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SubscribeComprehensive Benchmarking of YOLOv11 Architectures for Scalable and Granular Peripheral Blood Cell Detection
Manual peripheral blood smear (PBS) analysis is labor intensive and subjective. While deep learning offers a promising alternative, a systematic evaluation of state of the art models such as YOLOv11 for fine grained PBS detection is still lacking. In this work, we make two key contributions. First, we curate a large scale annotated dataset for blood cell detection and classification, comprising 16,891 images across 12 peripheral blood cell (PBC) classes, along with the red blood cell class, all carefully re annotated for object detection tasks. In total, the dataset contains 298,850 annotated cells. Second, we leverage this dataset to conduct a comprehensive evaluation of five YOLOv11 variants (ranging from Nano to XLarge). These models are rigorously benchmarked under two data splitting strategies (70:20:10 and 80:10:10) and systematically assessed using multiple performance criteria, including mean Average Precision (mAP), precision, recall, F1 score, and computational efficiency. Our experiments show that the YOLOv11 Medium variant achieves the best trade off, reaching a [email protected] of 0.934 under the 8:1:1 split. Larger models (Large and XLarge) provide only marginal accuracy gains at substantially higher computational cost. Moreover, the 8:1:1 split consistently outperforms the 7:2:1 split across all models. These findings highlight YOLOv11, particularly the Medium variant, as a highly effective framework for automated, fine grained PBS detection. Beyond benchmarking, our publicly released dataset (github.com/Mohamad-AbouAli/OI-PBC-Dataset) offers a valuable resource to advance research on blood cell detection and classification in hematology.
On the Evaluation of Commit Message Generation Models: An Experimental Study
Commit messages are natural language descriptions of code changes, which are important for program understanding and maintenance. However, writing commit messages manually is time-consuming and laborious, especially when the code is updated frequently. Various approaches utilizing generation or retrieval techniques have been proposed to automatically generate commit messages. To achieve a better understanding of how the existing approaches perform in solving this problem, this paper conducts a systematic and in-depth analysis of the state-of-the-art models and datasets. We find that: (1) Different variants of the BLEU metric are used in previous works, which affects the evaluation and understanding of existing methods. (2) Most existing datasets are crawled only from Java repositories while repositories in other programming languages are not sufficiently explored. (3) Dataset splitting strategies can influence the performance of existing models by a large margin. Some models show better performance when the datasets are split by commit, while other models perform better when the datasets are split by timestamp or by project. Based on our findings, we conduct a human evaluation and find the BLEU metric that best correlates with the human scores for the task. We also collect a large-scale, information-rich, and multi-language commit message dataset MCMD and evaluate existing models on this dataset. Furthermore, we conduct extensive experiments under different dataset splitting strategies and suggest the suitable models under different scenarios. Based on the experimental results and findings, we provide feasible suggestions for comprehensively evaluating commit message generation models and discuss possible future research directions. We believe this work can help practitioners and researchers better evaluate and select models for automatic commit message generation.
Byzantine-Robust Learning on Heterogeneous Data via Gradient Splitting
Federated learning has exhibited vulnerabilities to Byzantine attacks, where the Byzantine attackers can send arbitrary gradients to a central server to destroy the convergence and performance of the global model. A wealth of robust AGgregation Rules (AGRs) have been proposed to defend against Byzantine attacks. However, Byzantine clients can still circumvent robust AGRs when data is non-Identically and Independently Distributed (non-IID). In this paper, we first reveal the root causes of performance degradation of current robust AGRs in non-IID settings: the curse of dimensionality and gradient heterogeneity. In order to address this issue, we propose GAS, a \shorten approach that can successfully adapt existing robust AGRs to non-IID settings. We also provide a detailed convergence analysis when the existing robust AGRs are combined with GAS. Experiments on various real-world datasets verify the efficacy of our proposed GAS. The implementation code is provided in https://github.com/YuchenLiu-a/byzantine-gas.
GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has recently attracted wide attentions in various areas such as 3D navigation, Virtual Reality (VR) and 3D simulation, due to its photorealistic and efficient rendering performance. High-quality reconstrution of 3DGS relies on sufficient splats and a reasonable distribution of these splats to fit real geometric surface and texture details, which turns out to be a challenging problem. We present GeoTexDensifier, a novel geometry-texture-aware densification strategy to reconstruct high-quality Gaussian splats which better comply with the geometric structure and texture richness of the scene. Specifically, our GeoTexDensifier framework carries out an auxiliary texture-aware densification method to produce a denser distribution of splats in fully textured areas, while keeping sparsity in low-texture regions to maintain the quality of Gaussian point cloud. Meanwhile, a geometry-aware splitting strategy takes depth and normal priors to guide the splitting sampling and filter out the noisy splats whose initial positions are far from the actual geometric surfaces they aim to fit, under a Validation of Depth Ratio Change checking. With the help of relative monocular depth prior, such geometry-aware validation can effectively reduce the influence of scattered Gaussians to the final rendering quality, especially in regions with weak textures or without sufficient training views. The texture-aware densification and geometry-aware splitting strategies are fully combined to obtain a set of high-quality Gaussian splats. We experiment our GeoTexDensifier framework on various datasets and compare our Novel View Synthesis results to other state-of-the-art 3DGS approaches, with detailed quantitative and qualitative evaluations to demonstrate the effectiveness of our method in producing more photorealistic 3DGS models.
3D Gaussian Splatting as Markov Chain Monte Carlo
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.
Feat2GS: Probing Visual Foundation Models with Gaussian Splatting
Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, alpha, Sigma) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at https://fanegg.github.io/Feat2GS/.
Splannequin: Freezing Monocular Mannequin-Challenge Footage with Dual-Detection Splatting
Synthesizing high-fidelity frozen 3D scenes from monocular Mannequin-Challenge (MC) videos is a unique problem distinct from standard dynamic scene reconstruction. Instead of focusing on modeling motion, our goal is to create a frozen scene while strategically preserving subtle dynamics to enable user-controlled instant selection. To achieve this, we introduce a novel application of dynamic Gaussian splatting: the scene is modeled dynamically, which retains nearby temporal variation, and a static scene is rendered by fixing the model's time parameter. However, under this usage, monocular capture with sparse temporal supervision introduces artifacts like ghosting and blur for Gaussians that become unobserved or occluded at weakly supervised timestamps. We propose Splannequin, an architecture-agnostic regularization that detects two states of Gaussian primitives, hidden and defective, and applies temporal anchoring. Under predominantly forward camera motion, hidden states are anchored to their recent well-observed past states, while defective states are anchored to future states with stronger supervision. Our method integrates into existing dynamic Gaussian pipelines via simple loss terms, requires no architectural changes, and adds zero inference overhead. This results in markedly improved visual quality, enabling high-fidelity, user-selectable frozen-time renderings, validated by a 96% user preference. Project page: https://chien90190.github.io/splannequin/
TalkingGaussian: Structure-Persistent 3D Talking Head Synthesis via Gaussian Splatting
Radiance fields have demonstrated impressive performance in synthesizing lifelike 3D talking heads. However, due to the difficulty in fitting steep appearance changes, the prevailing paradigm that presents facial motions by directly modifying point appearance may lead to distortions in dynamic regions. To tackle this challenge, we introduce TalkingGaussian, a deformation-based radiance fields framework for high-fidelity talking head synthesis. Leveraging the point-based Gaussian Splatting, facial motions can be represented in our method by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods. Due to this simplification, precise facial motions can be synthesized while keeping a highly intact facial feature. Under such a deformation paradigm, we further identify a face-mouth motion inconsistency that would affect the learning of detailed speaking motions. To address this conflict, we decompose the model into two branches separately for the face and inside mouth areas, therefore simplifying the learning tasks to help reconstruct more accurate motion and structure of the mouth region. Extensive experiments demonstrate that our method renders high-quality lip-synchronized talking head videos, with better facial fidelity and higher efficiency compared with previous methods.
MD-Splatting: Learning Metric Deformation from 4D Gaussians in Highly Deformable Scenes
Accurate 3D tracking in highly deformable scenes with occlusions and shadows can facilitate new applications in robotics, augmented reality, and generative AI. However, tracking under these conditions is extremely challenging due to the ambiguity that arises with large deformations, shadows, and occlusions. We introduce MD-Splatting, an approach for simultaneous 3D tracking and novel view synthesis, using video captures of a dynamic scene from various camera poses. MD-Splatting builds on recent advances in Gaussian splatting, a method that learns the properties of a large number of Gaussians for state-of-the-art and fast novel view synthesis. MD-Splatting learns a deformation function to project a set of Gaussians with non-metric, thus canonical, properties into metric space. The deformation function uses a neural-voxel encoding and a multilayer perceptron (MLP) to infer Gaussian position, rotation, and a shadow scalar. We enforce physics-inspired regularization terms based on local rigidity, conservation of momentum, and isometry, which leads to trajectories with smaller trajectory errors. MD-Splatting achieves high-quality 3D tracking on highly deformable scenes with shadows and occlusions. Compared to state-of-the-art, we improve 3D tracking by an average of 23.9 %, while simultaneously achieving high-quality novel view synthesis. With sufficient texture such as in scene 6, MD-Splatting achieves a median tracking error of 3.39 mm on a cloth of 1 x 1 meters in size. Project website: https://md-splatting.github.io/.
