Hugging Face Trending Papers

GradSplat: Gradients Inside the Forward Pass for Feed-Forward 3D Gaussian Splatting

GradSplat introduces a feed‑forward 3D Gaussian splatting model that refines its own Gaussian parameters by applying learned gradient steps during the forward pass, without requiring target views. The method corrects Gaussian shape, scale, and rotation through log‑anisotropy adjustments and in‑forward gradient refinement, improving photometric accuracy. On RealEstate10K, DL3DV, and ScanNet++ benchmarks, GradSplat achieves the highest PSNR and SSIM across a range of input view counts, outperforming nine competing methods.

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 Computer Vision
Oct 12

Efficient Confidence-Aware Densification for 3DGS

Efficient Confidence-Aware Densification for 3DGS proposes a new densification strategy for 3D Gaussian Splatting that replaces opacity-based sampling with error-driven placement of primitives. The method keeps a fixed primitive budget and places new primitives where image error and low learned confidence are highest, relocating under-contributing primitives accordingly. Across 24 scenes, it outperforms existing fixed-budget methods—including 3DGS-MCMC, ConeGS, and EDGS—in PSNR, SSIM, and LPIPS at budgets from 100k to 2M primitives, and can also leverage prior-based initialization to match or exceed prior methods.

By Manuel Hofer, Thomas K\"ohler, Felix Windisch, Bernhard Kerbl, Markus Steinberger, Lukas Radl
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 Machine Learning
Jul 1

Drop-In Perceptual Optimization for 3D Gaussian Splatting

arXiv:2603. 23297v2 Announce Type: replace-cross Abstract: Despite their output being ultimately consumed by human viewers, 3D Gaussian Splatting (3DGS) methods often rely on ad-hoc combinations of pixel-level losses, resulting in blurry renderings.

By Ezgi Ozyilkan, Zhiqi Chen, Oren Rippel, Jona Ball\'e, Kedar Tatwawadi
arXiv Machine Learning
Oct 22

DriftNeRF: Cross-Ray Density Drifting for Sparse-View Neural Radiance Fields

DriftNeRF introduces a regularizer that addresses cross‑ray density disagreement in Neural Radiance Fields, a defect that causes poor performance when only a few views are available. By aggregating densities from nearby points on other rays into a stop‑gradient consensus target, DriftNeRF penalizes unsupported disagreement while preserving agreed boundaries. The method improves 3‑view PSNR by 0.42–0.65 dB on NeRF‑Synthetic, DTU, and LLFF datasets and remains competitive with sparse‑view Gaussian pipelines without requiring additional geometry or preprocessing.

By Juntang Wang, Yihan Wang, Sheng'en Li, Hao Wu, Dongmian Zou, Shixin Xu
arXiv Computer Vision
Sep 25

Only What Was Seen: Observation-Gram Compaction of View-Dependent Appearance in 3D Gaussian Splatting

The paper introduces an observation‑Gram matrix that captures how each Gaussian in a 3D Gaussian Splatting model is viewed from training camera directions. This matrix serves as a distortion metric, enabling closed‑form degree reduction, Lagrangian rate‑distortion degree allocation, and matrix‑weighted vector quantisation. When applied to the Compressed3D framework, the metric improves PSNR by 0.49 dB before fine‑tuning and still yields a 0.32 dB gain at matched bitrate without any training images, while a training‑free stack built on the metric is 15% smaller than the image‑free GSICO at equal quality on Mip‑NeRF 360.

By Krzysztof Pietroszek