance representations with a shared global function for high-frequency details, enabling both higher expressiveness and parameter sharing across splats. Our key insight is that by accurately capturing high-frequency directional reflectance, especially in specular regions, the GS-representation becomes more expressive, reducing the need for geometrically redundant splats. As a result, NRF-GS achieves comparable or better rendering quality while reducing the number of Gaussians by up to 50\%, and produces visibly improved specular and high-frequency details.
📅 2026-09-29 | 💬 15 main pages, 8 figures. Extra information in Appendix. Project page with videos and interactive demos: https://nilkel.github.io/bitymi/
Neural radiance representations in Gaussian Splatting (GS) deliver high-fidelity color detail but impose substantial rendering overhead from network evaluations. We present a learned sparse scene representation based on 2D surfels, which enables baking the neural component into a hardware-accelerated 2D texture atlas and eliminates runtime network inference. Our 2D surfels carry low-frequency geometry and view-dependent appearance, while view-independent, per-primitive high-frequency texture is encoded with a spatial hash grid and converted into the texture atlas. A novel sparsity objective that penalizes per-primitive kernel falloffs achieves a substantially sparser representation than prior methods. With a compute-optimized ray-surfel intersection shader our approach renders roughly $7$ to $9\times$ faster than 3DGS on common benchmarks, and over an order of magnitude faster on individual scenes, while surpassing the perceptual quality and speed of the fastest sparsification methods (FastGS and Speedy-Splat) at PSNR parity. A quality-optimized variant matches the perceptual quality of the strongest baseline while still rendering several times faster. Because inference is one texture fetch per fragment, frame rates can be pushed to $2{,}700$--$4{,}400$ FPS with no loss in quality when using the GPU hardware rasterizer.
📅 2026-09-29 | 💬 author errors
Single-image novel view synthesis remains challenging because the underlying 3D geometry is highly ambiguous. Recent diffusion-based approaches produce plausible results, but they often struggle to preserve the geometric structure and spatial coherence of foreground objects. We present GenNVS, a framework for geometry-enhanced novel view synthesis via a disentangled 3D prior. Specifically, GenNVS models foreground objects and the background with 3D Gaussian Splatting and aligns them through a coarse-to-fine geometric optimization process to form a unified 3D scene. This scene conditions a video diffusion model through the proposed Dual-Stream Masking mechanism, which guides synthesis by jointly exploiting rendered validity masks and geometry-aware warping. Experimental results show that GenNVS performs favorably against recent methods in both visual quality and geometric accuracy, while naturally supporting flexible scene editing.
📅 2026-09-29
Novel view synthesis (NVS) of static and dynamic urban scenes is essential for autonomous driving simulation, yet existing methods often struggle to balance reconstruction time with quality. While state-of-the-art neural radiance fields and 3D Gaussian Splatting approaches achieve photorealism, they often rely on time-consuming per-scene optimization. Conversely, emerging feed-forward methods frequently adopt per-pixel Gaussian representations, which lead to 3D inconsistencies when aggregating multi-view predictions in complex, dynamic environments. We propose EvolSplat4D, a feed-forward framework that moves beyond existing per-pixel paradigms by unifying volume-based and pixel-based Gaussian prediction across three specialized branches. For close-range static regions, we predict consistent geometry of 3D Gaussians over multiple frames directly from a 3D feature volume, complemented by a semantically-enhanced image-based rendering module for predicting their appearance. For dynamic actors, we utilize object-centric canonical spaces and a motion-adjusted rendering module to aggregate temporal features, ensuring stable 4D reconstruction despite noisy motion priors. Far-Field scenery is handled by an efficient per-pixel Gaussian branch to ensure full-scene coverage. Experimental results on the KITTI-360, KITTI, Waymo, and PandaSet datasets show that EvolSplat4D reconstructs both static and dynamic environments with superior accuracy and consistency, outperforming both per-scene optimization and state-of-the-art feed-forward baselines.
📅 2026-09-29 | 💬 7 pages, 2 figures, 1 table. Oral presentation at ISPRS Geospatial Week 2025 (Dubai). Project page: https://gandanlee.github.io/pdigs/ Code: https://github.com/gandanlee/pdigs
3D Gaussian Splatting (3DGS) is a state-of-the-art technique for 3D scene rendering, offering high efficiency and excellent visual quality. However, because 3DGS relies on an initial sparse point set from Structure-from-Motion (SfM) and view-dependent properties, it can suffer from geometric inaccuracies and visual artifacts, particularly in complex scenes. To address these challenges, we propose an improved 3DGS approach that regularizes the optimization process by integrating geometric priors, including surface normals and dense depth information. Surface normal regularization improves geometric consistency by aligning Gaussian covariance with local surface structures, while dense depth priors combined with an initial points from SfM enhance per-pixel depth estimation, increasing accuracy and reducing ambiguities. These enhancements enable robust handling of diverse and complex real-world scenarios, minimizing visual distortions and improving reconstruction quality across various environments. To validate our method, we evaluate it on challenging datasets, including street-view scenes and highly reflective environments, while testing it across multiple SfM pipelines. Our results demonstrate compatibility across diverse environments and highlight the robustness of our approach. Experimental findings further show that our method enhances geometric accuracy and visual quality, establishing a reliable solution for real-time 3D scene rendering in complex environments.
📅 2026-09-29
Accurate dynamic scene reconstruction is important for robotic perception, where temporally consistent representations of dynamic environments are essential. Deformable 3D Gaussian Splatting (3DGS) models dynamic scenes through deformation fields, and recent methods incorporate motion supervision by aligning rendered Gaussian flow with optical flow. However, we find that such Gaussian-flow-based supervision provides only limited improvements in motion modeling. We identify a fundamental limitation of this supervision paradigm, namely a domain gap between rendered Gaussian flow and optical flow. To address this limitation, we propose a motion supervision framework built on Displacement Flow, which splats per-Gaussian 3D displacements onto the image plane to provide direct and stable optimization signals. We further disentangle scene motion from camera motion via intermediate-view rendering, enabling more reliable motion priors and targeted constraints on deformation and geometry. We also observe a discrepancy between motion fidelity and image-based evaluation, where improved motion awareness does not necessarily translate into better rendered image quality or higher image-based metric scores. Motivated by this mismatch, we introduce Deformation-Rendering Consistency (DRC), a motion-aware metric that measures the alignment between predicted deformation and rendering improvement. Experiments on dynamic scene benchmarks show substantial improvements in motion localization and motion--rendering consistency, reaching up to 39% and 6%, respectively, while image-based metrics change by only about 0.1%. These results confirm the observed mismatch between motion fidelity and image-based evaluation, demonstrating the significance of DRC for motion-aware evaluation.
📅 2026-09-29
Pose-free feed-forward 3D Gaussian Splatting (3DGS) has demonstrated remarkable potential for generalized novel view synthesis. However, existing methods typically predict Gaussian appearance attributes represented by spherical harmonics (SH) in the same manner, overlooking the fundamental distinction between view-independent and view-dependent appearance, which results in suboptimal rendering quality. In this paper, we present AESplat, a novel and general framework for pose-free feed-forward 3DGS that introduces an effective decoupled appearance modeling strategy based on an analysis of SH, enabling higher-quality rendering. Specifically, AESplat directly derives the zeroth-order SH coefficient, which represents the base view-independent appearance component, from the input images without training. The higher-order SH coefficients are subsequently predicted by a shallow multilayer perceptron equipped with two efficient 3D-aware inductive biases to model view-dependent appearance variations. Extensive experiments across multiple datasets demonstrate that our method significantly outperforms state-of-the-art approaches, achieving a $0.8$ dB improvement in PSNR over the pose-free method NAS3R and a $1.1$ dB improvement over the pose-required method DepthSplat on the RealEstate10K dataset. Project page: https://aesplat.github.io/.
📅 2026-09-29 | 💬 Accepted to ACM MM 2026
3D Gaussian Splatting (3DGS) delivers high-fidelity real-time rendering but suffers from geometric and photometric degradations under sparse-view constraints. Current generative restoration approaches are often limited by insufficient temporal coherence, a lack of explicit spatial constraints, and a lack of large-scale training data, resulting in multi-view inconsistencies, erroneous geometric hallucinations, and limited generalization to diverse real-world artifact distributions. In this paper, we present ArtifactWorld, a framework that resolves 3DGS artifact repair through systematic data expansion and a homogeneous dual-model paradigm. To address the data bottleneck, we establish a fine-grained phenomenological taxonomy of 3DGS artifacts and construct a comprehensive training set of 107.5K diverse paired video clips to enhance model robustness. Architecturally, we unify the restoration process within a video diffusion backbone, utilizing an isomorphic predictor to localize structural defects via an artifact heatmap. This heatmap then guides the restoration through an Artifact-Aware Triplet Fusion mechanism, enabling precise, intensity-guided spatio-temporal repair within native self-attention. Extensive experiments demonstrate that ArtifactWorld achieves state-of-the-art performance in sparse novel view synthesis and robust 3D reconstruction. Code available at: https://github.com/fyting/ArtifactWorld.
📅 2026-09-29 | 💬 Project page: https://syeon-yoo.github.io/distill-cbf-site/
RGB-only end-to-end visual navigation policies remain vulnerable to collisions in real-world dynamic environments, motivating a dedicated safety layer. Existing visual Control Barrier Function (CBF) approaches seek to provide safety from RGB observations, but often rely on real-time rendering or explicit scene reconstruction and are primarily designed for static scenes, limiting their practicality for onboard deployment. We propose a teacher-student visual distillation framework that transfers the safety behavior of a privileged CBF teacher to an RGB-only student filter for dynamic environments. The student maps a short RGB history, robot velocity, and a nominal control action directly to a safe action, while the teacher uses ground-truth robot and obstacle states in a real-to-sim dynamic Gaussian Splatting environment. To reduce the teacher-student information gap, the teacher constructs safety constraints only from obstacles observable within the student's RGB history. It also accounts for obstacle-velocity uncertainty to improve robustness to motion variations, while action augmentation exposes the student to diverse safe and unsafe nominal actions to better capture the safety boundary. At deployment, the student requires only RGB observations and robot velocity, without explicit 3D reconstruction or online rendering. Experiments show that the proposed method outperforms visual CBF baselines and improves the safety of RGB-based navigation policies under dynamic obstacle motion. Project page: https://syeon-yoo.github.io/distill-cbf-site/.
📅 2026-09-28 | 💬 Accepted to SIGGRAPH Asia TC
This paper addresses the challenges of dynamic scene synthesis from sparse-view videos. Existing methods employ geometric priors, adaptive optimization, or density-control strategies to improve 4D Gaussian modeling under sparse observations. However, they cannot fundamentally resolve the ill-posed problem caused by insufficient observations and missing scene information. Moreover, sparse-view 4D Gaussian Splatting (4DGS) often suffers from poor geometric initialization: with only a few input views, COLMAP typically reconstructs sparse and incomplete point clouds, leaving large scene regions without sufficient Gaussian support and making them difficult to recover through subsequent optimization. To address these limitations, we propose a novel iterative refinement framework based on a video diffusion model to improve the completeness and consistency of dynamic 4D scenes. Specifically, we first estimate multi-view depth maps and fuse them into dense point clouds to provide more complete geometric initialization for a dynamic 4DGS representation. We then employ a pretrained video restoration model to refine sequences rendered along novel camera trajectories at different time steps. The restored sequences serve as pseudo-supervision to regularize and iteratively refine the 4DGS representation. Experiments on a widely used benchmark dataset demonstrate that our method substantially outperforms existing baselines, achieving nearly a 2 dB PSNR improvement over the previous best-performing method.