Generalizable and Relightable Gaussian Splatting for Human Novel View Synthesis
We propose GRGS, a generalizable and relightable 3D Gaussian framework for high-fidelity human novel view synthesis under diverse lighting conditions. Unlike existing methods that rely on per-character optimization or ignore physical constraints, GRGS adopts a feed-forward, fully supervised strategy projecting geometry, material, and illumination cues from multi-view 2D observations into 3D Gaussian representations. To recover accurate geometry under diverse lighting conditions, we introduce a Lighting-robust Geometry Refinement (LGR) module trained on synthetically relit data to predict precise depth and surface normals. Based on the high-quality geometry, a Physically Grounded Neural Rendering (PGNR) module is further proposed to integrate neural prediction with physics-based shading, supporting editable relighting with shadows and indirect illumination. Moreover, we design a 2D-to-3D projection training scheme leveraging differentiable supervision from ambient occlusion, direct, and indirect lighting maps, alleviating the computational cost of ray tracing. Extensive experiments demonstrate that GRGS achieves superior visual quality, geometric consistency, and generalization across characters and lighting conditions.
4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Representing and rendering dynamic scenes has been an important but challenging task. Especially, to accurately model complex motions, high efficiency is usually hard to maintain. We introduce the 4D Gaussian Splatting (4D-GS) to achieve real-time dynamic scene rendering while also enjoying high training and storage efficiency. An efficient deformation field is constructed to model both Gaussian motions and shape deformations. Different adjacent Gaussians are connected via a HexPlane to produce more accurate position and shape deformations. Our 4D-GS method achieves real-time rendering under high resolutions, 70 FPS at a 800times800 resolution on an RTX 3090 GPU, while maintaining comparable or higher quality than previous state-of-the-art methods. More demos and code are available at https://guanjunwu.github.io/4dgs/.
Gaussian-LIC2: LiDAR-Inertial-Camera Gaussian Splatting SLAM
This paper presents the first photo-realistic LiDAR-Inertial-Camera Gaussian Splatting SLAM system that simultaneously addresses visual quality, geometric accuracy, and real-time performance. The proposed method performs robust and accurate pose estimation within a continuous-time trajectory optimization framework, while incrementally reconstructing a 3D Gaussian map using camera and LiDAR data, all in real time. The resulting map enables high-quality, real-time novel view rendering of both RGB images and depth maps. To effectively address under-reconstruction in regions not covered by the LiDAR, we employ a lightweight zero-shot depth model that synergistically combines RGB appearance cues with sparse LiDAR measurements to generate dense depth maps. The depth completion enables reliable Gaussian initialization in LiDAR-blind areas, significantly improving system applicability for sparse LiDAR sensors. To enhance geometric accuracy, we use sparse but precise LiDAR depths to supervise Gaussian map optimization and accelerate it with carefully designed CUDA-accelerated strategies. Furthermore, we explore how the incrementally reconstructed Gaussian map can improve the robustness of odometry. By tightly incorporating photometric constraints from the Gaussian map into the continuous-time factor graph optimization, we demonstrate improved pose estimation under LiDAR degradation scenarios. We also showcase downstream applications via extending our elaborate system, including video frame interpolation and fast 3D mesh extraction. To support rigorous evaluation, we construct a dedicated LiDAR-Inertial-Camera dataset featuring ground-truth poses, depth maps, and extrapolated trajectories for assessing out-of-sequence novel view synthesis. Both the dataset and code will be made publicly available on project page https://xingxingzuo.github.io/gaussian_lic2.
GS2E: Gaussian Splatting is an Effective Data Generator for Event Stream Generation
We introduce GS2E (Gaussian Splatting to Event), a large-scale synthetic event dataset for high-fidelity event vision tasks, captured from real-world sparse multi-view RGB images. Existing event datasets are often synthesized from dense RGB videos, which typically lack viewpoint diversity and geometric consistency, or depend on expensive, difficult-to-scale hardware setups. GS2E overcomes these limitations by first reconstructing photorealistic static scenes using 3D Gaussian Splatting, and subsequently employing a novel, physically-informed event simulation pipeline. This pipeline generally integrates adaptive trajectory interpolation with physically-consistent event contrast threshold modeling. Such an approach yields temporally dense and geometrically consistent event streams under diverse motion and lighting conditions, while ensuring strong alignment with underlying scene structures. Experimental results on event-based 3D reconstruction demonstrate GS2E's superior generalization capabilities and its practical value as a benchmark for advancing event vision research.
GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
We present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed.
GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation
Creating 4D fields of Gaussian Splatting from images or videos is a challenging task due to its under-constrained nature. While the optimization can draw photometric reference from the input videos or be regulated by generative models, directly supervising Gaussian motions remains underexplored. In this paper, we introduce a novel concept, Gaussian flow, which connects the dynamics of 3D Gaussians and pixel velocities between consecutive frames. The Gaussian flow can be efficiently obtained by splatting Gaussian dynamics into the image space. This differentiable process enables direct dynamic supervision from optical flow. Our method significantly benefits 4D dynamic content generation and 4D novel view synthesis with Gaussian Splatting, especially for contents with rich motions that are hard to be handled by existing methods. The common color drifting issue that happens in 4D generation is also resolved with improved Guassian dynamics. Superior visual quality on extensive experiments demonstrates our method's effectiveness. Quantitative and qualitative evaluations show that our method achieves state-of-the-art results on both tasks of 4D generation and 4D novel view synthesis. Project page: https://zerg-overmind.github.io/GaussianFlow.github.io/
CHASE: 3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning
Recent advancements in human avatar synthesis have utilized radiance fields to reconstruct photo-realistic animatable human avatars. However, both NeRFs-based and 3DGS-based methods struggle with maintaining 3D consistency and exhibit suboptimal detail reconstruction, especially with sparse inputs. To address this challenge, we propose CHASE, which introduces supervision from intrinsic 3D consistency across poses and 3D geometry contrastive learning, achieving performance comparable with sparse inputs to that with full inputs. Following previous work, we first integrate a skeleton-driven rigid deformation and a non-rigid cloth dynamics deformation to coordinate the movements of individual Gaussians during animation, reconstructing basic avatar with coarse 3D consistency. To improve 3D consistency under sparse inputs, we design Dynamic Avatar Adjustment(DAA) to adjust deformed Gaussians based on a selected similar pose/image from the dataset. Minimizing the difference between the image rendered by adjusted Gaussians and the image with the similar pose serves as an additional form of supervision for avatar. Furthermore, we propose a 3D geometry contrastive learning strategy to maintain the 3D global consistency of generated avatars. Though CHASE is designed for sparse inputs, it surprisingly outperforms current SOTA methods in both full and sparse settings on the ZJU-MoCap and H36M datasets, demonstrating that our CHASE successfully maintains avatar's 3D consistency, hence improving rendering quality.
G3Splat: Geometrically Consistent Generalizable Gaussian Splatting
3D Gaussians have recently emerged as an effective scene representation for real-time splatting and accurate novel-view synthesis, motivating several works to adapt multi-view structure prediction networks to regress per-pixel 3D Gaussians from images. However, most prior work extends these networks to predict additional Gaussian parameters -- orientation, scale, opacity, and appearance -- while relying almost exclusively on view-synthesis supervision. We show that a view-synthesis loss alone is insufficient to recover geometrically meaningful splats in this setting. We analyze and address the ambiguities of learning 3D Gaussian splats under self-supervision for pose-free generalizable splatting, and introduce G3Splat, which enforces geometric priors to obtain geometrically consistent 3D scene representations. Trained on RE10K, our approach achieves state-of-the-art performance in (i) geometrically consistent reconstruction, (ii) relative pose estimation, and (iii) novel-view synthesis. We further demonstrate strong zero-shot generalization on ScanNet, substantially outperforming prior work in both geometry recovery and relative pose estimation. Code and pretrained models are released on our project page (https://m80hz.github.io/g3splat/).
Robust and Efficient 3D Gaussian Splatting for Urban Scene Reconstruction
We present a framework that enables fast reconstruction and real-time rendering of urban-scale scenes while maintaining robustness against appearance variations across multi-view captures. Our approach begins with scene partitioning for parallel training, employing a visibility-based image selection strategy to optimize training efficiency. A controllable level-of-detail (LOD) strategy explicitly regulates Gaussian density under a user-defined budget, enabling efficient training and rendering while maintaining high visual fidelity. The appearance transformation module mitigates the negative effects of appearance inconsistencies across images while enabling flexible adjustments. Additionally, we utilize enhancement modules, such as depth regularization, scale regularization, and antialiasing, to improve reconstruction fidelity. Experimental results demonstrate that our method effectively reconstructs urban-scale scenes and outperforms previous approaches in both efficiency and quality. The source code is available at: https://yzslab.github.io/REUrbanGS.
