gaussian point
LangSplatV2: High-dimensional 3DLanguage Gaussian Splatting with 450+ FPS
In this paper, we introduce LangSplatV2, which achieves high-dimensional feature splatting at 476.2 FPS and 3D open-vocabulary text querying at 384.6 FPS for high-resolution images, providing a 42 speedup and a 47 boost over LangSplat respectively, along with improved query accuracy. LangSplat employs Gaussian Splatting to embed 2DCLIP language features into 3D, significantly enhancing speed and learning a precise 3D language field with SAM semantics. Such advancements in 3D language fields are crucial for applications that require language interaction within complex scenes. However, LangSplat does not yet achieve realtime inference performance (8.2 FPS), even with advanced A100 GPUs, severely limiting its broader application. In this paper, we first conduct a detailed time analysis of LangSplat, identifying the heavyweight decoder as the primary speed bottleneck. Our solution, LangSplatV2 assumes that each Gaussian acts as a sparse code within a global dictionary, leading to the learning of a 3D sparse coefficient field that entirely eliminates the need for a heavyweight decoder. By leveraging this sparsity, we further propose an efficient sparse coefficient splatting method with CUDA optimization, rendering high-dimensional feature maps at high quality while incurring only the time cost of splatting an ultra-low-dimensional feature. Our experimental results demonstrate that LangSplatV2 not only achieves better or competitive query accuracy but is also significantly faster. Codes and demos are available at our project page: https://langsplat-v2.github.io.
QUEEN-l3DGStream OursPSNR: 33.61dBStorage: 0.049MB/frame 32.2 PSNR: 33.01dBComGS-l (Ours)32 Storage: 7.8MB/frame 31.8 ComGS-s (Ours) QUEEN-s 3DGStream4D-GS
However, existing online methods face challenge in prohibitive storage requirements primarily due to point-wise modeling that fails to exploit the motion properties. To address this limitation, we propose a novel Compact Gaussian Streaming (ComGS) framework, leveraging the locality and consistency of motion in dynamic scene, that models object-consistent Gaussian point motion through keypoint-driven motion representation. By transmitting only the keypoint attributes, this framework provides a more storage-efficient solution. Specifically, we first identify a sparse set of motion-sensitive keypoints localized within motion regions using a viewspace gradient difference strategy. Equipped with these keypoints, we propose an adaptive motion-driven mechanism that predicts a spatial influence field for propagating keypoint motion to neighboring Gaussian points with similar motion. Moreover, ComGS adopts an error-aware correction strategy for key frame reconstruction that selectively refines erroneous regions and mitigates error accumulation without unnecessary overhead. Overall, ComGS achieves a remarkable storage reduction of over 159 compared to 3DGStream and 14 compared to the SOTA method QUEEN, while maintaining competitive visual fidelity and rendering speed.
DrivingRecon: Large 4D Gaussian Reconstruction Model For Autonomous Driving
Large reconstruction model has remarkable progress, which can directly predict 3D or 4D representations for unseen scenes and objects. However, current work has not systematically explored the potential of large reconstruction models in the field of autonomous driving. To achieve this, we introduce the Large 4D Gaussian Reconstruction Model (DrivingRecon). With an elaborate and simple framework design, it not only ensures efficient and high-quality reconstruction, but also provides potential for downstream tasks. There are two core contributions: firstly, the Prune and Dilate Block (PD-Block) is proposed to prune redundant and overlapping Gaussian points and dilate Gaussian points for complex objects. Then, dynamic and static decoupling is tailored to better learn the temporary-consistent geometry across different time. Experimental results demonstrate that DrivingRecon significantly improves scene reconstruction quality compared to existing methods. Furthermore, we explore applications of DrivingRecon in model pre-training, vehicle type adaptation, and scene editing. Our code will be available.
AV-GS: Learning Material and Geometry Aware Priors for Novel View Acoustic Synthesis
Novel view acoustic synthesis (NVAS) aims to render binaural audio at any target viewpoint, given a mono audio emitted by a sound source at a 3D scene. Existing methods have proposed NeRF-based implicit models to exploit visual cues as a condition for synthesizing binaural audio. However, in addition to low efficiency originating from heavy NeRF rendering, these methods all have a limited ability of characterizing the entire scene environment such as room geometry, material properties, and the spatial relation between the listener and sound source. To address these issues, we propose a novel Audio-Visual Gaussian Splatting (AV-GS) model. To obtain a material-aware and geometry-aware condition for audio synthesis, we learn an explicit point-based scene representation with audio-guidance parameters on locally initialized Gaussian points, taking into account the space relation from the listener and sound source. To make the visual scene model audio adaptive, we propose a point densification and pruning strategy to optimally distribute the Gaussian points, with the per-point contribution in sound propagation (e.g., more points needed for texture-less wall surfaces as they affect sound path diversion).