📅 2026-09-28
Incorporating dense visual information into motion planning remains challenging, as geometric planners rely on abstracted scene representations that discard visual richness, while learned visual models often lack geometric interpretability and computational efficiency. This paper introduces CollisionSplatting, a simple, modular, GPU-accelerated, probability-inspired distance metric with tunable conservatism that operates directly on standard 3D Gaussian Splatting (3DGS) scenes. When combined with learned image-conditioned reward functions, this metric enables joint geometric and visual planning by unifying collision-aware costs with image-space objectives. We integrate the metric into GPU-accelerated Model Predictive Path Integral (MPPI) and Rapidly-Exploring Random Tree (RRT) planners, and show on-par or better collision-classification performance compared to representative baselines while achieving substantially higher collision-checking throughput and significantly lower VRAM usage. Finally, we demonstrate the effectiveness of our metric in real-world vision-guided navigation and manipulation tasks, highlighting 3DGS as a practical bridge between rich perception and real-time motion planning.
📅 2026-09-28
Remote sensing novel view synthesis under sparse observations remains challenging due to insufficient geometric constraints and limited cross-view supervision. Existing Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) methods are prone to overfitting and face challenges of depth ambiguities, missing cross-view information, and insufficient constraints in under-observed regions. To address these challenges, we propose DIBR-GS, a neural Gaussian Splatting framework that exploits Depth Image-Based Rendering (DIBR) to generate pseudo views for cross-view consistency supervision. Specifically, reliable geometric initialization is constructed by aligning monocular depth priors with sparse SfM reconstruction, and cross-view appearance priors are incorporated into neural Gaussian representations to enhance appearance modeling under sparse observations. Furthermore, we introduce a progressive DIBR-based pseudo-view supervision strategy to provide additional geometric and appearance constraints, enabling more complete reconstruction of weakly observed regions. In addition, a height-constrained anchor growth strategy is designed to suppress unreasonable Gaussian expansion. Experiments demonstrate that the proposed method achieves superior performance over existing approaches when training with only 3 input views. Compared with the previous best-performing method, it improves PSNR by 6.83 dB, with relative gains of 14\% in SSIM and 60\% in LPIPS, while maintaining competitive computational efficiency. Our code is available at https://github.com/kanehub/DIBR-GS
📅 2026-09-28
Feed-forward novel view synthesis reconstructs a scene from many input images in a single forward pass, yet more views do not necessarily improve performance: redundant or poorly chosen frames increase computational cost and may degrade reconstruction quality. We address the problem of selecting, from an already captured sequence, a fixed-size subset of input views that is most informative for reconstructing specified target viewpoints. We propose a render-free view selector that scores candidate frames based on three complementary criteria: target-view coverage, measured against observed frames that stand in for the targets, redundancy with previously selected views, and image sharpness. A lightweight scoring network then selects the most informative frames without rendering, reconstruction, or per-scene optimization at inference time. To train the selector, we distill an expensive offline search procedure in which a genetic algorithm identifies high-quality subsets by directly optimizing reconstruction performance on training scenes. The selector learns to reproduce these choices from geometric and image-level features alone. Across six datasets and multiple input budgets, our method consistently outperforms both geometric and reconstruction-aware view-selection baselines while incurring significantly lower selection costs than reconstruction-based alternatives. Moreover, carefully selected subsets can outperform feed-forward reconstruction from the full input sequence. The learned selector generalizes across diverse reconstruction paradigms (feed-forward, 3D Gaussian Splatting, and NeRF), to object-targeted reconstruction and to a cross-capture setting in which the target views come from a separate acquisition pass. More broadly, our results indicate that explicitly reasoning about target relevance and inter-view redundancy is a fundamental factor in efficient scene reconstruction.
📅 2026-09-28 | 💬 23 pages, 7 figures, including appendix
Open-vocabulary 3D scene understanding enables object localization and segmentation from free-form text queries without a fixed category vocabulary. Many recent methods build on 3D Gaussian Splatting and consolidate multi-view observations, such as masked crops from individual views, into language features or compact object descriptors before the query is known. However, observations of the same object vary across viewpoints and are not equally informative: some reveal cues relevant to a particular query, whereas others provide incomplete or misleading evidence. Pre-query consolidation can therefore suppress cues on which a later query depends. We introduce EviSplat, which preserves individual observation features as evidence for later text queries. EviSplat retains individual observation features within class-agnostic 3D instances that represent objects, object parts, or background regions. It also learns, for each Gaussian, a distribution describing which visual appearances its observations support. Given a text query, EviSplat scores each instance using its most relevant observations. It then computes a score for each Gaussian by combining instance-level relevance with locally supported evidence, weighted by how often and how unambiguously that Gaussian was observed. Different queries can thus draw on different visual cues from the same preserved evidence. Experiments across diverse datasets and evaluation protocols demonstrate state-of-the-art performance, supporting the benefit of preserving multi-view evidence until query time and aggregating it according to the query.
📅 2026-09-28 | 💬 Accepted at SIGGRAPH Art Papers 2026
Figurative paintings are often approached as if they depict a single recoverable 3D scene: viewers infer depth and occlusion, and reconstruction pipelines attempt to converge to one stable model. We instead foreground multi-solutionness, the non-uniqueness of 3D configurations compatible with a single painted image, and propose a workflow that keeps this non-uniqueness visible and material. Multi-solutionness arises from two sources: unobserved content, where backsides and occluded volumes admit multiple plausible completions, and observed cues, where perspective, shading, and occlusion still underconstrain geometry. When additional views are synthesized by a video generative model without explicit 3D constraints, small frame-level drifts become inevitable rather than exceptional. Our pipeline samples multiple camera-orbit multi-view video sequences from one painting, reconstructs each sequence with 3D Gaussian Splatting into a point-based Gaussian scene representation where density halos and ghosting expose unresolved degrees of freedom, and fabricates these representations as physical artifacts using DreamPrinting. By treating multiple compatible interpretations as explicit outputs rather than residual error, we provide a computational framework for spatial readings of figurative painting that can be inspected, compared, and discussed in both digital and physical form.
📅 2026-09-28
Robust 3D reconstruction from multi-view optical satellite imagery requires fusing complementary but sometimes conflicting geometric evidence. Digital surface models (DSMs) are the primary elevation representations for satellite-based 3D reconstruction, making reliable height estimation essential. However, in a Gaussian scene representation jointly optimized from multiple views, Gaussian responses at different elevations can support competing height hypotheses at the same rendered location, while conventional alpha-weighted elevation aggregation may produce intermediate elevations that do not correspond to physical surfaces. To address this challenge, we formulate DSM reconstruction as a reliability-aware height-hypothesis fusion problem and propose HLC-GS, a reliability-aware Height-Layer Consistency Gaussian Splatting framework for multi-view satellite 3D reconstruction. HLC-GS organizes projected Gaussian responses into candidate height hypotheses and evaluates their relative support using layer competition and Gaussian footprint support. A continuous height-layer risk map guides dominant-layer reliability correction and secondary-layer suppression during optimization. The proposed training strategy regulates conflicting Gaussian responses within the shared representation to improve the reliability of reconstructed surface elevations. Experiments on seven scenes from the DFC2019 and IARPA2016 datasets demonstrate improved DSM reconstruction accuracy. Compared with EOGS, HLC-GS reduces the average DSM MAE from 1.46~m to 1.18~m and RMSE from 2.78~m to 2.58~m, while increasing PAG$_{2.5}$ from 86.09\% to 88.61\%, with comparable computational cost.
📅 2026-09-28 | 💬 Code: https://github.com/boschresearch/GaussianMerging
3D scene reconstruction, modeling, and rendering are highly relevant for numerous tasks, and 3D Gaussian splatting has become a standard choice in this context. Its feed-forward variants provide fast reconstruction from sparse input views but often produce per-pixel primitives, leading to highly redundant and thus inefficient representations. We present a structure-aware merging pipeline that takes per-pixel primitives from any feed-forward method and consolidates them into a compact, content-adaptive Gaussian set while largely retaining visual quality at just $\frac{1}{20}^\text{th}$ of the Gaussians of a per-pixel method. We group spatially coherent Gaussians of similar appearance into variable-size clusters via adaptive superpixel segmentation guided by a saliency map, which allocates fine segments to textured regions and coarse segments to homogeneous areas. We compress each cluster into a compact latent representation through a learned encoder, then match and consolidate representations across views based on geometric overlap and feature similarity via a learned merger. A level-of-detail decoder then produces the final Gaussians at a controllable resolution, enabling a flexible quality-efficiency trade-off at inference. As a post-processing module, the pipeline is backbone-agnostic, leveraging the strengths of existing feed-forward methods. This leads to better and more robust quality than achieved by previous approaches that target a reduction in primitive count, while providing a highly compact representation, that can be rendered efficiently.
📅 2026-09-28 | 💬 Project page: https://hahminlew.github.io/faceplex
Natural human conversation is inherently a real-time interaction in which speech and facial behavior continuously evolve. Enabling such interaction requires a conversational avatar to jointly generate speech and facial motion in real time, prepare facial motion for upcoming speech before the corresponding audio is emitted, and produce non-verbal reactions that reflect the ongoing dialogue. However, existing conversational avatar systems cannot address such requirements: audio-driven methods rely on pre-given speech, while joint streaming generation alone does not ensure anticipatory articulation or semantically appropriate reactions. We propose $\textbf{FacePlex}$, a unified framework for full-duplex speech-facial motion generation and real-time avatar rendering. FacePlex jointly coordinates speech, facial motion, and Gaussian splatting rendering on a shared streaming timeline. To prepare facial motion for upcoming speech, FacePlex predicts a short speech continuation and uses its future hidden states through asymmetric conditioning and denoising, while continuously updating them as new user audio arrives without observing future user input. For dialogue-grounded non-verbal behavior, we construct $\textit{SemReact}$, a dataset aligning dialogue context, reaction semantics, and facial motion, and introduce a semantic behavior router that guides continuous motion during both speaking and listening. Extensive experiments show improved audio-visual synchronization and facial articulation, natural dialogue-grounded non-verbal responses, and low-latency of 122 ms end-to-end avatar interaction.
📅 2026-09-28 | 💬 ICCV 2025
Recently, generalizable feed-forward methods based on 3D Gaussian Splatting have gained significant attention for their potential to reconstruct 3D scenes using finite resources. These approaches create a 3D radiance field, parameterized by per-pixel 3D Gaussian primitives, from just a few images in a single forward pass. However, unlike multi-view methods that benefit from cross-view correspondences, 3D scene reconstruction with a single-view image remains an underexplored area. In this work, we introduce CATSplat, a novel generalizable transformer-based framework designed to break through the inherent constraints in monocular settings. First, we propose leveraging textual guidance from a visual-language model to complement insufficient information from a single image. By incorporating scene-specific contextual details from text embeddings through cross-attention, we pave the way for context-aware 3D scene reconstruction beyond relying solely on visual cues. Moreover, we advocate utilizing spatial guidance from 3D point features toward comprehensive geometric understanding under single-view settings. With 3D priors, image features can capture rich structural insights for predicting 3D Gaussians without multi-view techniques. Extensive experiments on large-scale datasets demonstrate the state-of-the-art performance of CATSplat in single-view 3D scene reconstruction with high-quality novel view synthesis.