SplatFormer: Point Transformer for Robust 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has recently transformed photorealistic reconstruction, achieving high visual fidelity and real-time performance. However, rendering quality significantly deteriorates when test views deviate from the camera angles used during training, posing a major challenge for applications in immersive free-viewpoint rendering and navigation. In this work, we conduct a comprehensive evaluation of 3DGS and related novel view synthesis methods under out-of-distribution (OOD) test camera scenarios. By creating diverse test cases with synthetic and real-world datasets, we demonstrate that most existing methods, including those incorporating various regularization techniques and data-driven priors, struggle to generalize effectively to OOD views. To address this limitation, we introduce SplatFormer, the first point transformer model specifically designed to operate on Gaussian splats. SplatFormer takes as input an initial 3DGS set optimized under limited training views and refines it in a single forward pass, effectively removing potential artifacts in OOD test views. To our knowledge, this is the first successful application of point transformers directly on 3DGS sets, surpassing the limitations of previous multi-scene training methods, which could handle only a restricted number of input views during inference. Our model significantly improves rendering quality under extreme novel views, achieving state-of-the-art performance in these challenging scenarios and outperforming various 3DGS regularization techniques, multi-scene models tailored for sparse view synthesis, and diffusion-based frameworks.
GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering
We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.
Text-to-3D using Gaussian Splatting
In this paper, we present Gaussian Splatting based text-to-3D generation (GSGEN), a novel approach for generating high-quality 3D objects. Previous methods suffer from inaccurate geometry and limited fidelity due to the absence of 3D prior and proper representation. We leverage 3D Gaussian Splatting, a recent state-of-the-art representation, to address existing shortcomings by exploiting the explicit nature that enables the incorporation of 3D prior. Specifically, our method adopts a progressive optimization strategy, which includes a geometry optimization stage and an appearance refinement stage. In geometry optimization, a coarse representation is established under a 3D geometry prior along with the ordinary 2D SDS loss, ensuring a sensible and 3D-consistent rough shape. Subsequently, the obtained Gaussians undergo an iterative refinement to enrich details. In this stage, we increase the number of Gaussians by compactness-based densification to enhance continuity and improve fidelity. With these designs, our approach can generate 3D content with delicate details and more accurate geometry. Extensive evaluations demonstrate the effectiveness of our method, especially for capturing high-frequency components. Video results are provided at https://gsgen3d.github.io. Our code is available at https://github.com/gsgen3d/gsgen
gsplat: An Open-Source Library for Gaussian Splatting
gsplat is an open-source library designed for training and developing Gaussian Splatting methods. It features a front-end with Python bindings compatible with the PyTorch library and a back-end with highly optimized CUDA kernels. gsplat offers numerous features that enhance the optimization of Gaussian Splatting models, which include optimization improvements for speed, memory, and convergence times. Experimental results demonstrate that gsplat achieves up to 10% less training time and 4x less memory than the original implementation. Utilized in several research projects, gsplat is actively maintained on GitHub. Source code is available at https://github.com/nerfstudio-project/gsplat under Apache License 2.0. We welcome contributions from the open-source community.
COLMAP-Free 3D Gaussian Splatting
While neural rendering has led to impressive advances in scene reconstruction and novel view synthesis, it relies heavily on accurately pre-computed camera poses. To relax this constraint, multiple efforts have been made to train Neural Radiance Fields (NeRFs) without pre-processed camera poses. However, the implicit representations of NeRFs provide extra challenges to optimize the 3D structure and camera poses at the same time. On the other hand, the recently proposed 3D Gaussian Splatting provides new opportunities given its explicit point cloud representations. This paper leverages both the explicit geometric representation and the continuity of the input video stream to perform novel view synthesis without any SfM preprocessing. We process the input frames in a sequential manner and progressively grow the 3D Gaussians set by taking one input frame at a time, without the need to pre-compute the camera poses. Our method significantly improves over previous approaches in view synthesis and camera pose estimation under large motion changes. Our project page is https://oasisyang.github.io/colmap-free-3dgs
GSFixer: Improving 3D Gaussian Splatting with Reference-Guided Video Diffusion Priors
Reconstructing 3D scenes using 3D Gaussian Splatting (3DGS) from sparse views is an ill-posed problem due to insufficient information, often resulting in noticeable artifacts. While recent approaches have sought to leverage generative priors to complete information for under-constrained regions, they struggle to generate content that remains consistent with input observations. To address this challenge, we propose GSFixer, a novel framework designed to improve the quality of 3DGS representations reconstructed from sparse inputs. The core of our approach is the reference-guided video restoration model, built upon a DiT-based video diffusion model trained on paired artifact 3DGS renders and clean frames with additional reference-based conditions. Considering the input sparse views as references, our model integrates both 2D semantic features and 3D geometric features of reference views extracted from the visual geometry foundation model, enhancing the semantic coherence and 3D consistency when fixing artifact novel views. Furthermore, considering the lack of suitable benchmarks for 3DGS artifact restoration evaluation, we present DL3DV-Res which contains artifact frames rendered using low-quality 3DGS. Extensive experiments demonstrate our GSFixer outperforms current state-of-the-art methods in 3DGS artifact restoration and sparse-view 3D reconstruction. Project page: https://github.com/GVCLab/GSFixer.
Low-Frequency First: Eliminating Floating Artifacts in 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) is a powerful and computationally efficient representation for 3D reconstruction. Despite its strengths, 3DGS often produces floating artifacts, which are erroneous structures detached from the actual geometry and significantly degrade visual fidelity. The underlying mechanisms causing these artifacts, particularly in low-quality initialization scenarios, have not been fully explored. In this paper, we investigate the origins of floating artifacts from a frequency-domain perspective and identify under-optimized Gaussians as the primary source. Based on our analysis, we propose Eliminating-Floating-Artifacts Gaussian Splatting (EFA-GS), which selectively expands under-optimized Gaussians to prioritize accurate low-frequency learning. Additionally, we introduce complementary depth-based and scale-based strategies to dynamically refine Gaussian expansion, effectively mitigating detail erosion. Extensive experiments on both synthetic and real-world datasets demonstrate that EFA-GS substantially reduces floating artifacts while preserving high-frequency details, achieving an improvement of 1.68 dB in PSNR over baseline method on our RWLQ dataset. Furthermore, we validate the effectiveness of our approach in downstream 3D editing tasks. We provide our implementation in https://jcwang-gh.github.io/EFA-GS.
Novel Demonstration Generation with Gaussian Splatting Enables Robust One-Shot Manipulation
Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.
Self-Ensembling Gaussian Splatting for Few-Shot Novel View Synthesis
3D Gaussian Splatting (3DGS) has demonstrated remarkable effectiveness in novel view synthesis (NVS). However, 3DGS tends to overfit when trained with sparse views, limiting its generalization to novel viewpoints. In this paper, we address this overfitting issue by introducing Self-Ensembling Gaussian Splatting (SE-GS). We achieve self-ensembling by incorporating an uncertainty-aware perturbation strategy during training. A Delta-model and a Sigma-model are jointly trained on the available images. The Delta-model is dynamically perturbed based on rendering uncertainty across training steps, generating diverse perturbed models with negligible computational overhead. Discrepancies between the Sigma-model and these perturbed models are minimized throughout training, forming a robust ensemble of 3DGS models. This ensemble, represented by the Sigma-model, is then used to generate novel-view images during inference. Experimental results on the LLFF, Mip-NeRF360, DTU, and MVImgNet datasets demonstrate that our approach enhances NVS quality under few-shot training conditions, outperforming existing state-of-the-art methods. The code is released at: https://sailor-z.github.io/projects/SEGS.html.
Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform
Neural rendering, particularly 3D Gaussian Splatting (3DGS), has evolved rapidly and become a key component for building world models. However, existing viewer solutions remain fragmented, heavy, or constrained by legacy pipelines, resulting in high deployment friction and limited support for dynamic content and generative models. In this work, we present Visionary, an open, web-native platform for real-time various Gaussian Splatting and meshes rendering. Built on an efficient WebGPU renderer with per-frame ONNX inference, Visionary enables dynamic neural processing while maintaining a lightweight, "click-to-run" browser experience. It introduces a standardized Gaussian Generator contract, which not only supports standard 3DGS rendering but also allows plug-and-play algorithms to generate or update Gaussians each frame. Such inference also enables us to apply feedforward generative post-processing. The platform further offers a plug in three.js library with a concise TypeScript API for seamless integration into existing web applications. Experiments show that, under identical 3DGS assets, Visionary achieves superior rendering efficiency compared to current Web viewers due to GPU-based primitive sorting. It already supports multiple variants, including MLP-based 3DGS, 4DGS, neural avatars, and style transformation or enhancement networks. By unifying inference and rendering directly in the browser, Visionary significantly lowers the barrier to reproduction, comparison, and deployment of 3DGS-family methods, serving as a unified World Model Carrier for both reconstructive and generative paradigms.
