arXiv Computer Vision

Camera Splatting for Continuous View Optimization

The paper introduces Camera Splatting, a novel framework for optimizing camera viewpoints in novel view synthesis. Each camera is represented as a 3D Gaussian (camera splat), and virtual point cameras are positioned near the surface to sample the distribution of these splats. By continuously refining the camera splats to match desired target distributions observed from the point cameras, the method achieves better capture of complex view‑dependent effects such as metallic reflections and detailed textures compared to the Farthest View Sampling approach.

arXiv Computer Vision
Sep 18

RGS: Reflection-aware Gaussian Splatting via Learning Geometry Continuity for Reflective Objects

The paper introduces Reflection-aware Gaussian Splatting (RGS), a physically-based deferred rendering framework that improves novel view synthesis for reflective objects. RGS leverages a powerful 3D foundation model to provide a strong geometric prior and employs cross-view shape consistency regularization to prevent surface collapse and reduce geometric hollows. Additionally, a reflection-aware densification strategy captures specular variations across views, resulting in higher-quality renderings of reflective objects.

By Xiaobiao Du, Yida Wang, Cheng Bi, Kun Zhan, Xin Yu
arXiv Computer Vision
Oct 12

Gaussian Splatting with Reflections Guided by What is Seen

The paper introduces a new framework that uses 2D Gaussian Splatting to capture view‑dependent specular effects, especially near‑field reflections, by directly leveraging observable environment information in input images. It combines a hybrid reflection appearance representation with view‑dependent specular modeling, and demonstrates improved rendering quality and geometric accuracy on public benchmarks and a newly curated near‑field reflection dataset.

By Yiming Liang, Tianyu Xiao, Hiroshi Ishikawa
Hugging Face Trending Papers
6d ago

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.