📅 2026-09-28
Radiance fields need hundreds of views, and their placement matters as much as their number. Next-best-view (NBV) selection for 3D Gaussian Splatting (3DGS) usually scores every candidate in the pool and keeps one. Searching for information and choosing a camera, however, are separable problems. We present AGILE-GS, an anchor-guided NBV method that separates the two. A virtual anchor pose is optimized on SE(3) by Riemannian gradient ascent on expected information gain. It need not be reachable or in the pool; it marks where the model is most uncertain. Candidates are scored against the anchor's viewing geometry, and a greedy ridge-leverage step distills the pool into a small, non-redundant shortlist without rendering any candidate. The shortlist can be used in two ways. AGILE-GS takes the first view on it as the next view, so no Fisher information is computed for any candidate. AGILE-GS+ computes the Fisher information gain of each shortlisted view and picks the best, so the expensive evaluation runs on a handful of views rather than the whole pool. On standard benchmarks and in closed-loop embodied acquisition, both match or exceed existing baselines while cutting selection latency by one to two orders of magnitude.
📅 2026-09-28
Reconstructing sub-millimeter detail of small objects underpins tasks such as circuit-board defect detection, specimen digitization, and archiving. 3D Gaussian Splatting (3DGS) makes photorealistic reconstruction possible from posed images alone, but macro optics violate two conditions it depends on. The field of view (FOV) and the depth of field (DoF) shrink to millimeters, so viewpoint error can take a sample out of frame, and only a thin focal plane is sharp in frame. Existing automated macro-capture rigs handle the shallow DoF with per-view focus stacking, but typically rely on classical photogrammetry and offline, human-in-the-loop processing. We present MicroSplat, which generates a 3DGS using a low-cost consumer microscope on a manipulator arm. After a single up-front object-localization step, the system runs unattended. It performs calibration, plans collision-free viewpoints, captures and fuses a focal stack at each viewpoint, segments the object across all views, and optimizes a 3DGS model warm-started with the arm's own poses. We further compare against blur-aware 3DGS methods, which infer sharp scenes from defocused images, and find that measuring sharpness with a controlled focal sweep outperforms inferring it. We provide real and synthetic datasets (including robot and camera parameters) and the fitted 3DGS reconstructions.
📅 2026-09-28
Feedforward 3D reconstruction has largely followed an {appearance-driven paradigm}: multi-view images are encoded into visual representations, cross-view correspondence is implicitly inferred from learned features, and 3D primitives are subsequently predicted from these representations. However, calibrated cameras and sparse metric measurements already provide explicit constraints on where the same physical point should appear across views. We propose a novel paradigm, \textbf{Geometry-Conditioned Feedforward Reconstruction}, in which metric geometry establishes cross-view correspondence before the 3D representation is formed, while learned visual features refine rather than discover this correspondence. Based on this paradigm, we introduce \textbf{GeoForward}. Sparse LiDAR points are unprojected into 3D and analytically projected across calibrated cameras to provide metric correspondence anchors. A bounded continuous local search then refines these anchors using visual features, and the resulting geometry-conditioned representation is fused with global multi-view context from VGGT. The shared representation drives separate metric-depth and Gaussian-attribute prediction, establishing a direct path from explicit geometry to both Gaussian centers and spatial attributes. A sparse 3D refinement module subsequently improves local attribute compatibility while preserving the geometrically determined centers. For temporal reconstruction, endpoint Gaussians are composed using vehicle masks and motion priors. On nuScenes, GeoForward achieves the lowest cross-camera depth-consistency error and Chamfer distance among the compared methods while maintaining competitive reconstruction quality. These results demonstrate that explicitly conditioning correspondence formation on metric geometry provides an effective alternative to purely appearance-driven feedforward 3D reconstruction.
📅 2026-09-27
Immersive video communication requires photorealistic, render-efficient, and compact dynamic scene representations. 3D Gaussian Splatting (3DGS) offers a promising representation, but dynamic 3DGS remains difficult to compress due to dense primitives and spatiotemporal redundancy. Anchor-based formulations improve compactness with sparse scaffolds that share geometry and appearance across primitives. However, existing designs often rely on deforming a single canonical scaffold and condition each primitive on its associated anchor in isolation, limiting their ability to handle non-local dynamics and disocclusion while under-exploiting inter-anchor correlations, particularly in motion- or texture-dense regions. To address these limitations, we propose SAGA, a volumetric video codec built upon Sparse Anchor-assisted GAussian splatting representations. SAGA represents dynamic 3D scenes using hierarchically organized sparse 4D anchors, where coordinate-based INR decoders generate fine anchors and Gaussian primitives from inter-anchor interpolations, enabling compact parameter sharing across spatiotemporal structures. For long-range dependencies among unstructured anchors, we further introduce fixed-size memory slots with orthogonality-informed updates for accurate entropy-context modeling. Experiments show that SAGA achieves strong rate-distortion performance against GIFStream, with PSNR BD-rate reductions of 80.39% and 83.94% on Neu3D and MPEG MIV, respectively.
📅 2026-09-27 | 💬 9 pages, 8 figures, 2 tables
Robotic manipulation policies are advancing rapidly with increasing reliance on vision-language models for end-to-end decision making. However, reliable deployment remains challenging because many policies lack explicit mechanisms for predicting task outcomes and evaluating whether generated actions will achieve desired final states, causing execution errors to accumulate during long-horizon manipulation. We present Robot-GST, a geometry-aware spatio-temporal behaviour representation and evaluation framework that constructs a Gaussian-SAM robotic environment for real-to-sim policy verification and improves the reliability of real-world manipulation deployment. Our approach constructs a high-fidelity robotic environment from RGB-D observations using 3D Gaussian Splatting and SAM3D, enabling ``simulation and evaluation before acting''. It integrates visual observations and language instructions with spatio-temporal reasoning for long-horizon task planning using large vision-language models. To bridge high-level planning and real-world execution, we introduce Gaussian-aware final-state estimation through geometric sampling and state-based trajectory planning. Before execution, candidate action sequences are simulated and evaluated in the Gaussian-SAM environment to filter infeasible behaviours. We validate our approach on representative manipulation tasks involving rigid, soft, and deformable objects, including cube placing, toy packing, and duck rearrangement, demonstrating that geometry-aware spatio-temporal reasoning and state-aware execution improve manipulation reliability across different object categories. Our results suggest that combining geometry-aware reconstruction with high-quality rendering and simulation provides a scalable approach for evaluating robotic manipulation behaviours. Website: https://robot-gst.github.io
📅 2026-09-27 | 💬 ACM Multimedia 2026
We present DynActiveGS, a dynamic-aware active reconstruction framework based on 3D Gaussian Splatting (3DGS) for autonomous exploration in dynamic environments. The framework incrementally reconstructs a 3D Gaussian scene representation while suppressing motion-corrupted observations through online uncertainty prediction and uncertainty-weighted Gaussian optimization. A key component of DynActiveGS is the explicit decomposition of uncertainty into structural uncertainty and motion-induced uncertainty, which enables the system to distinguish under-reconstructed static regions from dynamically unreliable areas. Based on these uncertainty fields, DynActiveGS performs dynamic-aware viewpoint selection and dynamic-constrained path planning to favor informative yet stable observations during exploration. The resulting system forms a unified closed-loop pipeline for robust active reconstruction in dynamic scenes. Extensive experiments on challenging dynamic benchmarks demonstrate consistent improvements over existing active reconstruction baselines in reconstruction accuracy, completeness, rendering quality, and exploration efficiency.
📅 2026-09-27
In the field of Vision-Language Navigation (VLN), aerial datasets remain limited in their ability to combine scale, diversity, and realism, often relying on either costly real-world scenes or visually limited simulations. To address these challenges, we introduce FlyMirage, a highly scalable and fully automated data generation pipeline for aerial VLN. Our approach leverages large language models (LLM) as an environment designer to promote scene diversity, paired with a generative world model that instantiates these designs into high-fidelity 3D Gaussian Splatting (3DGS) scenes. To substantially reduce human labor and ensure the feasibility of flight data, FlyMirage automates scene exploration and semantic information acquisition, and further integrates a dynamically feasible planner for uncrewed aerial vehicle (UAV) trajectory generation. Utilizing this toolchain, we generate a large-scale, diverse, and photorealistic aerial VLN dataset. We further fine-tune the widely used pi_0 model on this dataset and demonstrate the improvement our data brings to the model's ability to navigate in completely unseen environments, both in simulation and in the real world. Project website: https://lij1500.github.io/flymirage_website/ .
📅 2026-09-27
Feed-forward 3D Gaussian Splatting (3DGS) enables efficient novel-view synthesis from sparse multi-view images, yet its representations remain costly to store and transmit. Existing approaches compress either the input images, incurring heavy receiver-side reconstruction, or the reconstructed Gaussian primitives, which are difficult to compress due to their heterogeneous and irregular attributes. We instead compress compact intermediate features, providing a better balance between compression efficiency and receiver-side complexity. Based on this paradigm, we propose FeCoSplat, a feedback-guided compression framework for feed-forward 3DGS. FeCoSplat first compresses multi-view features to obtain an intermediate 3DGS, whose rendered views are used as feedback to guide a second-stage compression for further refinement. The resulting bitstreams are decoded into a compact implicit state, from which the final Gaussian primitives are reconstructed with a lightweight predictor. Experiments demonstrate that FeCoSplat achieves favorable rate--distortion performance, particularly at low bitrates, while requiring only 3.45M parameters for receiver-side Gaussian reconstruction. Code will be released soon.
📅 2026-09-27
Real-world robotic manipulation requires visuomotor policies capable of robust 3D scene reasoning under varying camera viewpoints. While recent 3D-aware manipulation policies have shown promise, they still face several limitations: (i) reliance on multi-view observations during inference, which is impractical in camera-constrained deployments; (ii) insufficient geometric fidelity in learned representations, limiting precise and viewpoint-robust control; and (iii) the lack of effective mechanisms for transferring pretrained 3D representations to downstream visuomotor policies. To address these challenges, we present GEM3D (Geometrically-Grounded 3D Manipulation), a unified 3D representation and policy learning framework for view-generalizable robotic manipulation. GEM3D learns amodal 3D representations from single-view RGB-D observations by jointly enforcing point-cloud reconstruction and Gaussian-splatting-based novel-view consistency during pretraining. A multi-step distillation strategy then transfers the learned geometric understanding into a deployable single-view visuomotor policy for downstream manipulation control. Experiments on 12 RLBench tasks and three real-world tasks demonstrate strong manipulation performance. Further zero-shot evaluations on eight RLBench tasks and the real-world tasks show robust generalization to unseen camera poses and substantial gains over existing methods.
