gaussian splatting
Reframing Gaussian Splatting Densification with Complexity-Density Consistency of Primitives
The essence of 3DGaussian Splatting (3DGS) training is to smartly allocate Gaussian primitives, expressing complex regions with more primitives and vice versa. Prior researches typically mark out under-reconstructed regions in a renderingloss-driven manner. However, such a loss-driven strategy is often dominated by low-frequency regions, which leads to insufficient modeling of high-frequency details in texture-rich regions. As a result, it yields a suboptimal spatial allocation of Gaussian primitives. This inspires us to excavate the loss-agnostic visual prior in training views to identify complex regions that need more primitives to model.
TreeSplat: Mergeable Tree for Deformable Gaussian Splatting
Dynamic 3D scene reconstruction from multi-view videos demands representation to model complex deformations at scale. Current Gaussian Splatting based methods often either suffer from significant computation cost due to dense MLP-based modeling or explicit modeling deformation of each Gaussian independently. However, the dynamics of objects within a scene are typically hierarchical and exhibit structural correlations. To leverage these structural priors into the representation, we introduce TreeSplat, a Tree data structure for deformable Gaussian Splatting. In TreeSplat, as the name suggests, motions of Gaussian are represented hierarchically within a tree.
IBGS: Image-Based Gaussian Splatting
However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent effects such as specular highlights. Existing works augment Gaussians with either a global texture map, which struggles with complex scenes, or per-Gaussian texture maps, which introduces high storage overhead. We propose Image-Based Gaussian Splatting, an efficient alternative that leverages high-resolution source images for fine details and view-specific color modeling. Specifically, we model each pixel color as a combination of a base color from standard 3DGS rendering and a learned residual inferred from neighboring training images. This promotes accurate surface alignment and enables rendering images of high-frequency details and accurate view-dependent effects. Experiments on standard NVS benchmarks show that our method significantly outperforms prior Gaussian Splatting approaches in rendering quality, without increasing the storage footprint.
LangSplatV2: High-dimensional 3D Language 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 2D CLIP 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 real-time 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.
4D3R: Motion-Aware Neural Reconstruction and Rendering of Dynamic Scenes from Monocular Videos
Novel view synthesis from monocular videos of dynamic scenes with unknown camera poses remains a fundamental challenge in computer vision and graphics. While recent advances in 3D representations such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have shown promising results for static scenes, they struggle with dynamic content and typically rely on pre-computed camera poses.
LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering
In this work, we present a novel level-of-detail (LOD) method for 3D Gaussian Splatting that enables real-time rendering of large-scale scenes on memory-constrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importance-based pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements.
EGGS: Exchangeable 2D/3D Gaussian Splatting for Geometry-Appearance Balanced Novel View Synthesis
Novel view synthesis (NVS) is crucial in computer vision and graphics, with wide applications in AR, VR, and autonomous driving. While 3D Gaussian Splatting (3DGS) enables real-time rendering with high appearance fidelity, it suffers from multi-view inconsistencies, limiting geometric accuracy. In contrast, 2D Gaussian Splatting (2DGS) enforces multi-view consistency but compromises texture details. To address these limitations, we propose Exchangeable Gaussian Splatting (EGGS), a hybrid representation that integrates 2D and 3D Gaussians to balance appearance and geometry. To achieve this, we introduce Hybrid Gaussian Rasterization for unified rendering, Adaptive Type Exchange for dynamic adaptation between 2D and 3D Gaussians, and Frequency-Decoupled Optimization that effectively exploits the strengths of each type of Gaussian representation. Our CUDA-accelerated implementation ensures efficient training and inference. Extensive experiments demonstrate that EGGS outperforms existing methods in rendering quality, geometric accuracy, and efficiency, providing a practical solution for high-quality NVS.
Orientation-anchored Hyper-Gaussian for 4D Reconstruction from Casual Videos
We present Orientation-anchored Gaussian Splatting (OriGS), a novel framework for high-quality 4D reconstruction from casually captured monocular videos. While recent advances extend 3D Gaussian Splatting to dynamic scenes via various motion anchors, such as graph nodes or spline control points, they often rely on low-rank assumptions and fall short in modeling complex, region-specific deformations inherent to unconstrained dynamics. OriGS addresses this by introducing a hyperdimensional representation grounded in scene orientation.
IBGS: Image-Based Gaussian Splatting
However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent effects such as specular highlights. Existing works augment Gaussians with either a global texture map, which struggles with complex scenes, or per-Gaussian texture maps, which introduces high storage overhead. We propose Image-Based Gaussian Splatting, an efficient alternative that leverages high-resolution source images for fine details and view-specific color modeling. Specifically, we model each pixel color as a combination of a base color from standard 3DGS rendering and a learned residual inferred from neighboring training images. This promotes accurate surface alignment and enables rendering images of high-frequency details and accurate view-dependent effects. Experiments on standard NVS benchmarks show that our method significantly outperforms prior Gaussian Splatting approaches in rendering quality, without increasing the storage footprint.