F4Splat introduces a feed‑forward predictive densification strategy for 3D Gaussian splatting that allocates Gaussians based on a densification‑score guided by spatial complexity and multi‑view overlap. The method predicts per‑region scores to estimate required Gaussian density, enabling explicit control over the total Gaussian budget without retraining. This adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, yielding compact yet high‑quality 3D representations and superior novel‑view synthesis performance with fewer Gaussians.
By Injae Kim, Chaehyeon Kim, Minseong Bae, Minseok Joo, Hyunwoo J. Kim
arXiv:2608.22344v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) achieves state-of-the-art rendering quality at real-time speeds but suffers from "model bloat" - a large number of redunda...
By Zi-Ming Wang, Kai-Wen Duan, Kowei Huang, Akihiro Sugimoto, Shang-Hong Lai
CompactSplat introduces a feedforward scene reconstruction method that adaptively allocates 3D Gaussian primitives based on texture-guided spatial partitioning and hierarchical sampling. By concentrating dense Gaussians in complex regions and using expanded primitives for flat areas, it reduces redundancy and better captures planar geometry. The framework also allows dynamic sparsity control during inference, enabling trade-offs between rendering quality and memory usage without retraining.
By Bing He, Jingnan Gao, Yunuo Chen, Zhengxue Cheng, Rong Xie, Li Song, Wenjun Zhang
arXiv:2607.20813v2 Announce Type: replace
Abstract: Pixel-aligned Gaussian splatting enables efficient and generalizable novel-view synthesis. However, high-resolution rendering faces a critical trad...
By Jiun Lee, Jaekwang Kim, Sangmin Lee
arXiv:2610.07958v1 Announce Type: new
Abstract: Feed-forward 3D Gaussian Splatting (3DGS) reconstructs a scene in a single forward pass, replacing per-scene optimization with a network trained across...
By Minhyeok Lee, Jungho Lee, Minseok Kang, Heeseung Choi, Ig-Jae Kim, Sangyoun Lee
The paper introduces PhGS, a post‑hoc pruning and refinement pipeline for single‑view feed‑forward 3D Gaussian Splatting models. It keeps the base network frozen and applies importance‑score‑based pruning followed by a lightweight recurrent refinement module to reduce spatial redundancy while maintaining rendering quality. The method is backbone‑agnostic, integrates seamlessly with existing baselines, and allows flexible inference‑time keep ratios for different application needs.
By Rinto Yagawa, Han Cheng, Dieter Schmalstieg, Hideo Saito, Shohei Mori
Spackle is a lightweight residual learning framework designed to improve large-view single-image novel view synthesis (NVS) by mitigating capacity competition in hybrid decoupled systems that combine 3D Gaussian Splatting (3DGS) and diffusion models. It operates in three stages: predicting base 3DGS attributes, automatically identifying poorly reconstructed regions, and learning a residual 3DGS focused on those areas. During inference, Spackle merges the baseline and augmented Gaussians to produce high-fidelity novel views, achieving state‑of‑the‑art performance on large-view-deviation cases.
By Xuanzhi Liu, Yuhe Zhou, Xinyi Wu, Zhenyao Wu, Jinghao Chen, Ruize Han, Song Wang
The paper introduces PhGS, a post‑hoc pruning and refinement pipeline for single‑view feed‑forward 3D Gaussian Splatting models. By keeping the base network frozen, it applies importance‑score‑based pruning followed by a lightweight recurrent refinement module to reduce spatial redundancy while restoring image quality. The method is backbone‑agnostic, integrates seamlessly with existing baselines, preserves novel‑view rendering fidelity, achieves significant memory reduction, and allows flexible inference‑time keep ratios.
ReCoSplat is an online feed‑forward Gaussian splatting model that can synthesize novel views from a stream of observations, handling both posed and unposed inputs and optionally using camera intrinsics. It introduces a Render‑and‑Compare module that renders the current scene from the viewpoint of the incoming observation and compares it to the observation, providing a stable conditioning signal to mitigate the mismatch caused by predicted camera poses. A hybrid KV‑cache compression strategy further reduces memory usage, enabling the model to process long sequences efficiently while achieving state‑of‑the‑art performance on online view synthesis tasks.
By Freeman Cheng, Botao Ye, Xueting Li, Junqi You, Fangneng Zhan, Ming-Hsuan Yang
The paper introduces QuADA-GS, a method for Arbitrary-Scale Super-Resolution that dynamically densifies 2D Gaussian splatting based on low‑resolution input. By allocating Gaussians adaptively to structurally complex regions and employing a sparse communication mechanism, it balances high visual fidelity with lower computational cost. Experiments show that this approach achieves a competitive trade‑off between quality and efficiency for super‑resolution tasks.
By Giulio Federico, Giuseppe Amato, Claudio Gennaro, Fabio Carrara, Marco Di Benedetto
arXiv:2607. 00885v1 Announce Type: cross Abstract: Recent advances in neural rendering have established 3D Gaussian Splatting (3DGS) as a highly efficient representation for novel view synthesis, enabling fast training and real-time rendering with strong fidelity.
By Kangmin Seo, Sangeek Hyun, MinKyu Lee, Jae-Pil Heo
arXiv:2312. 00206v4 Announce Type: replace-cross Abstract: 3D Gaussian Splatting (3DGS) has recently enabled real-time rendering of unbounded 3D scenes for novel view synthesis.
By Haolin Xiong, Sairisheek Muttukuru, Hanyuan Xiao, Rishi Upadhyay, Pradyumna Chari, Yajie Zhao, Achuta Kadambi