arXiv Computer Vision

FujinSplat: Seeing Through Smoke with RAW-Domain Gaussian Splatting

FujinSplat is a method for reconstructing clean 3D scenes from images captured through smoke by operating in the RAW image domain, where the camera’s ISP and the medium’s scattering effects remain separable. It first learns a per‑scene base ISP from hazy RAW captures, then uses a low‑dimensional correction space to fit per‑view corrections at training poses, and finally trains a scene‑agnostic controller to predict these corrections from RAW input. The corrected views supervise a single static 3D Gaussian representation, with a bounded per‑view residual to reconcile cross‑view inconsistencies, achieving superior performance on the RealX3D smoke benchmark compared to physics‑based and restoration‑then‑3DGS baselines.

arXiv Computer Vision
Sep 11

Tri-DehazeGS: Scene--Medium Decoupled Gaussian Splatting with Transmittance-Aware Optimization

Tri‑DehazeGS is a Gaussian Splatting framework that decouples clean scene reconstruction from atmospheric haze by representing the scene with Gaussian primitives and the haze medium with an independent view‑shared tri‑plane field. It uses a physical scattering model to compose hazy observations and introduces Medium‑Decoupled Transmittance Gradient Compensation (MD‑TGC) to re‑balance gradients in low‑transmittance regions without altering forward rendering. Experiments on real and synthetic haze benchmarks demonstrate that this approach improves clean novel‑view reconstruction.

By Kui Jiang, Yang Gu, Jiacheng Liu, Shiyu Liu, Youyu Chen, Hui Liu
arXiv Computer Vision
Aug 31

Manifold4D: Denoising on Point Cloud Rendered Manifolds for Video Re-shooting

Manifold4D introduces a new denoising strategy for video re‑shooting that injects a rendered point‑cloud directly into the initial noise manifold, eliminating the need for the render to be an explicit conditioning stream during denoising. This approach allows the network to rely solely on the source video as a visual condition, improving camera‑control accuracy on the DAVIS‑Traj benchmark and Vista4D set, with significant reductions in rotation and translation errors while maintaining video fidelity. User studies confirm enhanced trajectory following and dynamic consistency, especially for large yaw amplitudes and even when the render is corrupted.

By Yongqi Mao, Zijia Dai, Zhishuo Liu, Wei Xu, Kaiwei Wang, Guotao Meng
arXiv Computer Vision
Oct 16

Naka-GS: Naka-Guided Chroma Correction and Point-Prior Compaction for Low-Light 3D Gaussian Splatting

Naka-GS is a low‑light 3D Gaussian Splatting framework that jointly enhances observations and improves Gaussian initialization. It introduces Naka‑Guided Chroma Correction, which uses a fixed bionic response as a photometric anchor to learn bounded, frequency‑decoupled luminance and chromatic corrections, preserving fine structures while reducing color and boundary artifacts. A lightweight, non‑learned Point‑Prior Compaction Module refines dense scene priors via voxel pooling and distance‑adaptive pruning, cutting the number of points from 1.00 M to 59.52 K and shortening optimization time by 37.7 % while achieving state‑of‑the‑art PSNR, SSIM, and LPIPS on eight RealX3D scenes.

By Runyu Zhu, SiXun Dong, Zhiqiang Zhang, Qingxia Ye, Rongjun Qin, Zhihua Xu
Hugging Face Trending Papers
Sep 10

Tri-DehazeGS: Scene--Medium Decoupled Gaussian Splatting with Transmittance-Aware Optimization

Tri-DehazeGS tackles the problem of reconstructing clean 3D scenes from hazy multi‑view images by decoupling the scene and the haze medium. It represents the scene with Gaussian primitives while modeling the haze as an independent view‑shared tri‑plane field, and composes hazy observations through a physical scattering model. The method introduces Medium‑Decoupled Transmittance Gradient Compensation (MD‑TGC) to balance gradients in low‑transmittance regions, leading to improved novel‑view reconstruction on real and synthetic haze benchmarks.

arXiv Computer Vision
Sep 28

Gauss What You Need: Compact Gaussian Splatting Across Scene Scales

Gauss What You Need: Compact Gaussian Splatting Across Scene Scales introduces TangoGS, a method that automatically selects the number of Gaussian primitives for 3D Gaussian Splatting by combining capture-derived model sizing with training-based adaptation. The approach first estimates a learning allowance based on the capture’s total pixels, then adjusts the number of Gaussians during training according to reconstruction quality. On standard benchmarks, TangoGS matches the best baseline’s PSNR while using 48% fewer Gaussians, and on larger captures it scales automatically to achieve the highest mean PSNR with 2.3× more Gaussians.

By Afif Boudaoud, Jiayi Liu, Alexandru Calotoiu, Torsten Hoefler
arXiv Computer Vision
Oct 8

TileSkipper: Region-Adaptive Tile Pruning for 3D Gaussian Splatting

TileSkipper introduces a region‑adaptive tile pruning strategy for 3D Gaussian splatting rasterizers, assigning a static per‑Gaussian contribution cutoff policy that is calibrated on a frozen checkpoint. The method partitions Gaussians into 64 groups, uses a single‑byte policy per Gaussian, and requires no runtime updates or additional kernels. Across 13 benchmark scenes, TileSkipper achieves up to 1.238× speedups with negligible PSNR loss, and integrates with existing opacity‑aware bounds for further compiler‑only gains.

By Jingxing Li, Yongjae Lee, Deliang Fan, Abhay Kumar Yadav, Cheng Peng, Rama Chellappa
arXiv AI
Sep 28

Geometric-Photometric Event-based 3D Gaussian Ray Tracing

The paper introduces GPERT, a framework that separates event-based 3D Gaussian Splatting into two rendering branches: event-by-event geometry rendering and snapshot-based radiance rendering. By employing ray-tracing and warped event images, GPERT balances accuracy and temporal resolution, achieving state‑of‑the‑art results on real‑world datasets and competitive performance on synthetic data. The method operates without pretrained models or COLMAP initialization, offers flexible event selection, and produces sharp reconstructions of scene edges with rapid training.

By Kai Kohyama, Yoshimitsu Aoki, Guillermo Gallego, Shintaro Shiba