SAGS: Structure-Aware 3D Gaussian Splatting
Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24times size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.
Instant4D: 4D Gaussian Splatting in Minutes
Dynamic view synthesis has seen significant advances, yet reconstructing scenes from uncalibrated, casual video remains challenging due to slow optimization and complex parameter estimation. In this work, we present Instant4D, a monocular reconstruction system that leverages native 4D representation to efficiently process casual video sequences within minutes, without calibrated cameras or depth sensors. Our method begins with geometric recovery through deep visual SLAM, followed by grid pruning to optimize scene representation. Our design significantly reduces redundancy while maintaining geometric integrity, cutting model size to under 10% of its original footprint. To handle temporal dynamics efficiently, we introduce a streamlined 4D Gaussian representation, achieving a 30x speed-up and reducing training time to within two minutes, while maintaining competitive performance across several benchmarks. Our method reconstruct a single video within 10 minutes on the Dycheck dataset or for a typical 200-frame video. We further apply our model to in-the-wild videos, showcasing its generalizability. Our project website is published at https://instant4d.github.io/.
3DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priors
Novel-view synthesis aims to generate novel views of a scene from multiple input images or videos, and recent advancements like 3D Gaussian splatting (3DGS) have achieved notable success in producing photorealistic renderings with efficient pipelines. However, generating high-quality novel views under challenging settings, such as sparse input views, remains difficult due to insufficient information in under-sampled areas, often resulting in noticeable artifacts. This paper presents 3DGS-Enhancer, a novel pipeline for enhancing the representation quality of 3DGS representations. We leverage 2D video diffusion priors to address the challenging 3D view consistency problem, reformulating it as achieving temporal consistency within a video generation process. 3DGS-Enhancer restores view-consistent latent features of rendered novel views and integrates them with the input views through a spatial-temporal decoder. The enhanced views are then used to fine-tune the initial 3DGS model, significantly improving its rendering performance. Extensive experiments on large-scale datasets of unbounded scenes demonstrate that 3DGS-Enhancer yields superior reconstruction performance and high-fidelity rendering results compared to state-of-the-art methods. The project webpage is https://xiliu8006.github.io/3DGS-Enhancer-project .
GSFix3D: Diffusion-Guided Repair of Novel Views in Gaussian Splatting
Recent developments in 3D Gaussian Splatting have significantly enhanced novel view synthesis, yet generating high-quality renderings from extreme novel viewpoints or partially observed regions remains challenging. Meanwhile, diffusion models exhibit strong generative capabilities, but their reliance on text prompts and lack of awareness of specific scene information hinder accurate 3D reconstruction tasks. To address these limitations, we introduce GSFix3D, a novel framework that improves the visual fidelity in under-constrained regions by distilling prior knowledge from diffusion models into 3D representations, while preserving consistency with observed scene details. At its core is GSFixer, a latent diffusion model obtained via our customized fine-tuning protocol that can leverage both mesh and 3D Gaussians to adapt pretrained generative models to a variety of environments and artifact types from different reconstruction methods, enabling robust novel view repair for unseen camera poses. Moreover, we propose a random mask augmentation strategy that empowers GSFixer to plausibly inpaint missing regions. Experiments on challenging benchmarks demonstrate that our GSFix3D and GSFixer achieve state-of-the-art performance, requiring only minimal scene-specific fine-tuning on captured data. Real-world test further confirms its resilience to potential pose errors. Our code and data will be made publicly available. Project page: https://gsfix3d.github.io.
360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
3D Gaussian Splatting (3D-GS) has recently attracted great attention with real-time and photo-realistic renderings. This technique typically takes perspective images as input and optimizes a set of 3D elliptical Gaussians by splatting them onto the image planes, resulting in 2D Gaussians. However, applying 3D-GS to panoramic inputs presents challenges in effectively modeling the projection onto the spherical surface of {360^circ} images using 2D Gaussians. In practical applications, input panoramas are often sparse, leading to unreliable initialization of 3D Gaussians and subsequent degradation of 3D-GS quality. In addition, due to the under-constrained geometry of texture-less planes (e.g., walls and floors), 3D-GS struggles to model these flat regions with elliptical Gaussians, resulting in significant floaters in novel views. To address these issues, we propose 360-GS, a novel 360^{circ} Gaussian splatting for a limited set of panoramic inputs. Instead of splatting 3D Gaussians directly onto the spherical surface, 360-GS projects them onto the tangent plane of the unit sphere and then maps them to the spherical projections. This adaptation enables the representation of the projection using Gaussians. We guide the optimization of 360-GS by exploiting layout priors within panoramas, which are simple to obtain and contain strong structural information about the indoor scene. Our experimental results demonstrate that 360-GS allows panoramic rendering and outperforms state-of-the-art methods with fewer artifacts in novel view synthesis, thus providing immersive roaming in indoor scenarios.
FixingGS: Enhancing 3D Gaussian Splatting via Training-Free Score Distillation
Recently, 3D Gaussian Splatting (3DGS) has demonstrated remarkable success in 3D reconstruction and novel view synthesis. However, reconstructing 3D scenes from sparse viewpoints remains highly challenging due to insufficient visual information, which results in noticeable artifacts persisting across the 3D representation. To address this limitation, recent methods have resorted to generative priors to remove artifacts and complete missing content in under-constrained areas. Despite their effectiveness, these approaches struggle to ensure multi-view consistency, resulting in blurred structures and implausible details. In this work, we propose FixingGS, a training-free method that fully exploits the capabilities of the existing diffusion model for sparse-view 3DGS reconstruction enhancement. At the core of FixingGS is our distillation approach, which delivers more accurate and cross-view coherent diffusion priors, thereby enabling effective artifact removal and inpainting. In addition, we propose an adaptive progressive enhancement scheme that further refines reconstructions in under-constrained regions. Extensive experiments demonstrate that FixingGS surpasses existing state-of-the-art methods with superior visual quality and reconstruction performance. Our code will be released publicly.
Diffusion-Guided Gaussian Splatting for Large-Scale Unconstrained 3D Reconstruction and Novel View Synthesis
Recent advancements in 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) have achieved impressive results in real-time 3D reconstruction and novel view synthesis. However, these methods struggle in large-scale, unconstrained environments where sparse and uneven input coverage, transient occlusions, appearance variability, and inconsistent camera settings lead to degraded quality. We propose GS-Diff, a novel 3DGS framework guided by a multi-view diffusion model to address these limitations. By generating pseudo-observations conditioned on multi-view inputs, our method transforms under-constrained 3D reconstruction problems into well-posed ones, enabling robust optimization even with sparse data. GS-Diff further integrates several enhancements, including appearance embedding, monocular depth priors, dynamic object modeling, anisotropy regularization, and advanced rasterization techniques, to tackle geometric and photometric challenges in real-world settings. Experiments on four benchmarks demonstrate that GS-Diff consistently outperforms state-of-the-art baselines by significant margins.
WeatherGS: 3D Scene Reconstruction in Adverse Weather Conditions via Gaussian Splatting
3D Gaussian Splatting (3DGS) has gained significant attention for 3D scene reconstruction, but still suffers from complex outdoor environments, especially under adverse weather. This is because 3DGS treats the artifacts caused by adverse weather as part of the scene and will directly reconstruct them, largely reducing the clarity of the reconstructed scene. To address this challenge, we propose WeatherGS, a 3DGS-based framework for reconstructing clear scenes from multi-view images under different weather conditions. Specifically, we explicitly categorize the multi-weather artifacts into the dense particles and lens occlusions that have very different characters, in which the former are caused by snowflakes and raindrops in the air, and the latter are raised by the precipitation on the camera lens. In light of this, we propose a dense-to-sparse preprocess strategy, which sequentially removes the dense particles by an Atmospheric Effect Filter (AEF) and then extracts the relatively sparse occlusion masks with a Lens Effect Detector (LED). Finally, we train a set of 3D Gaussians by the processed images and generated masks for excluding occluded areas, and accurately recover the underlying clear scene by Gaussian splatting. We conduct a diverse and challenging benchmark to facilitate the evaluation of 3D reconstruction under complex weather scenarios. Extensive experiments on this benchmark demonstrate that our WeatherGS consistently produces high-quality, clean scenes across various weather scenarios, outperforming existing state-of-the-art methods. See project page:https://jumponthemoon.github.io/weather-gs.
Neural 4D Evolution under Large Topological Changes from 2D Images
In the literature, it has been shown that the evolution of the known explicit 3D surface to the target one can be learned from 2D images using the instantaneous flow field, where the known and target 3D surfaces may largely differ in topology. We are interested in capturing 4D shapes whose topology changes largely over time. We encounter that the straightforward extension of the existing 3D-based method to the desired 4D case performs poorly. In this work, we address the challenges in extending 3D neural evolution to 4D under large topological changes by proposing two novel modifications. More precisely, we introduce (i) a new architecture to discretize and encode the deformation and learn the SDF and (ii) a technique to impose the temporal consistency. (iii) Also, we propose a rendering scheme for color prediction based on Gaussian splatting. Furthermore, to facilitate learning directly from 2D images, we propose a learning framework that can disentangle the geometry and appearance from RGB images. This method of disentanglement, while also useful for the 4D evolution problem that we are concentrating on, is also novel and valid for static scenes. Our extensive experiments on various data provide awesome results and, most importantly, open a new approach toward reconstructing challenging scenes with significant topological changes and deformations. Our source code and the dataset are publicly available at https://github.com/insait-institute/N4DE.
