arXiv:2609.06157v1 Announce Type: cross
Abstract: 3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies...
By Minnan Pei, Qiwei Dong, Yihan Zhou, Gang Li, Yuchen Zhu, Wenju Zhao, Zhongtian Long, Siting Wang, Peisong Wang, Jian Cheng
3D Gaussian Splatting (3DGS) enables high-fidelity and real-time 3D scene reconstruction, but scaling training to large-scale scenes requires optimizing hundreds of millions of Gaussians across multiple GPUs. Existing distributed approaches either partition scenes into isolated regions, causing global inconsistency, or rely on global Gaussian-level exchanges, which lead to substantial growth in inter-GPU communication and quickly dominate iteration time.
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
arXiv:2601.15951v2 Announce Type: replace
Abstract: Novel view synthesis (NVS) of static and dynamic urban scenes is essential for autonomous driving simulation, yet existing methods often struggle t...
By Sheng Miao, Sijin Li, Pan Wang, Dongfeng Bai, Bingbing Liu, Yue Wang, Andreas Geiger, Yiyi Liao
arXiv:2606. 02068v1 Announce Type: cross Abstract: Recently, novel view synthesis has witnessed remarkable progress, with mainstream methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) delivering impressive results.
By Kaidi Zhang, Guanxu Zhu
arXiv:2607.20813v2 Announce Type: replace
Abstract: Pixel-aligned Gaussian splatting enables efficient and generalizable novel-view synthesis. However, high-resolution rendering faces a critical trad...
By Jiun Lee, Jaekwang Kim, Sangmin Lee
arXiv:2506. 07069v2 Announce Type: replace-cross Abstract: 3D Gaussian Splatting (3DGS) has emerged as a powerful technique for novel view synthesis, combining high-quality reconstruction with efficient rendering.
By Zhican Wang, Guanghui He, Lingjun Gao, Dantong Liu, Shell Xu Hu, Chen Zhang, Zhuoran Song, Nicholas Lane, Hongxiang Fan
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:2604.18980v2 Announce Type: replace
Abstract: Reducing the number of Gaussian-tile pairs is one of the most promising approaches to improve 3D Gaussian Splatting (3D-GS) rendering speed on GPUs...
By Joongho Jo, Hyerin Lim, Hanjun Choi, Jongsun Park
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: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
ReCoSplat is an online feed‑forward Gaussian splatting model that can synthesize novel views from a stream of observations, handling both posed and unposed inputs and optionally using camera intrinsics. It introduces a Render‑and‑Compare module that renders the current scene from the viewpoint of the incoming observation and compares it to the observation, providing a stable conditioning signal to mitigate the mismatch caused by predicted camera poses. A hybrid KV‑cache compression strategy further reduces memory usage, enabling the model to process long sequences efficiently while achieving state‑of‑the‑art performance on online view synthesis tasks.
By Freeman Cheng, Botao Ye, Xueting Li, Junqi You, Fangneng Zhan, Ming-Hsuan Yang