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Fix False Transparency by Noise Guided Splatting

Neural Information Processing Systems

Opaque objects reconstructed by 3DGaussian Splatting (3DGS) often exhibit a falsely transparent surface, leading to inconsistent background and internal patterns under camera motion in interactive viewing. This issue stems from the ill-posed optimization in 3DGS. During training, background and foreground Gaussians are blended via ฮฑ-compositing and optimized solely against the input RGB images using a photometric loss. As this process lacks an explicit constraint on surface opacity, the optimization may incorrectly assign transparency to opaque regions, resulting in view-inconsistent and falsely transparent output. This issue is difficult to detect in standard evaluation settings (i.e., rendering static images), but becomes particularly evident in object-centric reconstructions under interactive viewing.


LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering

Neural Information Processing Systems

In this work, we present a novel level-of-detail (LOD) method for 3DGaussian Splatting that enables real-time rendering of large-scale scenes on memoryconstrained 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 importancebased 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/3DGaussian Splatting for Geometry-Appearance Balanced Novel View Synthesis

Neural Information Processing Systems

Novel view synthesis (NVS) is crucial in computer vision and graphics, with wide applications in AR, VR, and autonomous driving. While 3DGaussian Splatting (3DGS) enables real-time rendering with high appearance fidelity, it suffers from multi-view inconsistencies, limiting geometric accuracy. In contrast, 2DGaussian T Splatting o address (2DGS) these limitations, enforces multi-vie we propose w consistenc Exchangeable y but compromises Gaussian Splatting texture (EGGS), details. a hybrid representation that integrates 2D and 3DGaussians 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 3DGaussians, and Frequency-Decoupled Optimization that effectively exploits the implementation strengths of ensures each type efficient of Gaussian training representation.



Generalizable Hand-Object Modeling from Monocular RGBImages via 3DGaussians

Neural Information Processing Systems

Recent advances in hand-object interaction modeling have employed implicit representations, such as Signed Distance Functions (SDF) and Neural Radiance Fields (NeRF) to reconstruct hands and objects with arbitrary topology and photo-realistic detail. However, these methods often rely on dense 3D surface annotations, or are tailored to short clips constrained in motion trajectories and scene contexts, limiting their generalization to diverse environments and movement patterns.


HAIF-GS: Hierarchical and Induced Flow-Guided Gaussian Splatting for Dynamic Scene

Neural Information Processing Systems

Reconstructing dynamic 3D scenes from monocular videos remains a fundamental challenge in 3D vision. While 3DGaussian Splatting (3DGS) achieves real-time rendering in static settings, extending it to dynamic scenes is challenging due to the difficulty of learning structured and temporally consistent motion representations.


Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting

Neural Information Processing Systems

Recent advances in 3DGaussian Splatting have shown remarkable potential for novel view synthesis. However, most existing large-scale scene reconstruction methods rely on the divide-and-conquer paradigm, which often leads to the loss of global scene information and requires complex parameter tuning due to scene partitioning and local optimization. To address these limitations, we propose MixGS, a novel holistic optimization framework for large-scale 3D scene reconstruction. MixGS models the entire scene holistically by integrating camera pose and Gaussian attributes into a view-aware representation, which is decoded into fine-detailed Gaussians. Furthermore, a novel mixing operation combines decoded and original Gaussians to jointly preserve global coherence and local fidelity. Extensive experiments on large-scale scenes demonstrate that MixGS achieves state-of-the-art rendering quality and competitive speed, while significantly reducing computational requirements, enabling large-scale scene reconstruction training on a single 24GBVRAMGPU.


SAP: Exact Sorting in Splatting via Screen-Aligned Primitives

Neural Information Processing Systems

Recently, 3DGaussian Splatting (3DGS) has achieved state-of-the-art rendering results. However, its efficiency relies on simplifications that disregard the thickness of Gaussian primitives and their overlapping interactions. These simplifications can lead to popping artifacts due to inaccurate sorting, thereby affecting the rendering quality. In this paper, we propose Screen-Aligned Primitives (SAP), an anisotropic kernel that generates primitives parallel to the image plane for each view. Our rasterization pipeline enables full per-pixel ordering in real time. Since the primitives are parallel for a given viewpoint, a single global sorting operation suffices for correct per-pixel depth ordering. We formulate 3D reconstruction as a combination of a 3D-consistent decoder and 2D view-specific primitives, and further propose a highly efficient decoder to ensure 3D consistency. Moreover, within our framework, the primitive function values remain consistent between view space and screen space, allowing arbitrary radial basis functions (RBFs) to represent the scene without introducing projection errors. Experiments on diverse datasets demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time performance.