MIGS: Multi-Identity Gaussian Splatting via Tensor Decomposition
We introduce MIGS (Multi-Identity Gaussian Splatting), a novel method that learns a single neural representation for multiple identities, using only monocular videos. Recent 3D Gaussian Splatting (3DGS) approaches for human avatars require per-identity optimization. However, learning a multi-identity representation presents advantages in robustly animating humans under arbitrary poses. We propose to construct a high-order tensor that combines all the learnable 3DGS parameters for all the training identities. By assuming a low-rank structure and factorizing the tensor, we model the complex rigid and non-rigid deformations of multiple subjects in a unified network, significantly reducing the total number of parameters. Our proposed approach leverages information from all the training identities, enabling robust animation under challenging unseen poses, outperforming existing approaches. We also demonstrate how it can be extended to learn unseen identities.
AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained Views
We introduce AnySplat, a feed forward network for novel view synthesis from uncalibrated image collections. In contrast to traditional neural rendering pipelines that demand known camera poses and per scene optimization, or recent feed forward methods that buckle under the computational weight of dense views, our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi view datasets without any pose annotations. In extensive zero shot evaluations, AnySplat matches the quality of pose aware baselines in both sparse and dense view scenarios while surpassing existing pose free approaches. Moreover, it greatly reduce rendering latency compared to optimization based neural fields, bringing real time novel view synthesis within reach for unconstrained capture settings.Project page: https://city-super.github.io/anysplat/
GauHuman: Articulated Gaussian Splatting from Monocular Human Videos
We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1 ~ 2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with ~13k 3D Gaussians.
DET-GS: Depth- and Edge-Aware Regularization for High-Fidelity 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) represents a significant advancement in the field of efficient and high-fidelity novel view synthesis. Despite recent progress, achieving accurate geometric reconstruction under sparse-view conditions remains a fundamental challenge. Existing methods often rely on non-local depth regularization, which fails to capture fine-grained structures and is highly sensitive to depth estimation noise. Furthermore, traditional smoothing methods neglect semantic boundaries and indiscriminately degrade essential edges and textures, consequently limiting the overall quality of reconstruction. In this work, we propose DET-GS, a unified depth and edge-aware regularization framework for 3D Gaussian Splatting. DET-GS introduces a hierarchical geometric depth supervision framework that adaptively enforces multi-level geometric consistency, significantly enhancing structural fidelity and robustness against depth estimation noise. To preserve scene boundaries, we design an edge-aware depth regularization guided by semantic masks derived from Canny edge detection. Furthermore, we introduce an RGB-guided edge-preserving Total Variation loss that selectively smooths homogeneous regions while rigorously retaining high-frequency details and textures. Extensive experiments demonstrate that DET-GS achieves substantial improvements in both geometric accuracy and visual fidelity, outperforming state-of-the-art (SOTA) methods on sparse-view novel view synthesis benchmarks.
TVG-SLAM: Robust Gaussian Splatting SLAM with Tri-view Geometric Constraints
Recent advances in 3D Gaussian Splatting (3DGS) have enabled RGB-only SLAM systems to achieve high-fidelity scene representation. However, the heavy reliance of existing systems on photometric rendering loss for camera tracking undermines their robustness, especially in unbounded outdoor environments with severe viewpoint and illumination changes. To address these challenges, we propose TVG-SLAM, a robust RGB-only 3DGS SLAM system that leverages a novel tri-view geometry paradigm to ensure consistent tracking and high-quality mapping. We introduce a dense tri-view matching module that aggregates reliable pairwise correspondences into consistent tri-view matches, forming robust geometric constraints across frames. For tracking, we propose Hybrid Geometric Constraints, which leverage tri-view matches to construct complementary geometric cues alongside photometric loss, ensuring accurate and stable pose estimation even under drastic viewpoint shifts and lighting variations. For mapping, we propose a new probabilistic initialization strategy that encodes geometric uncertainty from tri-view correspondences into newly initialized Gaussians. Additionally, we design a Dynamic Attenuation of Rendering Trust mechanism to mitigate tracking drift caused by mapping latency. Experiments on multiple public outdoor datasets show that our TVG-SLAM outperforms prior RGB-only 3DGS-based SLAM systems. Notably, in the most challenging dataset, our method improves tracking robustness, reducing the average Absolute Trajectory Error (ATE) by 69.0\% while achieving state-of-the-art rendering quality. The implementation of our method will be released as open-source.
ReasonGrounder: LVLM-Guided Hierarchical Feature Splatting for Open-Vocabulary 3D Visual Grounding and Reasoning
Open-vocabulary 3D visual grounding and reasoning aim to localize objects in a scene based on implicit language descriptions, even when they are occluded. This ability is crucial for tasks such as vision-language navigation and autonomous robotics. However, current methods struggle because they rely heavily on fine-tuning with 3D annotations and mask proposals, which limits their ability to handle diverse semantics and common knowledge required for effective reasoning. In this work, we propose ReasonGrounder, an LVLM-guided framework that uses hierarchical 3D feature Gaussian fields for adaptive grouping based on physical scale, enabling open-vocabulary 3D grounding and reasoning. ReasonGrounder interprets implicit instructions using large vision-language models (LVLM) and localizes occluded objects through 3D Gaussian splatting. By incorporating 2D segmentation masks from the SAM and multi-view CLIP embeddings, ReasonGrounder selects Gaussian groups based on object scale, enabling accurate localization through both explicit and implicit language understanding, even in novel, occluded views. We also contribute ReasoningGD, a new dataset containing over 10K scenes and 2 million annotations for evaluating open-vocabulary 3D grounding and amodal perception under occlusion. Experiments show that ReasonGrounder significantly improves 3D grounding accuracy in real-world scenarios.
BARD-GS: Blur-Aware Reconstruction of Dynamic Scenes via Gaussian Splatting
3D Gaussian Splatting (3DGS) has shown remarkable potential for static scene reconstruction, and recent advancements have extended its application to dynamic scenes. However, the quality of reconstructions depends heavily on high-quality input images and precise camera poses, which are not that trivial to fulfill in real-world scenarios. Capturing dynamic scenes with handheld monocular cameras, for instance, typically involves simultaneous movement of both the camera and objects within a single exposure. This combined motion frequently results in image blur that existing methods cannot adequately handle. To address these challenges, we introduce BARD-GS, a novel approach for robust dynamic scene reconstruction that effectively handles blurry inputs and imprecise camera poses. Our method comprises two main components: 1) camera motion deblurring and 2) object motion deblurring. By explicitly decomposing motion blur into camera motion blur and object motion blur and modeling them separately, we achieve significantly improved rendering results in dynamic regions. In addition, we collect a real-world motion blur dataset of dynamic scenes to evaluate our approach. Extensive experiments demonstrate that BARD-GS effectively reconstructs high-quality dynamic scenes under realistic conditions, significantly outperforming existing methods.
LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors
We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.
Human-VDM: Learning Single-Image 3D Human Gaussian Splatting from Video Diffusion Models
Generating lifelike 3D humans from a single RGB image remains a challenging task in computer vision, as it requires accurate modeling of geometry, high-quality texture, and plausible unseen parts. Existing methods typically use multi-view diffusion models for 3D generation, but they often face inconsistent view issues, which hinder high-quality 3D human generation. To address this, we propose Human-VDM, a novel method for generating 3D human from a single RGB image using Video Diffusion Models. Human-VDM provides temporally consistent views for 3D human generation using Gaussian Splatting. It consists of three modules: a view-consistent human video diffusion module, a video augmentation module, and a Gaussian Splatting module. First, a single image is fed into a human video diffusion module to generate a coherent human video. Next, the video augmentation module applies super-resolution and video interpolation to enhance the textures and geometric smoothness of the generated video. Finally, the 3D Human Gaussian Splatting module learns lifelike humans under the guidance of these high-resolution and view-consistent images. Experiments demonstrate that Human-VDM achieves high-quality 3D human from a single image, outperforming state-of-the-art methods in both generation quality and quantity. Project page: https://human-vdm.github.io/Human-VDM/
GraspSplats: Efficient Manipulation with 3D Feature Splatting
The ability for robots to perform efficient and zero-shot grasping of object parts is crucial for practical applications and is becoming prevalent with recent advances in Vision-Language Models (VLMs). To bridge the 2D-to-3D gap for representations to support such a capability, existing methods rely on neural fields (NeRFs) via differentiable rendering or point-based projection methods. However, we demonstrate that NeRFs are inappropriate for scene changes due to their implicitness and point-based methods are inaccurate for part localization without rendering-based optimization. To amend these issues, we propose GraspSplats. Using depth supervision and a novel reference feature computation method, GraspSplats generates high-quality scene representations in under 60 seconds. We further validate the advantages of Gaussian-based representation by showing that the explicit and optimized geometry in GraspSplats is sufficient to natively support (1) real-time grasp sampling and (2) dynamic and articulated object manipulation with point trackers. With extensive experiments on a Franka robot, we demonstrate that GraspSplats significantly outperforms existing methods under diverse task settings. In particular, GraspSplats outperforms NeRF-based methods like F3RM and LERF-TOGO, and 2D detection methods.