📅 2026-09-27
3D Gaussian Splatting has evolved from static reconstruction toward physics-integrated representations meant to predict how scenes change under interaction. This creates an evaluation problem: a rollout can look plausible while relying on incorrect internal mechanics, and visual agreement with observed motion does not establish a correct response to a new force, material edit, contact, or thermal intervention. We introduce GaussianBench, a physics-fidelity evaluation suite for physics-integrated Gaussian scene representations. It uses frozen file-based scenes, simulator-independent scorers, and analytical or measured references. The benchmark tests conservation, continuum response, heterogeneous-material coupling, Gaussian covariance transport and rendering, thermal phase change, and counterfactual response. Each reference declares its regime of validity, and outcomes distinguish PASS, FAIL, NA, and INVALID, separating physical failures from unsupported capabilities and invalid comparisons. We also provide GaussianFlesh, a thermomechanical reference entrant in which persistent 3D Gaussians act as both rendering primitives and continuum material points, advanced by a shared-grid MPM solver with per-particle constitutive dispatch and persistent thermal and phase state. We evaluate six released external systems: PhysGaussian, GaussianFluent, OmniPhysGS, PhysDreamer, Physics3D, and GASP. Testing every system the same way reveals failures that their original evaluations missed: a system can simulate a single material correctly but fail where two materials meet, or update its Gaussians correctly for a deformation it never produced. Matched faults and tolerance audits confirm these distinctions arise from the intended tests. Physics-integrated Gaussian systems must therefore be tested on their internal physical state, not just on whether their rollouts look plausible.
📅 2026-09-26
We present ProDyGS, a novel dynamic 3D Gaussian Splatting framework for high-quality novel view synthesis from videos captured by a single static camera. While existing methods rely on multi-view setups or significant camera motion for geometric constraints, our approach addresses the challenging scenario where multi-view supervision is completely absent. We overcome this limitation by generating synthetic multi-view supervision through depth-guided proxy image synthesis. Specifically, we estimate temporally consistent depth maps using foundational monocular depth networks, then construct 3D Gaussian representations that generate proxy images from arbitrary viewpoints. A deformation network learns temporal dynamics by warping canonical Gaussians using this augmented supervision. Experiments on the DyNeRF dataset demonstrate that our method achieves state-of-the-art performance while requiring only monocular depth estimation as external supervision, outperforming approaches that rely on stronger priors such as scene flow.
📅 2026-09-26 | 💬 5 pages, 3 figures, 2 tables
Endoscopic scene reconstruction requires modeling tissue motion and temporal appearance while recovering fine surface detail. Deformable Gaussian models provide explicit trajectories, but their fixed colour coefficients lack a dedicated temporal representation for photometric changes. We propose Endo-TSR, which augments deformable Gaussian splatting with bounded Fourier colour residuals and independent translation residuals on shared temporal frequencies. The colour residuals capture local appearance changes, while a Matérn spectral prior regularises motion corrections. Multi-scale Laplacian supervision guides tissue-detail recovery during joint image fitting. Extensive experiments on the EndoNeRF and StereoMIS datasets demonstrate state-of-the-art rendering quality, with the highest PSNR across all evaluated sequences. Ablation studies show that temporal appearance yields the largest PSNR gain among the tested component additions, while appearance and detail supervision jointly improve rendering with fixed Gaussian counts.
📅 2026-09-26
We introduce FoundDSR, a generalizable foundation model for robust depth reconstruction across unseen data distributions using RGB-D pairs. FoundDSR begins with a guided 2D Gaussian Splatting strategy to model depth representations with Gaussian primitives. This strategy employs high-resolution RGB as prompts to optimize the Gaussian parameters, thereby encouraging each Gaussian primitive to anisotropically deform along high-frequency structural directions. The resulting Gaussian-upsampled representations are then mapped to high-resolution depth through an effective depth reconstruction branch. Furthermore, to mitigate training instability and bias toward dominant sources caused by distribution gaps in large-scale heterogeneous data, we introduce heterogeneous federated learning that allocates each data source to an independent client for local optimization and global aggregation. This design effectively endows FoundDSR with stable scalability to diverse and large-scale training data. Extensive zero-shot evaluations on synthetic, real-world, arbitrary-scale, and noisy conditions demonstrate that FoundDSR consistently outperforms existing state-of-the-art approaches, confirming its strong robustness and generalization to unknown scenes.
📅 2026-09-26 | 💬 16 pages, 10 figures, 6 tables. Accepted for publication
Three-dimensional (3D) Gaussian splatting (3D-GS) has emerged as a promising technique for large-scale scene reconstruction due to its high rendering efficiency and fidelity. However, the training of large-scale 3D-GS models at wireless edge faces various technical challenges including the limited communication, computation, and graphics processing unit (GPU) memory resources at edge devices, the structural inconsistency issue across local models hindering their effective aggregation, as well as privacy leakage risks associated with raw visual content and camera parameters. To address these challenges, this paper proposes a novel resource-efficient federated learning framework for efficiently training 3D-GS models of large scenes under severe resource constraints. First, we propose an on-device model lightweighting mechanism that adaptively selects and prunes Gaussian points to balance the rendering quality and training efficiency. In this mechanism, we quantitatively evaluate the importance of different Gaussian points at each device to facilitate the pruning, and use a novel importance-to-latency ratio criterion to determine the number of pruned Gaussian points under GPU memory and computation/communication latency constraints. Furthermore, we develop a 3D-GS model recovery mechanism that restores structural consistency across local 3D-GS models without accessing private camera parameters, enabling their effective aggregation towards a global model. Finally, extensive experiments show that our approach significantly accelerates convergence, maintains high rendering quality, and reduces training latency compared to state-of-the-art federated 3D-GS baselines.
📅 2026-09-26
Autoregressive video diffusion is a promising render-time fixer for 3D Gaussian Splatting (3DGS) in autonomous-driving simulation, but deployment demands high visual quality and temporal consistency at low latency. This is especially hard for one-step causal generation, where each imperfect prediction immediately becomes context for subsequent frames. Existing approaches stabilize rollouts through staged training with multiple modules and rollout-aware regularization, yet one-step quality still falls short of what deployment requires. We introduce OneFixer, a one-step autoregressive video-diffusion fixer trained in a single task-specific adaptation stage. Our key idea is a deployment-matched shared rollout: the model's own one-step predictions serve as the causal context for flow matching, exposing training to deployment-time errors, while the same rollout receives direct pixel-space perceptual supervision to preserve fine detail. Because the predictions optimized for current-frame quality are exactly those reused as future context, fidelity and autoregressive robustness are learned jointly, without bidirectional-to-causal conversion or teacher-student distillation. OneFixer further exploits cues that driving simulation readily provides, lane geometry and dynamic-agent states, to improve geometric fidelity. On Waymo and proprietary driving scenes with 900-frame rollouts, OneFixer achieves the lowest FVD, LPIPS, and DISTS among all baselines at one step, with temporal consistency matching or exceeding multi-stage DMD pipelines. Under identical backbone and conditioning, it matches a multi-stage DMD-with-Self-Forcing pipeline in under half the GPU-hours and keeps improving beyond its plateau. In closed-loop simulation with a driving policy, OneFixer reduces the collision rate by a third relative to raw 3DGS rendering. Project page: https://onefixer-web.vercel.app/
📅 2026-09-25 | 💬 Project page at https://graphwrit3r.insait.ai
3D scene graphs provide a structured representation of complex environments by encoding objects, their semantic attributes, and the spatial and functional relationships between them. Current approaches for 3D scene graph generation suffer from several fundamental limitations. They rely on complex multi-stage pipelines with explicit intermediate representations, making systems fragile and prone to error propagation. They assume access to ground-truth object annotations during inference, which deviates from real-world scenarios. They depend on proprietary models, hindering open-source deployment, or incur prohibitively slow inference. We present GraphWrit3R, a simple end-to-end method that takes a 3D point cloud, Gaussian Splats, or a combination of both as input, and directly outputs a complete scene graph as a structured JSON script. The graph lists all objects, their semantic attributes, and the relationships between them, while avoiding all of the above mentioned limitations. The choice of multiple input modalities is purely for versatility, allowing a single set of weights to handle diverse scenarios. Point cloud inputs are encoded via Sonata and Gaussian Splat inputs via Chorus, with both modalities projected onto a shared voxel grid and fused through a novel per-voxel contrastive alignment loss before being decoded by a large language model. As a natural consequence of the LLM, GraphWrit3R also supports open-vocabulary querying. On the 3DSSG benchmark, our method achieves state-of-the-art performance on object class, predicate, and triplet recall, outperforming methods that rely on ground-truth object annotations during inference. We further provide qualitative results and analyze different input modality configurations, contrastive loss formulations, and token fusion strategies.
📅 2026-09-25
Uneven rotation and dropped frames make equal-angle assumptions unreliable for turntable reconstruction. We present OC-GS, an object-centric Gaussian splatting that refines each image's angle while maintaining a shared camera, rotation axis, and pivot. This orbit-consistent refinement jointly optimizes image-derived geometry and angles to reconstruct objects from sparse, irregular captures. On rendered objects with 12, 8, and 6 irregularly spaced views, OC-GS achieves mean foreground PSNR scores of 21.26, 19.36, and 15.83dB, respectively, exceeding all four evaluated pose-free Gaussian splatting baselines in each condition. Under a shared trainer, refining image-estimated angles improves mean foreground PSNR by 7.88dB over keeping those estimates fixed. An ablation study shows that both image-derived angle initialization and the shared motion model contribute to the improvement. On real captures, OC-GS's refinement increases mean foreground PSNR by 0.70dB. Results show that refining uncertain angles within a shared motion model improves reconstruction from sparse, irregular turntable captures.
📅 2026-09-25
We present ClearGS for 3D Gaussian Splatting (3DGS) from handheld videos with uneven viewpoint coverage and mixed frame quality. Rather than selecting frames with binary decisions, ClearGS uses Reliability-aware View Allocation (RVA) to assign graded raw-supervision weights based on appearance reliability, degradation risk, and geometric utility, while weakly reactivating useful suppressed frames to maintain trajectory coverage. Since weighting cannot restore details lost to blur or distortion, ClearGS further introduces Render-Guided In-Video Restoration (RIVR). The current 3DGS render provides a pose-aligned structural candidate, a frozen no-reference restoration expert restores the corresponding raw video observation without any clean reference image, and no-reference perceptual scores select among the render, restored observation, and high-frequency fused candidate. ClearGS then applies Full-Trajectory Repair Consolidation to revisit accepted repairs and preserve details introduced early. On GS2E and GSOTM, ClearGS achieves state-of-the-art overall performance, with consistent CLIP-IQA and MUSIQ gains and LPIPS reductions in most degradation settings, without paired sharp supervision or matched clean references.
📅 2026-09-25 | 💬 45 pages, 6 figures, 18 tables
Density functional theory (DFT) strikes a practical balance between accuracy and computational cost in many problems of computational chemistry and materials science. However, many DFT calculations are limited by fixed atom-centered basis sets, which dictate how accuracy and cost scale with system size. We propose Gaussian Splatting for Density Functional Theory (GS-DFT), which represents molecular orbitals as a cloud of Gaussians whose positions, shapes, and mixing coefficients are optimized jointly by gradient descent to minimize the energy without training data. Conceptually, GS-DFT is 3D Gaussian splatting with the renderer replaced by quantum mechanics. We introduce two key solver components: adaptive density fitting with screening for efficient evaluation of two-electron integrals, and a regularized differentiable orthogonalization of the molecular orbitals. Empirically, the optimized basis reaches the accuracy of the largest conventional basis sets with a fraction of the parameters, converging systematically in energy, density, and nuclear forces. At equal parameter count, it captures the stretched-bond and anion physics that fixed bases only recover with specialized basis augmentation. The resulting solver exhibits quadratic peak memory scaling in the cloud size, allowing us to simulate systems of up to 2,742 atoms (10,406 electrons) without any modifications at triple-zeta scale using a single four-GPU node.
