Dynamic 4D Gaussian Splatting has emerged as an efficient representation for dynamic novel view synthesis through explicit scene modeling and real-time rendering. However, existing methods typically require dense multi-view videos for sufficient geometric constraints, making capture expensive and limiting sparse-camera deployment.
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
Rendering views using 3D scene representations such as Gaussian Splatting (3DGS), Neural Radiance Fields (NeRF), meshes, or even point clouds produces artifacts when input views are sparse or target v...
arXiv:2608.23549v1 Announce Type: new
Abstract: Rendering views using 3D scene representations such as Gaussian Splatting (3DGS), Neural Radiance Fields (NeRF), meshes, or even point clouds produces...
By Khiem Vuong, Deva Ramanan, Srinivasa Narasimhan
3D Gaussian Splatting (3DGS) has achieved remarkable success in real-time novel view synthesis, yet it suffers from severe overfitting under sparse-view settings due to insufficient geometric constraints. While recent methods introduce monocular depth priors to mitigate this, they inherently struggle with scale ambiguity and cross-view inconsistency, leading to defective geometry.
arXiv:2508.03077v2 Announce Type: replace
Abstract: Feedforward 3D Gaussian Splatting (3DGS) overcomes the limitations of optimization-based 3DGS by enabling fast and high-quality reconstruction with...
By Anran Wu, Long Peng, Xin Di, Xueyuan Dai, Chen Wu, Yang Wang, Xueyang Fu, Yang Cao, Zheng-Jun Zha
arXiv:2607. 01202v1 Announce Type: cross Abstract: We present World from Motion, a method for generating freely renderable dynamic 3D Gaussian representations from monocular videos.
By Liyuan Zhu, Shengyu Huang, Amrita Mazumdar, Tianye Li, Zan Gojcic, Gordon Wetzstein, Iro Armeni, Shalini De Mello, Alex Trevithick
arXiv:2607. 20628v1 Announce Type: cross Abstract: Real-world video deblurring remains challenging due to diverse motion patterns, complex degradations, and the scarcity of realistic training data, yet robust restoration is critical for downstream pipelines such as mobile imaging and 3D reconstruction.
By Renbiao Jin, Mingxin Yang, Yutian Chen, Junhao Zhuang, Xin Cai, Mulin Yu, Linning Xu, Wenxian Yu, Danping Zou, Shi Guo, Tianfan Xue
Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization.
Novel view rendering of large and complex reconstructed scenes is becoming increasingly photorealistic. However, most reconstructions remain static and lack the ambient motion that makes environments immersive.
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
Feed-forward 3D Gaussian Splatting (3DGS) enables scalable scene reconstruction without per-scene optimization, yet produces dense Gaussians that are costly to store and transmit. Existing feed-forward Gaussian compression methods formulate decoding as deterministic representation recovery, which becomes inadequate at low bitrates when high-frequency textures and view-dependent appearance are discarded.