arXiv:2606. 05124v1 Announce Type: cross Abstract: After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation.
By Hongyu Zhou, Zorah L\"ahner
The paper introduces Reflection-aware Gaussian Splatting (RGS), a physically-based deferred rendering framework that improves novel view synthesis for reflective objects. RGS leverages a powerful 3D foundation model to provide a strong geometric prior and employs cross-view shape consistency regularization to prevent surface collapse and reduce geometric hollows. Additionally, a reflection-aware densification strategy captures specular variations across views, resulting in higher-quality renderings of reflective objects.
By Xiaobiao Du, Yida Wang, Cheng Bi, Kun Zhan, Xin Yu
The paper introduces Camera Splatting, a novel framework for optimizing camera viewpoints in novel view synthesis. Each camera is represented as a 3D Gaussian (camera splat), and virtual point cameras are positioned near the surface to sample the distribution of these splats. By continuously refining the camera splats to match desired target distributions observed from the point cameras, the method achieves better capture of complex view‑dependent effects such as metallic reflections and detailed textures compared to the Farthest View Sampling approach.
By Gahye Lee, Hyomin Kim, Gwangjin Ju, Jooeun Son, Hyejeong Yoon, Seungyong Lee
The paper challenges the common assumption that figurative paintings represent a single, recoverable 3D scene. It introduces the concept of multi-solutionness, highlighting how unobserved content and ambiguous visual cues allow multiple plausible 3D configurations. The authors present a workflow that generates multiple camera-orbit video sequences from a single painting, reconstructs each with 3D Gaussian Splatting, and fabricates the resulting point-based Gaussian scenes as physical artifacts via DreamPrinting, thereby making the non-uniqueness of interpretations explicit and inspectable.
By Yutao Ming, Teng Xu, Youjia Wang, Yunyang Liu, Fengmin Yang, Fuqiang Zhao, Jingyi Yu, Hua Yang, Yanjun Zhou
arXiv:2609.23380v1 Announce Type: new
Abstract: Gaussian Splatting has enabled real-time novel view synthesis, but its tightly coupled geometry and appearance representation often require a large num...
By Zhiwei Li, Yijia Guo, Yishi Lu, Liwen Hu, Hong Rao, Shengbo Chen, Lei Ma
arXiv:2606. 31637v1 Announce Type: cross Abstract: Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting.
By Alexandre Lanvin, Jeffrey Hu, Simon Lucas, Adrien Bousseau, George Drettakis
arXiv:2606. 29379v1 Announce Type: cross Abstract: Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities.
By Jiaxin Li, Tong Wu, Yi Wei, Tailin Wu, Li Zhang
arXiv:2609.12682v1 Announce Type: new
Abstract: Reconstructing 3D scenes under real-world low-light conditions remains challenging due to severe sensor noise, low signal-to-noise ratios, and degraded...
By Shaurya Pavan A, Vemunuri Divya Madhuri, Yash Pradeep Gawande, Kaushik Mitra
Gaussian Splatting has been recently explored for satellite 3D reconstruction, demonstrating flexibility and efficiency in representing radiometrically diverse satellite scenes. However, the limited top viewpoint of satellite imagery results in insufficient supervision on building facades, leaving surface holes and degraded visual fidelity.
arXiv:2608.29346v1 Announce Type: new
Abstract: 3D Gaussian Splatting has achieved remarkable success in photorealistic rendering, yet it suffers from severe overfitting and geometric artifacts in sp...
By Zeyuan An, Yanghang Xiao, Zhiying Leng, Yijun Feng, Xiaohui Liang
The paper introduces a compact neural appearance model for 3D Gaussian Splatting that replaces traditional low‑order spherical harmonics (SH) with a tiny shared MLP decoding per‑primitive latent codes. It compares SH with recent spherical appearance models, integrating all into a unified CUDA rasterizer and WebGL viewer, and demonstrates that the new neural representation reduces per‑primitive appearance storage from 192 to 28 bytes, speeds optimization by 1.3×, and improves reconstruction quality. The study also analyzes how different appearance parametrizations affect geometry recovery and the handling of non‑static scene content.
By Florian Hahlbohm, Jorge Condor, Linus Franke, Martin Eisemann, Marcus Magnor
arXiv:2608. 20000v1 Announce Type: new Abstract: Sparse view 3D reconstruction is commonly addressed with neural implicit surfaces or dense point-based representations such as Gaussian splatting.
By Magnus Kaufmann Gjerde, Joakim Bruslund Haurum, Jeppe Revall Frisvad, Markus Worchel, J. Andreas B{\ae}rentzen, Thomas B. Moeslund