📅 2026-09-25 | 💬 8 pages, 5 figures
Closed-loop driving simulation requires rendered observations to remain reliable as the ego vehicle and surrounding actors move beyond their recorded trajectories, exposing views absent from the source log. Existing data-driven simulators reconstruct dynamic actors from sparse observations, which can result in rendering artifacts under these viewpoint changes. We introduce RECAST (REconstructing Controllable Actors for Simulation and Testing), a 3D Gaussian Splatting framework that generates a view-complete actor from a single segmented vehicle observation in a driving log and registers the generated actor in the reconstructed scene. RECAST supports planner-in-the-loop rendering under controlled ego-actor interactions. To adapt an image-to-3D prior to real vehicles, we further introduce RECAR, a dataset of approximately 20K real vehicles with 600K background-free RGBA images spanning diverse vehicle colors and types. We use two-stage adaptation to improve vehicle generation from real driving-log observations. At the actor level, RECAST reduces $\mathrm{FD}_{\mathrm{incep}}$ from 9.788 to 7.992 relative to unadapted TRELLIS. At the scene level, under actor motion beyond logged trajectories, RECAST reduces $\mathrm{FD}_{\mathrm{incep}}$ from 129.35 to 112.10 and increases $\mathrm{CLIP}_{\mathrm{margin}}$ ($\times1000$) from 0.14 to 3.47 relative to Street Gaussians. We demonstrate planner-in-the-loop simulation with the image-conditioned planner GTRS-Dense. Compared with native Street Gaussians actors, RECAST increases the no-collision (NC) rate from 22.2% (12/54) to 63.0% (34/54) and the mean minimum predicted time-to-collision (TTC) from 0.798 s to 2.150 s. These experiments show that RECAST supports closed-loop planner evaluation under controlled ego-actor interactions beyond log replay. Visit our project page at https://zijunkr.github.io/RECAST/
📅 2026-09-25 | 💬 Accepted to Pacific Graphics 2026
Reconstructing environments where parts of the scene change between captured image sets poses a challenge for 3D scene reconstruction. We present ChronoFuseGS, a multi-temporal Gaussian Splatting approach that addresses this issue by taking multiple separately trained Gaussian Splatting models, each representing a distinct timestep and partially overlapping in geographic coverage, and merging them into a single combined model. By allowing Gaussians from one timestep to contribute to the reconstruction at other timesteps, our approach leverages data across all captured timesteps to refine persistent parts of the scene. The model supports incremental extension, allowing new timesteps to be added while preserving the existing merged reconstruction. It encodes, for each Gaussian primitive, at which timesteps it contributes to the reconstruction. To support visual exploration of the reconstructed scene, we present a change-aware visualization approach that highlights the parts of the scene that have changed across a user-defined time selection, while preserving the color of persistent parts. Since the persistence encoding operates at the Gaussian primitive level, changes are visualized at sub-object granularity rather than being limited to object-level changes. We evaluate our approach on a real-world outdoor dataset of a flood management area, captured over 7 months across eight recording days and covering seasonal vegetation changes, snow cover, and flooding events, which we make publicly available. Our results demonstrate that the combined model consistently outperforms individually trained single-timestep models in novel-view synthesis quality, recovers structural details absent in the individual reconstructions, and reliably highlights changes in fine details and sub-parts of objects and natural structures.
📅 2026-09-25
3D Gaussian Splatting reconstructs a scene as a collection of Gaussian primitives from a set of posed photographs called the capture. The number of primitives used to represent the scene affects reconstruction quality, storage, and rendering cost. How to select this number automatically across capture scales remains unresolved: configurations effective on standard benchmarks can leave larger captures with too few Gaussians to reconstruct fine details. We observe that the surface to represent, given by the capture's extent and resolution, is known before training, whereas its content complexity becomes apparent during training, through the reconstruction quality on the training views. We introduce TangoGS, which combines capture-derived model sizing with training-based adaptation: the capture determines the scale of the model, and training feedback determines its final size within that scale. Before training, TangoGS derives a learning allowance for model growth from the capture's total pixels after discounting views that re-observe the same scene points. During training, reconstruction quality guides how many Gaussians to add and remove. On 13 standard benchmark scenes, TangoGS matches the mean PSNR of the best-performing evaluated baseline, LeGS, with $48\%$ fewer Gaussians. On eight large captures, the same configuration automatically scales to larger models when necessary, achieving the highest mean PSNR among evaluated methods: $0.54$ dB above the runner-up with $2.3\times$ as many Gaussians. Together, capture-derived learning allowances and training-quality guided density control enable a state-of-the-art quality--size compromise across scene scales without retuning.
📅 2026-09-25
Single-image novel view synthesis (NVS) enables photorealistic rendering of un- observed viewpoints from a single input. Practical NVS systems require two key capabilities: robust reconstruction of occluded regions and high inference effi- ciency. While hybrid decoupled frameworks combining feedforward 3D Gaussian Splatting (3DGS) and diffusion models show promise for large-view-deviation NVS, they suffer from capacity competition: a fixed number of Gaussians forces resource shifts from visible to newly disoccluded areas, degrading original scene fidelity when the target view deviates significantly from the input. To address this, we propose Spackle, a lightweight residual learning framework that mit- igates capacity competition without sacrificing efficiency. Spackle operates in three stages: predicting base 3DGS attributes from given views, automatically identifying poorly reconstructed regions, and learning a residual 3DGS optimized exclusively for these areas. At inference, we combine the baseline and aug- mented Gaussians for NVS. We conduct comprehensive experiments and show that Spackle achieves state-of-the-art performance on large-view-deviation cases.
📅 2026-09-25 | 💬 15 pages, 12 figures, 5 tables
Event cameras offer a high temporal resolution over traditional frame-based cameras, which makes them suitable for motion and structure estimation. However, it has been unclear how event-based 3D Gaussian Splatting (3DGS) approaches could leverage fine-grained temporal information of sparse events. This work proposes GPERT, a framework to address the trade-off between accuracy and temporal resolution in event-based 3DGS. Our key idea is to decouple the rendering into two branches: event-by-event geometry (depth) rendering and snapshot-based radiance (intensity) rendering, by using ray-tracing and the image of warped events. The extensive evaluation shows that our method achieves state-of-the-art performance on the real-world datasets and competitive performance on the synthetic dataset. Also, the proposed method works without prior information (e.g., pretrained image reconstruction models) or COLMAP-based initialization, is more flexible in the event selection number, and achieves sharp reconstruction on scene edges with fast training time. We hope that this work deepens our understanding of the sparse nature of events for 3D reconstruction. https://github.com/e3ai/gpert
📅 2026-09-25
COLMAP-free 3D Gaussian Splatting (3DGS) bypasses computationally expensive structure-from-motion (SfM) pipelines, yet progressive camera pose tracking remains fundamentally vulnerable to error compounding---early pairwise tracking inaccuracies both corrupt subsequent frame initializations and remain permanently frozen in the scene representation. Rather than relying on heavyweight external neural priors or treating progressive tracking through isolated heuristic fixes, we propose a unified reliability-regulated trajectory optimization framework for progressive COLMAP-free 3DGS. At its core, our framework establishes an intrinsic, self-supervised bidirectional cycle-consistency mechanism that systematically regulates progressive camera trajectory estimation across two complementary temporal horizons: (1) Forward Motion Propagation, where the online reliability signal adaptively gates first-order kinematic warm-starts of rigid motion into upcoming pairwise registrations, supplying informed directional search priors while safely intercepting untrusted transitions; and (2) Retrospective Trajectory Correction, where the same reliability signal dynamically weights relative-pose consistency constraints within a sliding window of neighboring camera poses. By governing both prospective state initialization and retrospective trajectory consolidation through a unified reliability regulator, our self-contained framework resolves progressive drift without external priors or offline preprocessing. Extensive evaluations on Tanks and Temples and CO3D-V2 benchmarks show that our method substantially improves camera trajectory accuracy and novel-view rendering quality, outperforming existing unposed baselines. Code is available at https://github.com/Zijian1026/RRTO-CF3DGS.
📅 2026-09-25
3D Gaussian Splatting (3DGS) enables efficient, high-fidelity novel view synthesis, yet its performance degrades severely under sparse-view supervision due to extreme ill-posedness. While existing approaches introduce various geometric priors or heuristic regularizations to mitigate overfitting, they largely overlook the underlying optimization dynamics. In this paper, we identify a distinct training pathology termed view-space generalization collapse: as optimization proceeds, observed-view fitting error continuously decreases, whereas rendering quality at unseen viewpoints initially peaks at an intermediate stage and subsequently deteriorates. This transient peak indicates that early-stage optimization implicitly uncovers valid local 3D structures before overfitting along training rays destroys them. Grounded in this finding, we propose FrontierGS, a progressive view-space expansion framework designed to capture and anchor these transiently reliable states. Operating along an expanding generalization frontier, FrontierGS systematically probes candidate viewpoints around observed cameras, verifies their geometric and perceptual consistency, and progressively incorporates reliable candidates into the supervision set to permanently preserve valid geometry before collapse occurs. Extensive experiments across the LLFF, MipNeRF-360, and DTU benchmarks demonstrate that FrontierGS effectively eliminates view-space collapse, consistently outperforming state-of-the-art baselines in both rendering fidelity and geometric accuracy. Project page: https://github.com/Zijian1026/FrontierGS
📅 2026-09-25
Binocular rendering requires two nearby views of the same scene and therefore repeats substantial visibility and shading work. We present a 2D Gaussian Splatting (2DGS) pipeline that fully renders a dominant-eye RGB image and an alpha-weighted depth proxy, reprojects that image to the affiliated eye, and repairs uncovered pixels. Small interior gaps are interpolated, whereas larger disoccluded regions are identified as regions of interest (ROIs) and selectively re-rendered. The depth proxy reuses the alpha-blending weights computed during dominant-eye rasterization, avoiding a separate depth-rendering pass. An adaptive ROI generator localizes the required updates using reprojected image boundaries and optional connected center-hole detection. On DTU, Tanks and Temples, and MipNeRF-360, the method reduces the measured time of a sequential two-pass binocular reference by 15.5\% to 28.8\% and peak GPU memory by 6\% to 11\%. The corresponding affiliated-eye quality degradation is at most 1.3 dB PSNR, 0.02 SSIM, and 0.02 LPIPS, representing a measurable trade-off that requires application-specific perceptual validation. These results establish a practical efficiency-quality trade-off for controlled static-scene stereo rendering and motivate future evaluation under continuous motion and on physical VR hardware.
📅 2026-09-25
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.