BiGS: Bidirectional Gaussian Primitives for Relightable 3D Gaussian Splatting
We present Bidirectional Gaussian Primitives, an image-based novel view synthesis technique designed to represent and render 3D objects with surface and volumetric materials under dynamic illumination. Our approach integrates light intrinsic decomposition into the Gaussian splatting framework, enabling real-time relighting of 3D objects. To unify surface and volumetric material within a cohesive appearance model, we adopt a light- and view-dependent scattering representation via bidirectional spherical harmonics. Our model does not use a specific surface normal-related reflectance function, making it more compatible with volumetric representations like Gaussian splatting, where the normals are undefined. We demonstrate our method by reconstructing and rendering objects with complex materials. Using One-Light-At-a-Time (OLAT) data as input, we can reproduce photorealistic appearances under novel lighting conditions in real time.
HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting
Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: https://alvinliu0.github.io/projects/HumanGaussian
GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splatting
3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, an innovative and efficient 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, efficacy, and rapid performance, marking a significant advancement in 3D editing. Project Page: https://buaacyw.github.io/gaussian-editor/
InstantSplat: Unbounded Sparse-view Pose-free Gaussian Splatting in 40 Seconds
While novel view synthesis (NVS) has made substantial progress in 3D computer vision, it typically requires an initial estimation of camera intrinsics and extrinsics from dense viewpoints. This pre-processing is usually conducted via a Structure-from-Motion (SfM) pipeline, a procedure that can be slow and unreliable, particularly in sparse-view scenarios with insufficient matched features for accurate reconstruction. In this work, we integrate the strengths of point-based representations (e.g., 3D Gaussian Splatting, 3D-GS) with end-to-end dense stereo models (DUSt3R) to tackle the complex yet unresolved issues in NVS under unconstrained settings, which encompasses pose-free and sparse view challenges. Our framework, InstantSplat, unifies dense stereo priors with 3D-GS to build 3D Gaussians of large-scale scenes from sparseview & pose-free images in less than 1 minute. Specifically, InstantSplat comprises a Coarse Geometric Initialization (CGI) module that swiftly establishes a preliminary scene structure and camera parameters across all training views, utilizing globally-aligned 3D point maps derived from a pre-trained dense stereo pipeline. This is followed by the Fast 3D-Gaussian Optimization (F-3DGO) module, which jointly optimizes the 3D Gaussian attributes and the initialized poses with pose regularization. Experiments conducted on the large-scale outdoor Tanks & Temples datasets demonstrate that InstantSplat significantly improves SSIM (by 32%) while concurrently reducing Absolute Trajectory Error (ATE) by 80%. These establish InstantSplat as a viable solution for scenarios involving posefree and sparse-view conditions. Project page: instantsplat.github.io.
SPFSplatV2: Efficient Self-Supervised Pose-Free 3D Gaussian Splatting from Sparse Views
We introduce SPFSplatV2, an efficient feed-forward framework for 3D Gaussian splatting from sparse multi-view images, requiring no ground-truth poses during training and inference. It employs a shared feature extraction backbone, enabling simultaneous prediction of 3D Gaussian primitives and camera poses in a canonical space from unposed inputs. A masked attention mechanism is introduced to efficiently estimate target poses during training, while a reprojection loss enforces pixel-aligned Gaussian primitives, providing stronger geometric constraints. We further demonstrate the compatibility of our training framework with different reconstruction architectures, resulting in two model variants. Remarkably, despite the absence of pose supervision, our method achieves state-of-the-art performance in both in-domain and out-of-domain novel view synthesis, even under extreme viewpoint changes and limited image overlap, and surpasses recent methods that rely on geometric supervision for relative pose estimation. By eliminating dependence on ground-truth poses, our method offers the scalability to leverage larger and more diverse datasets. Code and pretrained models will be available on our project page: https://ranrhuang.github.io/spfsplatv2/.
Frequency-Adaptive Sharpness Regularization for Improving 3D Gaussian Splatting Generalization
Despite 3D Gaussian Splatting (3DGS) excelling in most configurations, it lacks generalization across novel viewpoints in a few-shot scenario because it overfits to the sparse observations. We revisit 3DGS optimization from a machine learning perspective, framing novel view synthesis as a generalization problem to unseen viewpoints-an underexplored direction. We propose Frequency-Adaptive Sharpness Regularization (FASR), which reformulates the 3DGS training objective, thereby guiding 3DGS to converge toward a better generalization solution. Although Sharpness-Aware Minimization (SAM) similarly reduces the sharpness of the loss landscape to improve generalization of classification models, directly employing it to 3DGS is suboptimal due to the discrepancy between the tasks. Specifically, it hinders reconstructing high-frequency details due to excessive regularization, while reducing its strength leads to under-penalizing sharpness. To address this, we reflect the local frequency of images to set the regularization weight and the neighborhood radius when estimating the local sharpness. It prevents floater artifacts in novel viewpoints and reconstructs fine details that SAM tends to oversmooth. Across datasets with various configurations, our method consistently improves a wide range of baselines. Code will be available at https://bbangsik13.github.io/FASR.
HairGS: Hair Strand Reconstruction based on 3D Gaussian Splatting
Human hair reconstruction is a challenging problem in computer vision, with growing importance for applications in virtual reality and digital human modeling. Recent advances in 3D Gaussians Splatting (3DGS) provide efficient and explicit scene representations that naturally align with the structure of hair strands. In this work, we extend the 3DGS framework to enable strand-level hair geometry reconstruction from multi-view images. Our multi-stage pipeline first reconstructs detailed hair geometry using a differentiable Gaussian rasterizer, then merges individual Gaussian segments into coherent strands through a novel merging scheme, and finally refines and grows the strands under photometric supervision. While existing methods typically evaluate reconstruction quality at the geometric level, they often neglect the connectivity and topology of hair strands. To address this, we propose a new evaluation metric that serves as a proxy for assessing topological accuracy in strand reconstruction. Extensive experiments on both synthetic and real-world datasets demonstrate that our method robustly handles a wide range of hairstyles and achieves efficient reconstruction, typically completing within one hour. The project page can be found at: https://yimin-pan.github.io/hair-gs/
ICP-3DGS: SfM-free 3D Gaussian Splatting for Large-scale Unbounded Scenes
In recent years, neural rendering methods such as NeRFs and 3D Gaussian Splatting (3DGS) have made significant progress in scene reconstruction and novel view synthesis. However, they heavily rely on preprocessed camera poses and 3D structural priors from structure-from-motion (SfM), which are challenging to obtain in outdoor scenarios. To address this challenge, we propose to incorporate Iterative Closest Point (ICP) with optimization-based refinement to achieve accurate camera pose estimation under large camera movements. Additionally, we introduce a voxel-based scene densification approach to guide the reconstruction in large-scale scenes. Experiments demonstrate that our approach ICP-3DGS outperforms existing methods in both camera pose estimation and novel view synthesis across indoor and outdoor scenes of various scales. Source code is available at https://github.com/Chenhao-Z/ICP-3DGS.
PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting
3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.
SparseGS-W: Sparse-View 3D Gaussian Splatting in the Wild with Generative Priors
Synthesizing novel views of large-scale scenes from unconstrained in-the-wild images is an important but challenging task in computer vision. Existing methods, which optimize per-image appearance and transient occlusion through implicit neural networks from dense training views (approximately 1000 images), struggle to perform effectively under sparse input conditions, resulting in noticeable artifacts. To this end, we propose SparseGS-W, a novel framework based on 3D Gaussian Splatting that enables the reconstruction of complex outdoor scenes and handles occlusions and appearance changes with as few as five training images. We leverage geometric priors and constrained diffusion priors to compensate for the lack of multi-view information from extremely sparse input. Specifically, we propose a plug-and-play Constrained Novel-View Enhancement module to iteratively improve the quality of rendered novel views during the Gaussian optimization process. Furthermore, we propose an Occlusion Handling module, which flexibly removes occlusions utilizing the inherent high-quality inpainting capability of constrained diffusion priors. Both modules are capable of extracting appearance features from any user-provided reference image, enabling flexible modeling of illumination-consistent scenes. Extensive experiments on the PhotoTourism and Tanks and Temples datasets demonstrate that SparseGS-W achieves state-of-the-art performance not only in full-reference metrics, but also in commonly used non-reference metrics such as FID, ClipIQA, and MUSIQ.
CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image
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.
