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
arXiv:2607. 17842v1 Announce Type: cross Abstract: Recent breakthroughs in 3D Gaussian Splatting (3DGS) have advanced neural rendering with high fidelity and speed.
By Tingjia Zhang, Bo Chen, Shengzhong Liu, Fan Wu, Guihai Chen
The paper introduces SVRecon, a generalizable neural surface reconstruction framework that uses sparse volumetric representations to achieve high-resolution 3D reconstruction. It employs a two-stage architecture: first predicting occupied voxels with an occupancy network, then rendering only within those regions using specialized sparse algorithms. This approach allows reconstruction at resolutions up to 512³ on 32 GB hardware, producing smoother and more precise surfaces, especially in sparse-view scenarios.
By Aoxiang Fan, Corentin Dumery, Nicolas Talabot, Ming Xu, Hieu Le, Pascal Fua
arXiv:2609. 03334v1 Announce Type: new Abstract: A key bottleneck in 3D Gaussian Splatting training is the continual growth of Gaussian primitives, which increases optimization cost and slows convergence, especially at high resolutions.
By Yixiong Yang, Sisheng Zhang, Qingsong Yan, Shaohuai Shi, Qiang Wang
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:2608. 13255v1 Announce Type: cross Abstract: Geometry-conditioned multi-view diffusion enables high-quality 3D texture generation, but its repeated per-view denoiser evaluations introduce substantial computational cost.
By Haotang Li, Zhenyu Qi, Shaohan Henry Wang, Kebin Peng, Yutong Zhao, Zi Wang, Bo Liu, Huanrui Yang, Sen He
arXiv:2609.23169v1 Announce Type: new
Abstract: High-quality texture generation is essential for creating realistic and production-ready 3D assets. Recent multi-view diffusion methods have shown prom...
By Yibo Zhang, Ze Yuan, Nan Cao, Li Zhang, Yan-Pei Cao, Yuan-Chen Guo, Rui Ma
arXiv:2608.22344v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) achieves state-of-the-art rendering quality at real-time speeds but suffers from "model bloat" - a large number of redunda...
By Zi-Ming Wang, Kai-Wen Duan, Kowei Huang, Akihiro Sugimoto, Shang-Hong Lai
arXiv:2603.16103v3 Announce Type: replace
Abstract: 3D Gaussian Splat (3DGS) enables high-fidelity, real-time novel view synthesis by representing scenes with large sets of anisotropic primitives, bu...
By Butian Xiong, Rong Liu, Tiantian Zhou, Meida Chen, Zhiwen Fan, Andrew Feng
arXiv:2606. 05124v1 Announce Type: cross Abstract: After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation.
By Hongyu Zhou, Zorah L\"ahner
arXiv:2609.23606v1 Announce Type: new
Abstract: Mesh texture compression typically relies on 2D UV atlases, whose chart discontinuities and mapping overhead can limit coding efficiency. To tackle thi...
By Jianqiang Wang, Junhui Hou, Siyu Ren, Weiyao Lin, Wenping Wang
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