📅 2026-09-24
Selecting informative camera views is critical for efficient training and adaptive refinement in 3D Gaussian Splatting, where each observation significantly influences model parameters. However, information-driven view-selection strategies can require repeated evaluations of expensive information-gain oracles as the number of candidate views increases. We propose LiTe-GS, an oracle-efficient method for next best view selection in 3D Gaussian Splatting. LiTe-GS reduces the number of information-oracle evaluations by performing randomized subset evaluation of candidate views rather than exhaustively scoring the full candidate pool. The resulting approach achieves expected $O(M\log(1/ε))$ oracle complexity with respect to the number of candidate views $M$, independent of the selection cardinality $K$, while providing an explicit trade-off between oracle efficiency and approximation quality through $ε$. We provide theoretical guarantees on oracle complexity and approximation performance under the proposed selection scheme. Experiments on Blender and Mip-NeRF 360 demonstrate that LiTe-GS maintains reconstruction quality comparable to Fisher-information-based baselines while substantially reducing the number of Fisher-oracle evaluations across different acquisition settings.
📅 2026-09-24
3D Gaussian Splatting (3DGS) enables high-quality novel-view synthesis but requires substantial storage. Existing compression methods often rely on spatial context modeling over irregular 3D representations, increasing the complexity of training and coding. Meanwhile, floating-point context inference can introduce numerical inconsistencies across platforms, causing entropy-decoding failures. To address these practical challenges, we propose COSA-GS, which constructs context without spatial aggregation through anchor-wise causal factorization. Specifically, we use geometry context derived from each anchor's coordinates to model a compact learnable anchor latent. The anchor latent is then fused with the geometry context to form an anchor context for attribute coding. The resulting context model features a simple architecture composed solely of linear transformations and activations. We train COSA-GS using rate--distortion optimization with adaptive Gaussian pruning. Further, we develop quantization-aware training and integer inference for the context model to achieve bit-exact consistency of entropy-decoded symbols across platforms. Experiments demonstrate that COSA-GS achieves state-of-the-art compression performance while retaining fast and consistent cross-platform decoding, providing a simple yet effective framework for practical 3DGS compression. Code is available at https://github.com/pengpeng-yu/COSA-GS.
📅 2026-09-24 | 💬 SIGGRAPH ASIA 2026
Underwater 3D reconstruction is critical for marine exploration, ecological monitoring, and subsea infrastructure inspection, yet remains challenging at large scale due to light attenuation, scattering, and limited capture coverage. While 3D Gaussian Splatting (3DGS) enables high-quality real-time rendering, its application to large underwater scenes is constrained by high memory consumption and inefficient optimization over extensive areas. We propose OceanXL, a fast and scalable 3DGS-based framework for large-scale underwater reconstruction. OceanXL adopts a divide-and-conquer strategy, partitioning scenes into spatially coherent blocks to enable efficient optimization while preserving global geometric consistency. We further introduce an adaptive pruning scheme tailored to underwater conditions that removes redundant primitives, producing compact representations without sacrificing visual fidelity. Together, these components improve training efficiency and rendering performance for large scenes. We also introduce a large-scale underwater dataset covering diverse marine environments. Experiments on five large-scale scenes demonstrate favorable scalability, compactness, and efficiency--quality trade-offs over large-scene baselines. Controlled comparisons on the small-scale SeaThru-NeRF dataset further show competitive reconstruction quality with substantially smaller model sizes than underwater-specific methods.
📅 2026-09-24
Textured Gaussians improve local appearance capacity, but assigning the same texture resolution to every primitive wastes storage on low-detail or weakly visible regions. We introduce AdaTex4D, an adaptive texture-capacity module for deformation-based 4D Gaussian Splatting. Each Gaussian carries packed RGBA triplanes whose two axes grow independently according to visibility normalized screen-space gradients and deformed local scales. Experiments on N3DV and PanopticSports show that AdaTex4D reduces texture storage by more than half while preserving reconstruction quality. Under fixed memory budgets, adaptive allocation also improves quality over uniform texture assignment and reduces overall model and peak memory. These results show that dynamic, anisotropic texture allocation provides a more efficient way to distribute local appearance capacity in 4D Gaussian representations.
📅 2026-09-24
While 2D Vision Foundation Models offer a pathway to automate 3D semantic pseudo-labelling, translating these priors into robust 3D representations typically requires complex heuristics or multi-model ensembles. We introduce SplatLabel, an automated pipeline that leverages a 4D Gaussian representation to extract LiDAR segmentation with predictive confidence, as well as semantic occupancy grids at arbitrary voxel resolutions. At its core, SplatLabel handles dynamic environments through an explicit temporal manifold that models the trajectories and lifespans of individual 3D primitives. This allows the system to accurately track moving actors and strictly define when objects appear and disappear, completely eliminating the need for pre-annotated 3D bounding boxes. To robustly support this dynamic tracking, the representation is grounded by structural and semantic priors: we guide scene geometry in unobserved regions by integrating 360-degree LiDAR via virtual depth maps, and rather than relying on domain-specific prompt engineering, we directly distill continuous soft probabilities from 2D models to inherently resolve semantic ambiguities over time and space. Finally, to accurately reflect the real-world trade-off between precision and recall, we reframe pseudo-label evaluation as a selective classification task using a generalized risk-recall metric. Experiments on SemanticKITTI demonstrate that SplatLabel consistently outperforms state-of-the-art baselines across multiple recall levels, establishing a highly robust framework for both 3D LiDAR segmentation and occupancy prediction.
📅 2026-09-24
Underwater 3D reconstruction and appearance restoration remain challenging due to the complex optical properties of water, such as wavelength-dependent attenuation and scattering. Existing Neural Radiance Fields (NeRF)-based approaches often suffer from slow rendering and limited practicality, while vanilla 3D Gaussian Splatting (3DGS) lacks an effective mechanism to account for underwater degradation. To address this, we propose WaterClear-GS, a physics-informed reformulation of underwater Gaussian splatting that models degradation as intrinsic Gaussian attributes rather than external medium fields. Furthermore, we adopt a dual-branch optimization strategy that preserves underwater photometric consistency while encouraging a practical separation between restoration-oriented latent clean appearance and degradation. This strategy is enhanced by depth-guided geometry regularization and perception-driven image supervision, together with exposure constraints, spatially adaptive regularization, and physics-informed spectral regularization, which collectively promote spatial coherence and plausible visual appearance. Extensive experiments on standard benchmarks and our collected dataset demonstrate that WaterClear-GS achieves strong performance on both novel view synthesis (NVS) and underwater image restoration (UIR) tasks, while maintaining 160+ FPS real-time rendering. The code will be available at https://sherii888.github.io/WaterClear-GS/.
📅 2026-09-24
3D Gaussian Splatting (3DGS) enables high fidelity novel view synthesis but suffers from excessive storage and bandwidth requirements due to its unstructured representation. To address this, a projection based video coding framework has emerged as a leading approach, supported by MPEG's ongoing standardization, where 3DGS attributes are converted into 2D maps to take advantage of efficient compression using established video codecs such as HEVC and VVC. However, the effectiveness of this approach depends heavily on the spatial coherence of the projected video, which current sorting strategies such as PLAS and Morton ordering fail to preserve adequately, either incurring high computational cost or achieving limited correlation retention. To overcome these limitations, we propose a dual phase Morton spatial sorting algorithm that improves both coding efficiency and processing speed. In the first phase, Morton based 1D indexing is applied to high dimensional attributes to enhance spatial locality. The second phase further refines layout continuity through a structured 2D Morton mapping table that enforces spatial adjacency. This hierarchical strategy generates highly regular, block wise feature maps with strong local correlation, making them well suited for compression via conventional block based coding tools. Experimental results show that our method significantly outperforms existing approaches in both compression performance and runtime efficiency, providing a practical and standard compatible solution for 3DGS data coding.
📅 2026-09-24 | 💬 22 pages, 6 figures
Most of the memory of a 3D Gaussian Splatting model holds spherical-harmonic colour coefficients, yet each Gaussian is seen only from the narrow cone of directions of the training cameras. We turn this into a distortion metric that other compressors can adopt: a per-Gaussian observation Gram matrix, accumulated from viewing directions and blending weights, is the exact first-order map from coefficient changes to squared image error and needs only the model and the camera poses. Under it, degree reduction becomes a closed-form projection that generalises truncation, degree allocation a Lagrangian rate-distortion problem, and vector quantisation the matrix-weighted Lloyd algorithm, of which Compressed3D's quantiser is the scalar case. Swapped into Compressed3D with everything else unchanged, the metric raises PSNR by +0.49 dB before fine-tuning, with SSIM and LPIPS following, and at matched rate still gains +0.32 dB without a single training image. A training-free stack built on the metric alone is 15% smaller than the image-free GSICO at equal quality on Mip-NeRF 360.
📅 2026-09-24 | 💬 15 pages, 9 figures
Radiance field representations such as 3D Gaussian Splatting (3DGS) natively encode complex visual phenomena such as occlusions and view dependence, but they are inherently underconstrained. Independently optimized reconstructions converge to different primitive configurations, even in unchanged regions. We introduce Plenoptic CharacterIstics (PlenoCI), a novel feature built from the plenoptic field these representations approximate. PlenoCI directly captures rich visual behaviors while ignoring Lambertian textures. By deriving closed-form analytic plenoptic derivatives from a 3DGS representation, we efficiently detect these 5D structures. Our approach is robust to underconstrained representations by construction, reporting two orders of magnitude fewer false positives between independent reconstructions of unchanged scenes than concurrent work. We demonstrate PlenoCI's utility on change classification. First, we detect changes with an instance-aware 3DGS pipeline, achieving state-of-the-art results on CL-Splats with a 25.7% mIoU gain over the strongest competitor, while remaining competitive on the more challenging PASLCD benchmark. Leveraging PlenoCI, we classify changes as geometric or appearance-based with a balanced accuracy of 0.735, comparable to the best performing baseline. We believe plenoptic derivatives and PlenoCI open new directions for view dependence aware understanding in visually complex environments. Code and data are available at https://js0n-lai.github.io/plenoci.
📅 2026-09-24
Novel view synthesis from sparse observations is severely under-constrained. Although 3D Gaussian Splatting (3DGS) enables real-time rendering, it produces floaters, broken geometry, and washed-out backgrounds when trained with few views. We propose an alternating optimization framework that uses a pre-trained image diffusion model to generate geometrically consistent pseudo-views for additional 3DGS supervision. Generation is constrained by depth-conditioned ControlNet, IP-Adapter style transfer, LoRA scene adaptation, and img2img structural anchoring. We introduce Generative Active Pseudo-view Selection (GAPS) to balance reconstruction informativeness and generative reliability when choosing target views. Its annealing schedule shifts from conservative interpolation early in training to exploratory extrapolation later, gradually covering unobserved regions. A dual-criterion admission gate and uncertainty-weighted losses reject unreliable generations, while density-adaptive DropGaussian reduces overfitting in complex scenes. On LLFF with 3/6/9 views, our method improves average PSNR over vanilla 3DGS by 0.40/0.89/0.70 dB. On Mip-NeRF 360 with 12/24 views, the gains are 1.18/0.80 dB. SSIM improves and LPIPS decreases in every setting. Ablations show that active selection and density-adaptive regularization are both necessary; only the full method reduces LPIPS below the no-pseudo-view baseline on unbounded 360-degree scenes.