Progressive Radiance Distillation for Inverse Rendering with Gaussian Splatting
We propose progressive radiance distillation, an inverse rendering method that combines physically-based rendering with Gaussian-based radiance field rendering using a distillation progress map. Taking multi-view images as input, our method starts from a pre-trained radiance field guidance, and distills physically-based light and material parameters from the radiance field using an image-fitting process. The distillation progress map is initialized to a small value, which favors radiance field rendering. During early iterations when fitted light and material parameters are far from convergence, the radiance field fallback ensures the sanity of image loss gradients and avoids local minima that attracts under-fit states. As fitted parameters converge, the physical model gradually takes over and the distillation progress increases correspondingly. In presence of light paths unmodeled by the physical model, the distillation progress never finishes on affected pixels and the learned radiance field stays in the final rendering. With this designed tolerance for physical model limitations, we prevent unmodeled color components from leaking into light and material parameters, alleviating relighting artifacts. Meanwhile, the remaining radiance field compensates for the limitations of the physical model, guaranteeing high-quality novel views synthesis. Experimental results demonstrate that our method significantly outperforms state-of-the-art techniques quality-wise in both novel view synthesis and relighting. The idea of progressive radiance distillation is not limited to Gaussian splatting. We show that it also has positive effects for prominently specular scenes when adapted to a mesh-based inverse rendering method.
GS-IR: 3D Gaussian Splatting for Inverse Rendering
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting
While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce Multi-view ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.
PLANA3R: Zero-shot Metric Planar 3D Reconstruction via Feed-Forward Planar Splatting
This paper addresses metric 3D reconstruction of indoor scenes by exploiting their inherent geometric regularities with compact representations. Using planar 3D primitives - a well-suited representation for man-made environments - we introduce PLANA3R, a pose-free framework for metric Planar 3D Reconstruction from unposed two-view images. Our approach employs Vision Transformers to extract a set of sparse planar primitives, estimate relative camera poses, and supervise geometry learning via planar splatting, where gradients are propagated through high-resolution rendered depth and normal maps of primitives. Unlike prior feedforward methods that require 3D plane annotations during training, PLANA3R learns planar 3D structures without explicit plane supervision, enabling scalable training on large-scale stereo datasets using only depth and normal annotations. We validate PLANA3R on multiple indoor-scene datasets with metric supervision and demonstrate strong generalization to out-of-domain indoor environments across diverse tasks under metric evaluation protocols, including 3D surface reconstruction, depth estimation, and relative pose estimation. Furthermore, by formulating with planar 3D representation, our method emerges with the ability for accurate plane segmentation. The project page is available at https://lck666666.github.io/plana3r
No Pose at All: Self-Supervised Pose-Free 3D Gaussian Splatting from Sparse Views
We introduce SPFSplat, an efficient framework for 3D Gaussian splatting from sparse multi-view images, requiring no ground-truth poses during training or inference. It employs a shared feature extraction backbone, enabling simultaneous prediction of 3D Gaussian primitives and camera poses in a canonical space from unposed inputs within a single feed-forward step. Alongside the rendering loss based on estimated novel-view poses, a reprojection loss is integrated to enforce the learning of pixel-aligned Gaussian primitives for enhanced geometric constraints. This pose-free training paradigm and efficient one-step feed-forward design make SPFSplat well-suited for practical applications. Remarkably, despite the absence of pose supervision, SPFSplat achieves state-of-the-art performance in novel view synthesis even under significant viewpoint changes and limited image overlap. It also surpasses recent methods trained with geometry priors in relative pose estimation. Code and trained models are available on our project page: https://ranrhuang.github.io/spfsplat/.
3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.
ColorGS: High-fidelity Surgical Scene Reconstruction with Colored Gaussian Splatting
High-fidelity reconstruction of deformable tissues from endoscopic videos remains challenging due to the limitations of existing methods in capturing subtle color variations and modeling global deformations. While 3D Gaussian Splatting (3DGS) enables efficient dynamic reconstruction, its fixed per-Gaussian color assignment struggles with intricate textures, and linear deformation modeling fails to model consistent global deformation. To address these issues, we propose ColorGS, a novel framework that integrates spatially adaptive color encoding and enhanced deformation modeling for surgical scene reconstruction. First, we introduce Colored Gaussian Primitives, which employ dynamic anchors with learnable color parameters to adaptively encode spatially varying textures, significantly improving color expressiveness under complex lighting and tissue similarity. Second, we design an Enhanced Deformation Model (EDM) that combines time-aware Gaussian basis functions with learnable time-independent deformations, enabling precise capture of both localized tissue deformations and global motion consistency caused by surgical interactions. Extensive experiments on DaVinci robotic surgery videos and benchmark datasets (EndoNeRF, StereoMIS) demonstrate that ColorGS achieves state-of-the-art performance, attaining a PSNR of 39.85 (1.5 higher than prior 3DGS-based methods) and superior SSIM (97.25\%) while maintaining real-time rendering efficiency. Our work advances surgical scene reconstruction by balancing high fidelity with computational practicality, critical for intraoperative guidance and AR/VR applications.
NexusGS: Sparse View Synthesis with Epipolar Depth Priors in 3D Gaussian Splatting
Neural Radiance Field (NeRF) and 3D Gaussian Splatting (3DGS) have noticeably advanced photo-realistic novel view synthesis using images from densely spaced camera viewpoints. However, these methods struggle in few-shot scenarios due to limited supervision. In this paper, we present NexusGS, a 3DGS-based approach that enhances novel view synthesis from sparse-view images by directly embedding depth information into point clouds, without relying on complex manual regularizations. Exploiting the inherent epipolar geometry of 3DGS, our method introduces a novel point cloud densification strategy that initializes 3DGS with a dense point cloud, reducing randomness in point placement while preventing over-smoothing and overfitting. Specifically, NexusGS comprises three key steps: Epipolar Depth Nexus, Flow-Resilient Depth Blending, and Flow-Filtered Depth Pruning. These steps leverage optical flow and camera poses to compute accurate depth maps, while mitigating the inaccuracies often associated with optical flow. By incorporating epipolar depth priors, NexusGS ensures reliable dense point cloud coverage and supports stable 3DGS training under sparse-view conditions. Experiments demonstrate that NexusGS significantly enhances depth accuracy and rendering quality, surpassing state-of-the-art methods by a considerable margin. Furthermore, we validate the superiority of our generated point clouds by substantially boosting the performance of competing methods. Project page: https://usmizuki.github.io/NexusGS/.
EDGS: Eliminating Densification for Efficient Convergence of 3DGS
3D Gaussian Splatting reconstructs scenes by starting from a sparse Structure-from-Motion initialization and iteratively refining under-reconstructed regions. This process is inherently slow, as it requires multiple densification steps where Gaussians are repeatedly split and adjusted, following a lengthy optimization path. Moreover, this incremental approach often leads to suboptimal renderings, particularly in high-frequency regions where detail is critical. We propose a fundamentally different approach: we eliminate densification process with a one-step approximation of scene geometry using triangulated pixels from dense image correspondences. This dense initialization allows us to estimate rough geometry of the scene while preserving rich details from input RGB images, providing each Gaussian with well-informed colors, scales, and positions. As a result, we dramatically shorten the optimization path and remove the need for densification. Unlike traditional methods that rely on sparse keypoints, our dense initialization ensures uniform detail across the scene, even in high-frequency regions where 3DGS and other methods struggle. Moreover, since all splats are initialized in parallel at the start of optimization, we eliminate the need to wait for densification to adjust new Gaussians. Our method not only outperforms speed-optimized models in training efficiency but also achieves higher rendering quality than state-of-the-art approaches, all while using only half the splats of standard 3DGS. It is fully compatible with other 3DGS acceleration techniques, making it a versatile and efficient solution that can be integrated with existing approaches.
Mixture of Experts Guided by Gaussian Splatters Matters: A new Approach to Weakly-Supervised Video Anomaly Detection
Video Anomaly Detection (VAD) is a challenging task due to the variability of anomalous events and the limited availability of labeled data. Under the Weakly-Supervised VAD (WSVAD) paradigm, only video-level labels are provided during training, while predictions are made at the frame level. Although state-of-the-art models perform well on simple anomalies (e.g., explosions), they struggle with complex real-world events (e.g., shoplifting). This difficulty stems from two key issues: (1) the inability of current models to address the diversity of anomaly types, as they process all categories with a shared model, overlooking category-specific features; and (2) the weak supervision signal, which lacks precise temporal information, limiting the ability to capture nuanced anomalous patterns blended with normal events. To address these challenges, we propose Gaussian Splatting-guided Mixture of Experts (GS-MoE), a novel framework that employs a set of expert models, each specialized in capturing specific anomaly types. These experts are guided by a temporal Gaussian splatting loss, enabling the model to leverage temporal consistency and enhance weak supervision. The Gaussian splatting approach encourages a more precise and comprehensive representation of anomalies by focusing on temporal segments most likely to contain abnormal events. The predictions from these specialized experts are integrated through a mixture-of-experts mechanism to model complex relationships across diverse anomaly patterns. Our approach achieves state-of-the-art performance, with a 91.58% AUC on the UCF-Crime dataset, and demonstrates superior results on XD-Violence and MSAD datasets. By leveraging category-specific expertise and temporal guidance, GS-MoE sets a new benchmark for VAD under weak supervision.
