arXiv Computer Vision

Hierarchical Incremental Beta Splatting for Online Reconstruction

Hierarchical Incremental Beta Splatting (HIBS) introduces beta kernels into online 3D Gaussian splatting, allowing the shape parameter to interpolate between soft Gaussian-like primitives and flat-topped, near-opaque surfels. This confidence-aware spawning uses geometric observability and multi-view depth agreement to initialize opacity and shape, producing solid primitives where geometry is verifiable and soft, correctable primitives elsewhere. HIBS also employs error-driven relocation for densification, bounded beta kernel support for efficient culling and rasterization, and a shape-preserving merging formulation to create a level-of-detail hierarchy, achieving up to 0.8 dB PSNR improvement and 40 % faster optimization on the Mip-NeRF 360 dataset.

arXiv Computer Vision
Oct 22

Unfolding 3D Gaussian Splatting via Iterative Gaussian Synopsis

The paper introduces Iterative Gaussian Synopsis, a top‑down unfolding framework that generates compact, progressive levels of detail for 3D Gaussian Splatting (3DGS). Starting from a full‑resolution 3DGS model, it iteratively prunes Gaussian primitives using a learnable mask, building a multi‑level hierarchy that preserves visual quality while reducing storage. The method combines hierarchical spatial grids with a shared Anchor Codebook to capture global structure and local details, enabling efficient, level‑specific rendering with minimal data overhead.

By Yuqin Lu, Yihua Dai, Yang Zhou, Guiqing Li, Shengfeng He
arXiv Computer Vision
1d ago

DepthGS: Depth-Guided Gaussian Splatting with Adaptive Regularization for High-Quality Surface Reconstruction

DepthGS introduces a depth-guided Gaussian splatting framework that leverages depth discrepancies to bound reconstruction error in both single-view and multi-view settings. The method proposes adaptive normal regularization for single-view optimization and cross-view depth consistency regularization for multi-view optimization, guided by theoretical depth-error relationships. Experiments on DTU, Mip-NeRF360, and Tanks and Temples show that DepthGS achieves competitive performance in surface reconstruction and novel view synthesis.

By Xiao Ren, Yu Liu, Ning An, Jian Cheng, Xin Qiao, You-Fu Li, He Kong
arXiv Computer Vision
Oct 28

LoBE-GS: Load-Balanced and Efficient 3D Gaussian Splatting for Large-Scale Scene Reconstruction

LoBE-GS is a Load‑Balanced and Efficient 3D Gaussian Splatting framework designed for large‑scale scene reconstruction. It introduces a load‑balanced KD‑tree partitioning scheme that balances camera counts per block, uses depth‑based back‑projection to speed up camera assignment, and applies visibility cropping and selective densification to cut training costs. Experiments on urban and outdoor datasets show up to an order‑of‑magnitude faster scene‑partitioning and a 3.2× reduction in worst‑block fine‑training time compared to CityGaussian, while keeping reconstruction quality competitive.

By Sheng-Hsiang Hung, Ting-Yu Yen, Wei-Fang Sun, Simon See, Shih-Hsuan Hung, Hung-Kuo Chu
Hugging Face Trending Papers
Nov 2

OctreeSplat: Hierarchical Octree-Guided Feed-Forward Gaussian Splatting

OctreeSplat introduces a hierarchical octree-guided feed‑forward Gaussian splatting method that extracts multi‑view features and geometric priors from a frozen visual foundation model. By constructing a hierarchical octree and predicting densification scores, it allocates Gaussian primitives at spatially varying densities, improving depth rendering and surface reconstruction. The approach requires only 76 million additional parameters and 35 GPU‑hours to train, and demonstrates competitive RGB view synthesis, depth synthesis, and surface reconstruction on Replica, TUM, Tanks and Temples, and DTU datasets while reducing the number of Gaussian primitives needed.

arXiv Computer Vision
Oct 2

MEGA: Object-Level Mesh Extraction from 3D Gaussian Splatting via Spatial Visual Distillation

MEGA is a new framework that extracts object-level, watertight meshes from 3D Gaussian Splatting (3DGS) scenes. It uses a segment-then-mesh approach, leveraging Spatial Visual Distillation (SVD) to sample diverse camera views of each segmented object and train a mesh reconstruction model with photometric supervision. Experiments on popular benchmarks show that MEGA outperforms existing methods in accurately recovering object-level 3D occupancy and supports complex physical interactions by combining high-quality meshes with photorealistic 3DGS rendering.

By Liwei Liao, Yingkui Zhang, Qianqian Tong, Ronggang Wang
arXiv Computer Vision
Sep 22

GARO: Geometry-Aware Redundancy Optimization for Real-Time and High-Fidelity Dynamic Gaussian Splatting

arXiv:2609.23509v1 Announce Type: new Abstract: Novel view synthesis is a key task for dynamic scene reconstruction, where high rendering speed is essential for applications such as virtual reality....

By Huiwen Xue (School of Software, Northwestern Polytechnical University), Kaixing Zhao (School of Software, Northwestern Polytechnical University), Zuheng Ming (L2TI, Universit\'e Sorbonne Paris Nord, EmboMind Research), Tingcheng Li (School of Electronic Information,Engineering, Suzhou University of Science,Technology)
Hugging Face Trending Papers
Aug 19

CoMVS-GS: Collaborative Multi-View Stereo and 3D Gaussian Splatting for Surface Reconstruction

CoMVS‑GS is a surface‑reconstruction framework that fuses Multi‑View Stereo (MVS) with 3D Gaussian splatting. It initializes Gaussian primitives from dense MVS points, uses PatchMatch‑3DGS mutual supervision to refine depths and normals, and replaces voxel‑based meshing with a Delaunay graph‑cut pipeline. Experiments on DTU, GauU‑Scene V2, and MatrixCity demonstrate competitive object‑level results and improved geometric accuracy and mesh compactness in outdoor scenes while preserving high rendering quality.