📅 2026-09-23 | 💬 Accepted to BMVC 2026
Recent advancements in 3D Gaussian Splatting (3DGS) have extended its capabilities to multi-scale segmentation. Existing methods reconstruct a scene with Gaussian primitives and learn multi-scale segmentation features separately, which leaves the geometry unaware of semantic structure and the feature learning dependent on incomplete mask supervision. To address these limitations, we present PePESeg3D, a novel framework that injects perception priors into a multi-scale 3D Gaussian segmentation pipeline. To fully exploit perception priors, we integrate them not only into contrastive feature learning but also into the upstream geometry reconstruction. Specifically, PePE Reconstruction incorporates monocular depth and mask constraints to ensure semantically coherent object structures. Building on this aligned geometry, PePE Contrastive Learning leverages dense depth-color cues and view-consistent centroid supervision to compensate for the incompleteness of multi-scale masks obtained from a 2D foundation model. Extensive experiments on the SPIn-NeRF, LERF-Mask, and NVOS benchmarks demonstrate that PePESeg3D achieves state-of-the-art performance in both multi-scale segmentation and scene reconstruction, highlighting the importance of integrating perception priors into both geometry optimization and feature learning for accurate multi-scale 3D segmentation. Our code is available at https://github.com/BeCow5X5/PePESeg3D.
📅 2026-09-23
3D Gaussian Splatting (3DGS) optimization is most commonly performed using general-purpose first-order optimizers such as Adam or SGD. Although robust across scenes, they update each parameter independently without exploiting the structural and spatial relationships among Gaussians, which slows convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, those are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce Learn2Splat, a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show higher novel view synthesis quality at equal wall-clock time, while remaining stable over long horizons, with zero-shot generalization to unseen datasets and settings. To support our findings, we build a unified framework to train and evaluate learned and standard optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://autonomousvision.github.io/learn2splat .
📅 2026-09-23
Does high image fidelity imply readable screen content in 3D Gaussian Splatting (3DGS)? We introduce 3DGS-SC, a controlled static screen-content dataset and benchmark for examining this mismatch. Ten procedural scenes provide fixed multi-view splits, exact cameras, screen masks, text boxes, and transcripts. The protocol separates whole-image fidelity, screen-region fidelity, OCR readability, and edge preservation. In the reported five-method comparison, LightGaussian exceeds Mip-Splatting in screen PSNR by only 0.08 dB, yet trails it in OCR accuracy by 12.7 percentage points. Across all ten method pairs, screen-PSNR and OCR orderings disagree in seven cases. These aggregate results expose a method-selection failure of fidelity-only evaluation. Complementing prior text-aware 3DGS research, 3DGS-SC targets controlled monitor interfaces and exact annotations; scene-wise robustness and acquisition effects remain open validation questions.
📅 2026-09-23 | 💬 DAC 2026; Code: https://github.com/askmgk/AdaGScale v3 adds the code link
Reducing the number of Gaussian-tile pairs is one of the most promising approaches to improve 3D Gaussian Splatting (3D-GS) rendering speed on GPUs. However, the importance difference existing among Gaussian-tile pairs has never been considered in the previous works. In this paper, we propose AdaGScale, a novel viewpoint-adaptive Gaussian scaling technique for reducing the number of Gaussian-tile pairs. AdaGScale is based on the observation that the peripheral tiles located far from Gaussian center contribute negligibly to pixel color accumulation. This suggests an opportunity for reducing the number of Gaussian-tile pairs based on color contribution. AdaGScale efficiently estimates the color contribution in the peripheral region of each Gaussian during a preprocessing stage and adaptively scales its size based on the peripheral score. As a result, Gaussians with lower importance intersect with fewer tiles during the intersection test, which improves rendering speed while maintaining image quality. The adjusted size is used only for tile intersection test, and the original size is retained during color accumulation to preserve visual fidelity. Experimental results show that AdaGScale achieves a geometric mean speedup of 13.8x over original 3D-GS on a GPU, with only about 0.5 dB degradation in PSNR on city-scale scenes.
📅 2026-09-23
We present GaussPDE, a framework that injects physically structured partial differential equation (PDE) dynamics into pretrained 3D Gaussian scenes without mesh extraction, voxelization, or retraining. Our key observation is that PDE rendering requires not only accurate appearance, but also a reliable discrete computational domain. We therefore first introduce camera-aware regularization during 3DGS reconstruction to suppress camera-near floaters and oversized primitives that would create unstable graph topology. We then construct an active Gaussian graph using covariance-aware distances and opacity, appearance, and boundary-aware conductance, enabling mass-weighted graph Laplacian PDE evolution directly over Gaussian primitives. The evolving scalar PDE state is coupled back to rendering by modifying the direct-current spherical harmonic color coefficients while preserving geometry, opacity, and view-dependent rendering behavior. Experiments on real and synthetic scenes show that GaussPDE produces stable, controllable, and spatially coherent dynamic visualizations, with reduced cross-boundary leakage compared with baselines.
📅 2026-09-22 | 💬 8 pages, 6 figures
3D Gaussian Splatting (3DGS) can reconstruct a captured scene photorealistically, but the resulting representation does not by itself support physical interaction. Robot simulation instead requires object-level change, \textit{i.e.}, objects must move independently, make contact, and reveal previously occluded surroundings. This gap arises because object appearance may remain entangled with the background, while hidden object geometry and occluded background content may be unobserved. To address this challenge, we present φ-RIE, a Gaussian-native pipeline that converts selected objects into movable simulator assets while preserving the remaining reconstruction. Our key observation is that asset construction and source removal should be coupled, \textit{i.e.}, one object identity should define the movable asset and the scene content to remove and complete. Accordingly, Scene Observation supplies shared evidence to Coupled Scene Construction, which creates registered assets and completed background Gaussians for simulator-driven rendering in an Interactive Environment. This coupling preserves unedited Gaussians while aligning visual and physical state. On 50 ScanNet++ scenes, evidence-based selection and registration retry increase matched F1 at 20\,mm from 0.336 to 0.383 at fixed retention. Further tests demonstrate asset executability, manipulation gains over a single-generator baseline, and the visual cost of conversion. Together, these results demonstrate that \name\ enables interactive scene conversion.
📅 2026-09-22 | 💬 8 pages, 4 figures, 4 tables
Orchard robots need maps that preserve small but semantically important structures such as trunks, trellises, and fruit. 3D Gaussian Splatting (3DGS) SLAM achieves high photometric fidelity. However, its optimization remains appearance-driven, and transferring image semantics to 3D points is unreliable for thin structures, whose pixels may receive depth from background surfaces. We present ArborSplat, an online semantic 3DGS SLAM system that tracks with LiDAR odometry and optimizes semantics directly on the Gaussian map, constrained by class-specific height bands above a ground plane fitted to each keyframe's stereo point cloud, and fuses multi-view evidence into a semantic point cloud online while rejecting labels inconsistent with the local ground surface or with monocular depth. Class-constrained refinement reserves Gaussian capacity for underrepresented structures and, under reduced budgets, increases training-view accuracy on tree classes. We evaluate the approach on apple and pear orchards during dormancy, flowering, and harvesting. On full routes, it keeps ATE below 0.5 m on all 12 traversals. On shared 301-frame segments, it exceeds SGS-SLAM and GS3LAM by 0.23 to 0.50 training-view and 0.15 to 0.36 held-out mIoU while running 1.7 to 7.5 times faster, whereas SemGauss-SLAM runs out of GPU memory on all six.
📅 2026-09-22
Monocular drone navigation requires reaching a goal in an unseen environment from a single forward-facing camera, which offers few cues for depth and scale. World models address this by modelling how observations evolve under actions, but they are built to be executed: the prediction is produced at deployment and fed back into action generation at every control step. We argue that what a policy needs from a world model is not the prediction but the representation required to produce it: in flight the executed action explains almost all of the change between observations, so prediction reduces to reprojecting a static scene under a known displacement. We therefore introduce skytopia, a policy built on an action-conditioned latent world model, and the 3D Gaussian Splatting platform on which it is trained. A forward objective predicts the representation of the next observation from the intended motion, and an inverse objective recovers that motion from the predicted transition. Because the prediction never reaches action generation, the predictor is discarded and one policy serves point-goal, image-goal, and goal-free navigation. Simulation experiments show that skytopia outperforms every baseline under all three specifications, attaining 57.8%, 66.0%, and 49.0% success rate, while discarding the predictor removes 59.4% of the inference cost. The same policy is subsequently deployed on a physical drone without fine-tuning and reaches goals in indoor, open outdoor, and woodland environments.
📅 2026-09-22
ICP-based 3D Gaussian Splatting (3DGS) SLAM tracks in real time by registering incoming frames against map Gaussians, using each primitive's covariance for both rendering and registration. These two uses place conflicting demands on one covariance. The mapper shapes it to minimize photometric error, often flattening it against surfaces, while robust registration typically benefits from measurement uncertainty. We propose a dual-covariance parameterization. Each Gaussian keeps a single mean but holds two covariances: a rendering covariance optimized by the mapper, and a tracking covariance derived from an RGB-D sensor noise model. We further use the tracking covariances as Gaussian anchors for image corners, providing constraints in directions where depth geometry is weak. We evaluate on TUM RGB-D, ScanNet, Replica, and two outdoor sequences recorded with a RealSense D435i on wheeled and handheld platforms. We achieve robust tracking performance across multiple scenes and reduced odometry drift, while tracking at $\sim$ 60 FPS.
📅 2026-09-22 | 💬 Submitted to IEEE ICASSP 2027. This version adds an appendix; 16 pages, 15 figures
Dynamic 3D Gaussian splats (3DGS) model time-varying scenes using a separate Gaussian set per frame. While neighboring video frames are highly correlated due to smooth motion, Gaussian representations retain this correlation to varying degrees, depending on whether the estimator tracks them across time. Some 3DGS compression methods integrate the estimation to exploit temporal redundancy; here, we focus on robust compression regardless of the estimator. We concatenate groups of frames into one Gaussian set, augment each Gaussian with a frame index, and pass it to a static (i.e., non-temporal) 3DGS codec, converting temporal redundancy into spatial redundancy. Concatenated sets are spatially partitioned to limit memory. Our technique requires neither a motion model nor knowledge of the training method. Averaged over six N3DV sequences, all six static codecs achieve gains on tracked sets (-42.0% to -71.8% BD-rate) over per-frame coding. On untracked sets, all codecs except HGSC, which appears incompatible with our technique, remain competitive with per-frame coding (-3.5% to +5.0%). We further replace D-FCGS's I-frame coding with our technique while retaining its P-frame coding, yielding an overall BD-rate of -46.2%. We propose to visualize "trackedness" using an inter-frame similarity metric. The project is available at https://wcjj1236.github.io/d3dgs-benchmark.
📅 2026-09-22 | 💬 Video supplements: https://youtu.be/avWpgs4P1s8; https://www.bilibili.com/video/BV1Jkhk6YEcE
Stochastic rendering eliminates the sorting and alpha blending process in Gaussian splatting, at the cost of introducing spatial noise. Formulating temporal denoising over the pixel stream shared by view-consistent stochastic splatting renderers, we propose a temporal neural denoiser validated on stochastic 2D Gaussian Splatting rendering, combining dual-path exponential moving average accumulation, per-pixel learned trust prediction for history validation, a fixed anisotropic spatial filter and a variance-gated composition with stabilization. The denoiser suppresses the noise, achieving temporally stable, visually compelling outputs during free camera navigation, all while retaining the sort-free, blend-free rasterization performance. The combined pipeline retains a PSNR gap to sorted alpha-blending renderers, but the denoiser's overhead stays below the time saved by removing sorting and blending.