Interactive Rendering of Relightable and Animatable Gaussian Avatars
Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.
Novel View Synthesis from A Few Glimpses via Test-Time Natural Video Completion
Given just a few glimpses of a scene, can you imagine the movie playing out as the camera glides through it? That's the lens we take on sparse-input novel view synthesis, not only as filling spatial gaps between widely spaced views, but also as completing a natural video unfolding through space. We recast the task as test-time natural video completion, using powerful priors from pretrained video diffusion models to hallucinate plausible in-between views. Our zero-shot, generation-guided framework produces pseudo views at novel camera poses, modulated by an uncertainty-aware mechanism for spatial coherence. These synthesized frames densify supervision for 3D Gaussian Splatting (3D-GS) for scene reconstruction, especially in under-observed regions. An iterative feedback loop lets 3D geometry and 2D view synthesis inform each other, improving both the scene reconstruction and the generated views. The result is coherent, high-fidelity renderings from sparse inputs without any scene-specific training or fine-tuning. On LLFF, DTU, DL3DV, and MipNeRF-360, our method significantly outperforms strong 3D-GS baselines under extreme sparsity.
Turbo3D: Ultra-fast Text-to-3D Generation
We present Turbo3D, an ultra-fast text-to-3D system capable of generating high-quality Gaussian splatting assets in under one second. Turbo3D employs a rapid 4-step, 4-view diffusion generator and an efficient feed-forward Gaussian reconstructor, both operating in latent space. The 4-step, 4-view generator is a student model distilled through a novel Dual-Teacher approach, which encourages the student to learn view consistency from a multi-view teacher and photo-realism from a single-view teacher. By shifting the Gaussian reconstructor's inputs from pixel space to latent space, we eliminate the extra image decoding time and halve the transformer sequence length for maximum efficiency. Our method demonstrates superior 3D generation results compared to previous baselines, while operating in a fraction of their runtime.
RelitLRM: Generative Relightable Radiance for Large Reconstruction Models
We propose RelitLRM, a Large Reconstruction Model (LRM) for generating high-quality Gaussian splatting representations of 3D objects under novel illuminations from sparse (4-8) posed images captured under unknown static lighting. Unlike prior inverse rendering methods requiring dense captures and slow optimization, often causing artifacts like incorrect highlights or shadow baking, RelitLRM adopts a feed-forward transformer-based model with a novel combination of a geometry reconstructor and a relightable appearance generator based on diffusion. The model is trained end-to-end on synthetic multi-view renderings of objects under varying known illuminations. This architecture design enables to effectively decompose geometry and appearance, resolve the ambiguity between material and lighting, and capture the multi-modal distribution of shadows and specularity in the relit appearance. We show our sparse-view feed-forward RelitLRM offers competitive relighting results to state-of-the-art dense-view optimization-based baselines while being significantly faster. Our project page is available at: https://relit-lrm.github.io/.
Pixie: Fast and Generalizable Supervised Learning of 3D Physics from Pixels
Inferring the physical properties of 3D scenes from visual information is a critical yet challenging task for creating interactive and realistic virtual worlds. While humans intuitively grasp material characteristics such as elasticity or stiffness, existing methods often rely on slow, per-scene optimization, limiting their generalizability and application. To address this problem, we introduce PIXIE, a novel method that trains a generalizable neural network to predict physical properties across multiple scenes from 3D visual features purely using supervised losses. Once trained, our feed-forward network can perform fast inference of plausible material fields, which coupled with a learned static scene representation like Gaussian Splatting enables realistic physics simulation under external forces. To facilitate this research, we also collected PIXIEVERSE, one of the largest known datasets of paired 3D assets and physic material annotations. Extensive evaluations demonstrate that PIXIE is about 1.46-4.39x better and orders of magnitude faster than test-time optimization methods. By leveraging pretrained visual features like CLIP, our method can also zero-shot generalize to real-world scenes despite only ever been trained on synthetic data. https://pixie-3d.github.io/
GigaWorld-0: World Models as Data Engine to Empower Embodied AI
World models are emerging as a foundational paradigm for scalable, data-efficient embodied AI. In this work, we present GigaWorld-0, a unified world model framework designed explicitly as a data engine for Vision-Language-Action (VLA) learning. GigaWorld-0 integrates two synergistic components: GigaWorld-0-Video, which leverages large-scale video generation to produce diverse, texture-rich, and temporally coherent embodied sequences under fine-grained control of appearance, camera viewpoint, and action semantics; and GigaWorld-0-3D, which combines 3D generative modeling, 3D Gaussian Splatting reconstruction, physically differentiable system identification, and executable motion planning to ensure geometric consistency and physical realism. Their joint optimization enables the scalable synthesis of embodied interaction data that is visually compelling, spatially coherent, physically plausible, and instruction-aligned. Training at scale is made feasible through our efficient GigaTrain framework, which exploits FP8-precision and sparse attention to drastically reduce memory and compute requirements. We conduct comprehensive evaluations showing that GigaWorld-0 generates high-quality, diverse, and controllable data across multiple dimensions. Critically, VLA model (e.g., GigaBrain-0) trained on GigaWorld-0-generated data achieve strong real-world performance, significantly improving generalization and task success on physical robots without any real-world interaction during training.
SemiETS: Integrating Spatial and Content Consistencies for Semi-Supervised End-to-end Text Spotting
Most previous scene text spotting methods rely on high-quality manual annotations to achieve promising performance. To reduce their expensive costs, we study semi-supervised text spotting (SSTS) to exploit useful information from unlabeled images. However, directly applying existing semi-supervised methods of general scenes to SSTS will face new challenges: 1) inconsistent pseudo labels between detection and recognition tasks, and 2) sub-optimal supervisions caused by inconsistency between teacher/student. Thus, we propose a new Semi-supervised framework for End-to-end Text Spotting, namely SemiETS that leverages the complementarity of text detection and recognition. Specifically, it gradually generates reliable hierarchical pseudo labels for each task, thereby reducing noisy labels. Meanwhile, it extracts important information in locations and transcriptions from bidirectional flows to improve consistency. Extensive experiments on three datasets under various settings demonstrate the effectiveness of SemiETS on arbitrary-shaped text. For example, it outperforms previous state-of-the-art SSL methods by a large margin on end-to-end spotting (+8.7%, +5.6%, and +2.6% H-mean under 0.5%, 1%, and 2% labeled data settings on Total-Text, respectively). More importantly, it still improves upon a strongly supervised text spotter trained with plenty of labeled data by 2.0%. Compelling domain adaptation ability shows practical potential. Moreover, our method demonstrates consistent improvement on different text spotters.
VE-KWS: Visual Modality Enhanced End-to-End Keyword Spotting
The performance of the keyword spotting (KWS) system based on audio modality, commonly measured in false alarms and false rejects, degrades significantly under the far field and noisy conditions. Therefore, audio-visual keyword spotting, which leverages complementary relationships over multiple modalities, has recently gained much attention. However, current studies mainly focus on combining the exclusively learned representations of different modalities, instead of exploring the modal relationships during each respective modeling. In this paper, we propose a novel visual modality enhanced end-to-end KWS framework (VE-KWS), which fuses audio and visual modalities from two aspects. The first one is utilizing the speaker location information obtained from the lip region in videos to assist the training of multi-channel audio beamformer. By involving the beamformer as an audio enhancement module, the acoustic distortions, caused by the far field or noisy environments, could be significantly suppressed. The other one is conducting cross-attention between different modalities to capture the inter-modal relationships and help the representation learning of each modality. Experiments on the MSIP challenge corpus show that our proposed model achieves 2.79% false rejection rate and 2.95% false alarm rate on the Eval set, resulting in a new SOTA performance compared with the top-ranking systems in the ICASSP2022 MISP challenge.
FakeSpotter: A Simple yet Robust Baseline for Spotting AI-Synthesized Fake Faces
In recent years, generative adversarial networks (GANs) and its variants have achieved unprecedented success in image synthesis. They are widely adopted in synthesizing facial images which brings potential security concerns to humans as the fakes spread and fuel the misinformation. However, robust detectors of these AI-synthesized fake faces are still in their infancy and are not ready to fully tackle this emerging challenge. In this work, we propose a novel approach, named FakeSpotter, based on monitoring neuron behaviors to spot AI-synthesized fake faces. The studies on neuron coverage and interactions have successfully shown that they can be served as testing criteria for deep learning systems, especially under the settings of being exposed to adversarial attacks. Here, we conjecture that monitoring neuron behavior can also serve as an asset in detecting fake faces since layer-by-layer neuron activation patterns may capture more subtle features that are important for the fake detector. Experimental results on detecting four types of fake faces synthesized with the state-of-the-art GANs and evading four perturbation attacks show the effectiveness and robustness of our approach.
