arXiv:2609.12343v1 Announce Type: new
Abstract: Feed-forward Gaussian splatting models have demonstrated remarkable effectiveness in reconstructing three-dimensional (3D) objects from a few two-dimen...
By Yunsu Jeong, Hyuk Heo, Youngsang Kwak, Jaehwa Kwak, Il Yong Chun
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:2608.22465v1 Announce Type: new
Abstract: High-fidelity free-viewpoint video (FVV) and interactive rendering increasingly rely on explicit Gaussian representations, yet practical deployment rem...
By Xinhui Liu, Lei Liu, Zhenghao Chen, Lebin Zhou, Wei Wang, Wei Jiang
arXiv:2609.15032v1 Announce Type: new
Abstract: Live free-viewpoint visualization of real humans is critical for immersive communication and interactive digital experiences. Existing methods either r...
By Hanzhang Tu, Zhanfeng Liao, Wei Min, Jiajun Zhang, Yebin Liu
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
The paper introduces Self-Geometry, a plug‑and‑play test‑time adaptation framework that enforces explicit multi‑view geometric constraints on Vision Foundation Models (VFMs) using 2D pixel correspondences as pseudo ground truth. It combines Geometric Disentanglement Optimization—mixing Multi‑View and Epipolar Consistency losses with Gradient Disentanglement—to avoid gradient conflicts, a Frame Angular‑Neighbor sampler based on SO(3) geodesic distances to select informative views, and a Lightweight TTA module that adapts VFMs via LoRA. Experiments on six VFMs and four benchmarks (7Scenes, ETH3D, ScanNet++, HiRoom) show consistent improvements in pose and geometry estimation.
By Seokhyun Youn, Dahyeon Kye, Sung-Ho Bae, Jihyong Oh
InceptionGS is a method that improves large‑scale Gaussian splatting for scenes captured with unstructured view sampling. It starts from an initial Gaussian splatting and selectively repairs areas affected by sparse views by integrating scene‑ and view‑adaptive generative priors, while keeping well‑covered regions unchanged. Experiments on real‑world scenes show that this hybrid reconstruction‑generation approach yields higher‑fidelity results than existing methods.
By Tianheng Lu, Guangyu Wang, Ruqi Huang, Lu Fang
arXiv:2605.26616v2 Announce Type: replace
Abstract: While 3D Gaussian Splatting has achieved remarkable success in photorealistic novel view synthesis, its pursuit of fast and high-fidelity 3D recons...
By Zhenhua Du, Zhen Tan, Haoyu Zhang, Dewen Hu, Shuaifeng Zhi, Peidong Liu
arXiv:2608.22740v1 Announce Type: new
Abstract: Generalizable 3D Gaussian Splatting (G-3DGS) has emerged as a promising approach for novel view synthesis undersparse-view settings. However, existing...
By Zeyang Bai, Yunpeng Wang, Yunbiao Wang, Jun Xiao
arXiv:2609.22941v1 Announce Type: new
Abstract: Novel view synthesis from sparse inputs remains challenging for 3D Gaussian Splatting (3DGS) due to ambiguous geometry, cross-view inconsistency, and m...
By Yunqi Gao, Zhanfeng Liao, Hanzhang Tu, Zhaoqi Su, Guoqing Zheng, Songtao Wang, Hongwen Zhang, Zhou Xue, Leyuan Liu, Yebin Liu
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
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.