📅 2026-09-22 | 💬 7 pages, 6 figures
Urban-scale 3D reconstruction from satellite imagery supports disaster response, city monitoring, and geospatial digital twins, yet neural rendering methods typically optimize average visual fidelity rather than the structures that analysts inspect first: buildings. We present an agentic building-aware satellite Gaussian Splatting workflow that uses Segment Anything-derived building masks as semantic priors and an Agentic Reconstruction Controller to select, verify, and record DSM reconstruction policies. On the DFC2019 JAX\_004 scene, building-aware weighting reduces building-region DSM MAE from 0.844 m to 0.806 m, showing that semantic priors can shift reconstruction capacity toward analyst-critical regions. A staged schedule provides a balanced operating point, improving full-scene MAE from 1.362 m to 1.349 m while retaining a building gain. Across four JAX scenes, the Agent selects validated policies for both general DSM and building-focused DSM objectives, and produces building-inventory metadata and per-scene decision records. The system combines semantic priors, policy selection, region-specific DSM metrics, and DSM-derived GIS surface products for auditable urban 3D analysis.
📅 2026-09-21 | 💬 32 pages, 12 figures, 8 tables. Published in Transactions on Machine Learning Research (2026); reviews and decision: https://openreview.net/forum?id=75Hx0RDPMr. Code and experiment records: https://github.com/archiedong/dp-splat
3D Gaussian Splatting represents scenes as finite mixtures of anisotropic Gaussians whose number of components $K$ is set by heuristic density control or user caps. Variational Bayes Gaussian Splatting (VBGS) recast splat fitting as conjugate variational inference, but $K$ remains fixed. We replace the finite symmetric Dirichlet over mixture weights with a truncated stick-breaking Dirichlet-process prior (or a sparse overfitted finite Dirichlet), so that the number of occupied components adapts to the data while every update remains a closed-form coordinate-ascent step; a natural-gradient stochastic variant scales to large point sets. We give an ELBO monotonicity-and-convergence guarantee, a rigorous truncation-error bound that corrects a large-$α$ approximation in common use which undershoots the exact Ishwaran-James bound, and an honest account of what the fitted number of components estimates. Empirically: (i) the effective complexity $\hat{K}$ adapts to data complexity and recovers the true $K$ within $\pm 1$; (ii) a deconfounded comparison shows the DP prior's contribution is complexity selection, not per-component efficiency: converged DP fits beat single-pass fixed-$K$ VBGS by +2.7 dB yet tie an equally converged fixed-$K$ baseline, and on all eight NeRF-synthetic scenes DP-Splat holds held-out point-space color prediction within 0.33 dB of VBGS with 3.9-7.9x fewer occupied components, while under full rasterization on held-out views it renders 3.4-9.0 dB below the unpruned baseline; (iii) the posterior-predictive color variance is well calibrated, and a seeded matched-capacity ablation attributes that calibration to the conjugate color model rather than to the weight prior; (iv) the ordering suggested by exact-posterior asymptotics reverses under mean-field coordinate ascent: the DP prior resists over-splitting while the sparse finite mixture saturates its truncation.
📅 2026-09-21
Thermography plays a vital role in military and broader thermal analysis applications. Recent progress in 3D thermal reconstruction has extended temperature analysis from 2D to 3D space, yet most existing works assume static temperature distributions, neglecting the temporal dynamics of heat transfer in real-world environments. To address this limitation, we propose the first dynamic RGB-Thermal reconstruction framework for complex scenes. Our method jointly models RGB appearance, thermal observations, and scene geometry as they change over time. Specifically, we introduce a multimodal dynamic scene representation that anchors both the color and thermal modalities to a shared geometric substrate, ensuring their consistency under spatiotemporal deformations. We further design multimodal embeddings to enhance the motion expressiveness for each modality, and propose a multimodal routing mechanism that retains a unified set of shared multimodal Gaussians as the geometric backbone while adaptively spawning modality-specific Gaussians to strengthen the representational capacity in detail-rich regions of each individual modality. In addition, we contribute a novel benchmark dataset featuring high-frequency temperature variations to facilitate the evaluation of 4D reconstruction. Extensive experiments demonstrate that our method achieves high-fidelity spatiotemporal reconstruction of both appearance and temperature. Our code and dataset are available at: https://github.com/LinLif1869/DTG.
📅 2026-09-21
3D Gaussian Splatting (3DGS) provides high-fidelity scenes for large-scale embodied simulation, but constructing large-scale urban assets remains constrained by expensive equipment and delayed quality feedback. Preset surveys can leave complex surfaces insufficiently observed, with defects discovered only after reconstruction, requiring return visits and repeated processing. We present OpenFlyScan, a quality-guided aerial reconstruction system for consumer drones that integrates a GS quality model, a reacquisition planner, and a custom-designed mobile app. The model learns from GS rendering errors to predict regional reconstruction quality. Based on these predictions, the planner then generates complementary reacquisition strips to be executed through the app, which also supports automated oblique surveys and data transfer without additional hardware on board. Across real aerial scenes, the model effectively identifies regions that are likely to be poorly reconstructed. In the Expo West field experiment, targeted reacquisition improves PSNR at additional views by 10.95 dB. With consumer drones, OpenFlyScan integrates capture, targeted reacquisition, and reconstruction to support rapid, low-cost urban asset creation. Code and models will be made publicly available at https://openflyscan.github.io/.
📅 2026-09-21
Neural-rendering-based SLAM relies on rendered RGB-D residuals for camera tracking and map optimization, but the reliability of these predictions can vary substantially because of sensor noise, limited observation coverage, and incomplete map representations. Without an explicit reliability estimate, unreliable residuals may adversely affect pose optimization, while frames already well explained by the current map may trigger redundant mapping updates. In this paper, we present BayesianGS-SLAM, an uncertainty-aware 3D Gaussian Splatting SLAM framework that estimates predictive color and depth uncertainty during mapping and consistently reuses it across the SLAM pipeline. Our tractable probabilistic formulation combines a sensor-noise uncertainty component with an opacity-induced map-representation component propagated through the rendering process. The resulting predictive uncertainty is used to augment mapping, normalize tracking residuals through a robust pose objective, and evaluate incoming frames using a predictive-surprise-based keyframe criterion. Unlike prior uncertainty-aware neural-rendering SLAM methods that primarily consider color uncertainty or use uncertainty only during mapping, our framework estimates predictive uncertainty for both color and depth and integrates it into mapping, tracking, and keyframe selection. Evaluations on real-world RGB-D datasets demonstrate substantially improved depth uncertainty-error ranking compared with existing uncertainty-aware SLAM methods. Moreover, the proposed keyframe-selection strategy reduces the number of selected keyframes and mapping calls while maintaining competitive tracking and rendering performance.
📅 2026-09-20 | 💬 The methodological design is flawed, the experimental results are insufficient, and there are issues regarding the authors' affiliations and authorship
Dropout-based sparse-view 3D Gaussian Splatting (3DGS) methods alleviate overfitting by randomly suppressing Gaussian primitives during training. Existing methods mainly focus on designing increasingly sophisticated dropout strategies, while they overlook the resulting inconsistencies among different dropped Gaussian subsets. This oversight often leads to unstable reconstruction and suboptimal Gaussian representation learning.In this paper, we revisit dropout-based sparse-view 3DGS from a consistency regularization perspective and propose PairDropGS, a Paired Dropout-induced Consistency Regularization framework for sparse-view Gaussian splatting. Specifically, PairDropGS first constructs a pair of the dropped Gaussian subsets from a shared Gaussian field and designs a low-frequency consistency regularization to constrain their low-frequency rendered structures. This design encourages the shared Gaussian field to preserve stable scene layout and coarse geometry under different random dropouts, while avoiding excessive constraints on ambiguous high-frequency details. Moreover, we introduce a progressive consistency scheduling strategy to gradually strengthen the consistency regularization during training for stability and robustness of reconstruction. Extensive experiments on widely-used sparse-view benchmarks demonstrate that PairDropGS achieves superior training stability, significantly outperforms existing dropout-based 3DGS methods in reconstruction quality, while exhibiting the simplicity and plug-and-play nature for improving dropout-based optimization.
📅 2026-09-20 | 💬 8 pages. Accepted to IEEE ICRA 2026
Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality. Existing deformable Gaussian Splatting methods achieve high-fidelity dynamic scene modeling, but still face limitations in memory usage and rendering efficiency due to the large number of redundant Gaussians. To address these challenges, we propose Geometry-Aware Redundancy Optimization (GARO), a unified redundancy measurement framework in the adaptive density control stage of the traditional dynamic scene reconstruction pipeline. This framework first selects low-gradient candidates using an optimization activity assessment strategy, and then evaluates geometric complexity through low curvature analysis to further filter and prune redundant points, resulting in a compact and expressive Gaussian representation. Extensive experiments on synthetic and real-world datasets demonstrate that GARO achieves robust trade-offs between quality and speed, with PSNR remaining stable and rendering speed improved by 2x, validating the efficiency and effectiveness of GARO.
📅 2026-09-20
We present Elevator-VIGS, a visual-inertial 3D Gaussian Splatting SLAM system that keeps tracking and mapping through elevator rides. Inside a moving elevator, the two sensors are in conflict. The camera sees only the robot's motion relative to the elevator, while the IMU senses that motion plus the elevator's motion relative to the world. This conflict is challenging for existing visual-inertial estimators. If vision dominates, the estimator tracks only the robot's motion within the elevator and misses the elevator's rise, and if the conflict remains, the estimator diverges. We observe that the conflict comes from forcing both observations into a single coordinate frame. We instead estimate the robot's pose in the elevator's coordinate frame, and the elevator's motion relative to the world as a per-keyframe transport state, the elevator's rise and vertical velocity, within dense visual-inertial bundle adjustment. Elevator-VIGS detects rides zero-shot with a vision-language model and a depth network, and constrains the transport state at the departure and the arrival. We record real-world and simulated elevator sequences. On these sequences, Elevator-VIGS achieves state-of-the-art tracking and rendering performance. On four elevator-free public benchmarks it keeps the state-of-the-art performance of VIGS-SLAM. Project page: https://ruizhou-cn.github.io/elevator-vigs/.
📅 2026-09-20 | 💬 Accepted by ECCV2026
3D Gaussian Splatting (3DGS) delivers real-time and high-fidelity rendering but remains challenged by unconstrained in-the-wild scenes, where drastic appearance variations and transient objects violate multi-view consistency. Existing methods are fundamentally limited by independent and discrete embeddings that struggle to capture continuous environmental changes or model spatially-varying local illumination. To address these limitations, we propose \textbf{WilLaGS}, a unified framework for robust 3D scene reconstruction and generative appearance synthesis under unconstrained settings. Specifically, we introduce a generative appearance model where a $β$-VAE learns a structured and continuous manifold of global appearance. Conditioned on the latent code, we construct a 3D neural appearance field that generates dynamic Tri-Plane features to encode spatially-varying local illumination effects. Furthermore, to suppress transient artifacts, we present a self-supervised perceptual masking mechanism that leverages a Teacher-Student (EMA) architecture to derive a stable scene consensus, robustly identifying inconsistent regions via perceptual discrepancies. Extensive experiments on multiple datasets demonstrate that \textbf{WilLaGS} achieves state-of-the-art performance in reconstruction quality and novel view appearance synthesis, while maintaining real-time rendering efficiency.