arXiv AI

RLSplat: Resource-Linear Budget Control for Feed-forward 3D Gaussian Splatting

arXiv Computer Vision
Aug 28

ReSplat: Learning Recurrent Gaussian Splatting

ReSplat introduces a recurrent Gaussian splatting model that iteratively refines 3D Gaussians using the rendering error as a feedback signal, avoiding explicit gradient computation. The method starts from a compact reconstruction in a subsampled space, producing far fewer Gaussians than prior per‑pixel models, which reduces computational cost. Experiments on multiple datasets, view counts, and resolutions show state‑of‑the‑art performance with faster rendering speeds.

By Haofei Xu, Daniel Barath, Andreas Geiger, Marc Pollefeys
arXiv Computer Vision
Sep 4

F4Splat: Feed-Forward Predictive Densification for Feed-Forward 3D Gaussian Splatting

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
Hugging Face Trending Papers
Aug 3

StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting enables efficient novel-view synthesis without per-scene optimization, but most existing methods assume a fixed set of context views and process them jointly. This limits their applicability to online scenarios where calibrated views arrive sequentially and the scene must be updated causally.

arXiv Computer Vision
Oct 5

Budgeted-GS: Real-Time Large-Scale Gaussian Splatting via Factoring LOD

Budgeted-GS is a post‑hoc technique that transforms any trained 3D Gaussian Splatting model into a factoring tree—a multi‑resolution hierarchy of moment‑matched aggregates. After a brief construction pass, a single quality parameter selects the appropriate level of detail for each view, allowing the same city‑scale model to run in real time on GPUs with varying memory capacities. The method also informs budget‑centered training, enabling models to be built directly at the necessary size and avoiding wasted optimization of later discarded primitives.

By Haipeng Wang
arXiv Computer Vision
Aug 28

KISS-GS: 3D Gaussian Splatting Compression Kept Simple

KISS-GS is a modular compression pipeline for 3D Gaussian Splatting (3DGS) scenes that separates compression from training. It first compacts a vanilla 3DGS scene by 15.7× using state‑of‑the‑art pruning, then encodes the result into the SOG‑XT image‑based format, achieving an additional 6.6× reduction. Optional encoding‑aware fine‑tuning can further cut the size by 2.2×, yielding total reductions of 85× to 319× on standard benchmarks while enabling web‑native decoding.

By Wieland Morgenstern, Friedrich Elias Branschke, Florian Fleischmann, Adrian Szatmari, Paul Schlack, Florian Barthel, Peter Eisert, Anna Hilsmann
arXiv AI
Sep 10

Adaptive Densification for High-Fidelity and Efficient Sparse Gaussian Splatting in Arbitrary-Scale Super-Resolution

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 Computer Vision
Oct 9

Constrained Dynamic Gaussian Splatting

Constrained Dynamic Gaussian Splatting (CDGS) addresses the memory challenges of Dynamic Gaussian Splatting by framing reconstruction as a budget‑constrained optimization problem. It introduces a differentiable budget controller that fuses geometric, motion, and perceptual cues to enforce a strict, user‑defined Gaussian budget during training. CDGS further splits the representation into static and dynamic branches, allocates capacity based on motion complexity, and employs a three‑phase training strategy and hybrid compression to achieve high‑quality rendering with over 3× model compression compared to Ex4DGS.

By Zihan Zheng, Zhenlong Wu, Xuanxuan Wang, Houqiang Zhong, Xiaoyun Zhang, Qiang Hu, Guangtao Zhai, Wenjun Zhang
arXiv AI
Sep 28

Spackle: Completing Large View Single Image NVS with Adaptive Gaussians

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