gaussian parameter
GPSToken: Gaussian Parameterized Spatially-adaptive Tokenization for Image Representation and Generation
Effective and efficient tokenization plays an important role in image representation and generation. Conventional methods, constrained by uniform 2D/1D grid tokenization, are inflexible to represent regions with varying shapes and textures and at different locations, limiting their efficacy of feature representation. In this work, we propose GPSToken, a novel Gaussian Parameterized Spatially-adaptive Tokenization framework, to achieve non-uniform image tokenization by leveraging parametric 2DGaussians to dynamically model the shape, position, and textures of different image regions. We first employ an entropy-driven algorithm to partition the image into texture-homogeneous regions of variable sizes. Then, we parameterize each region as a 2DGaussian (mean for position, covariance for shape) coupled with texture features. A specialized transformer is trained to optimize the Gaussian parameters, enabling continuous adaptation of position/shape and content-aware feature extraction. During decoding, Gaussian parameterized tokens are reconstructed into 2D feature maps through a differentiable splatting-based renderer, bridging our adaptive tokenization with standard decoders for end-to-end training. GPSToken disentangles spatial layout (Gaussian parameters) from texture features to enable efficient two-stage generation: structural layout synthesis using lightweight networks, followed by structure-conditioned texture generation. Experiments demonstrate the state-of-the-art performance of GPSToken, which achieves rFID and FID scores of 0.65 and 1.50 on image reconstruction and generation tasks using 128 tokens, respectively.
GPSToken: Gaussian Parameterized Spatially-adaptive Tokenization for Image Representation and Generation
Effective and efficient tokenization plays an important role in image representation and generation. Conventional methods, constrained by uniform 2D/1D grid tokenization, are inflexible to represent regions with varying shapes and textures and at different locations, limiting their efficacy of feature representation.
EGSTalker: Real-Time Audio-Driven Talking Head Generation with Efficient Gaussian Deformation
Zhu, Tianheng, Yu, Yinfeng, Wang, Liejun, Sun, Fuchun, Zheng, Wendong
This paper presents EGSTalker, a real-time audio-driven talking head generation framework based on 3D Gaussian Splatting (3DGS). Designed to enhance both speed and visual fidelity, EGSTalker requires only 3-5 minutes of training video to synthesize high-quality facial animations. The framework comprises two key stages: static Gaussian initialization and audio-driven deformation. In the first stage, a multi-resolution hash triplane and a Kolmogorov-Arnold Network (KAN) are used to extract spatial features and construct a compact 3D Gaussian representation. In the second stage, we propose an Efficient Spatial-Audio Attention (ESAA) module to fuse audio and spatial cues, while KAN predicts the corresponding Gaussian deformations. Extensive experiments demonstrate that EGSTalker achieves rendering quality and lip-sync accuracy comparable to state-of-the-art methods, while significantly outperforming them in inference speed. These results highlight EGSTalker's potential for real-time multimedia applications.
ODE-GS: Latent ODEs for Dynamic Scene Extrapolation with 3D Gaussian Splatting
Wang, Daniel, Rim, Patrick, Tian, Tian, Lao, Dong, Wong, Alex, Sundaramoorthi, Ganesh
We introduce ODE-GS, a novel approach that integrates 3D Gaussian Splatting with latent neural ordinary differential equations (ODEs) to enable future extrapolation of dynamic 3D scenes. Unlike existing dynamic scene reconstruction methods, which rely on time-conditioned deformation networks and are limited to interpolation within a fixed time window, ODE-GS eliminates timestamp dependency by modeling Gaussian parameter trajectories as continuous-time latent dynamics. Our approach first learns an interpolation model to generate accurate Gaussian trajectories within the observed window, then trains a Transformer encoder to aggregate past trajectories into a latent state evolved via a neural ODE. Finally, numerical integration produces smooth, physically plausible future Gaussian trajectories, enabling rendering at arbitrary future timestamps. On the D-NeRF, NVFi, and HyperNeRF benchmarks, ODE-GS achieves state-of-the-art extrapolation performance, improving metrics by 19.8% compared to leading baselines, demonstrating its ability to accurately represent and predict 3D scene dynamics.
${C}^{3}$-GS: Learning Context-aware, Cross-dimension, Cross-scale Feature for Generalizable Gaussian Splatting
Hu, Yuxi, Zhang, Jun, Chen, Kuangyi, Zhang, Zhe, Fraundorfer, Friedrich
Generalizable Gaussian Splatting aims to synthesize novel views for unseen scenes without per-scene optimization. In particular, recent advancements utilize feed-forward networks to predict per-pixel Gaussian parameters, enabling high-quality synthesis from sparse input views. However, existing approaches fall short in encoding discriminative, multi-view consistent features for Gaussian predictions, which struggle to construct accurate geometry with sparse views. To address this, we propose $\mathbf{C}^{3}$-GS, a framework that enhances feature learning by incorporating context-aware, cross-dimension, and cross-scale constraints. Our architecture integrates three lightweight modules into a unified rendering pipeline, improving feature fusion and enabling photorealistic synthesis without requiring additional supervision. Extensive experiments on benchmark datasets validate that $\mathbf{C}^{3}$-GS achieves state-of-the-art rendering quality and generalization ability. Code is available at: https://github.com/YuhsiHu/C3-GS.
Variational Inference on the Boolean Hypercube with the Quantum Entropy
In this paper, we derive variational inference upper-bounds on the log-partition function of pairwise Markov random fields on the Boolean hypercube, based on quantum relaxations of the Kullback-Leibler divergence. We then propose an efficient algorithm to compute these bounds based on primal-dual optimization. An improvement of these bounds through the use of ''hierarchies,'' similar to sum-of-squares (SoS) hierarchies is proposed, and we present a greedy algorithm to select among these relaxations. We carry extensive numerical experiments and compare with state-of-the-art methods for this inference problem.
Robust Gaussian Splatting SLAM by Leveraging Loop Closure
Zhu, Zunjie, Fang, Youxu, Li, Xin, Yan, Chengang, Xu, Feng, Yuen, Chau, Li, Yanyan
3D Gaussian Splatting algorithms excel in novel view rendering applications and have been adapted to extend the capabilities of traditional SLAM systems. However, current Gaussian Splatting SLAM methods, designed mainly for hand-held RGB or RGB-D sensors, struggle with tracking drifts when used with rotating RGB-D camera setups. In this paper, we propose a robust Gaussian Splatting SLAM architecture that utilizes inputs from rotating multiple RGB-D cameras to achieve accurate localization and photorealistic rendering performance. The carefully designed Gaussian Splatting Loop Closure module effectively addresses the issue of accumulated tracking and mapping errors found in conventional Gaussian Splatting SLAM systems. First, each Gaussian is associated with an anchor frame and categorized as historical or novel based on its timestamp. By rendering different types of Gaussians at the same viewpoint, the proposed loop detection strategy considers both co-visibility relationships and distinct rendering outcomes. Furthermore, a loop closure optimization approach is proposed to remove camera pose drift and maintain the high quality of 3D Gaussian models. The approach uses a lightweight pose graph optimization algorithm to correct pose drift and updates Gaussians based on the optimized poses. Additionally, a bundle adjustment scheme further refines camera poses using photometric and geometric constraints, ultimately enhancing the global consistency of scenarios. Quantitative and qualitative evaluations on both synthetic and real-world datasets demonstrate that our method outperforms state-of-the-art methods in camera pose estimation and novel view rendering tasks. The code will be open-sourced for the community.
MS-Mapping: Multi-session LiDAR Mapping with Wasserstein-based Keyframe Selection
Hu, Xiangcheng, Wu, Jin, Jiao, Jianhao, Zhang, Wei, Tan, Ping
Large-scale multi-session LiDAR mapping plays a crucial role in various applications but faces significant challenges in data redundancy and pose graph scalability. This paper present MS-Mapping, a novel multi-session LiDAR mapping system that combines an incremental mapping scheme with support for various LiDAR-based odometry, enabling high-precision and consistent map assembly in large-scale environments. Our approach introduces a real-time keyframe selection method based on the Wasserstein distance, which effectively reduces data redundancy and pose graph complexity. We formulate the LiDAR point cloud keyframe selection problem using a similarity method based on Gaussian mixture models (GMM) and tackle the real-time challenge by employing an incremental voxel update method. Extensive experiments on large-scale campus scenes and over \SI{12.8}{km} of public and self-collected datasets demonstrate the efficiency, accuracy, and consistency of our map assembly approach. To facilitate further research and development in the community, we make our code https://github.com/JokerJohn/MS-Mapping and datasets publicly available.