arXiv Computer Vision

NOVA-GS: Noise-Aware View-Consistent Gaussian Splatting for Low-Light Novel View Synthesis

Hugging Face Trending Papers
Aug 11

CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images

Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization.

Hugging Face Trending Papers
4d ago

ACD-GS: Asymmetric Curvature-aware Densification for 3D Gaussian Splatting

ACD-GS introduces an Asymmetric Curvature-aware Densification framework for 3D Gaussian Splatting that uses second-order depth responses to guide cloning and splitting, thereby better capturing geometric discontinuities. It incorporates a multi-view photometric consistency constraint and a capacity-aware adaptive regulation strategy to balance densification and pruning during training. The approach reduces Gaussian count and storage by nearly 60% while maintaining competitive rendering fidelity, outperforming existing methods across multiple datasets.

arXiv Computer Vision
Oct 16

Naka-GS: Naka-Guided Chroma Correction and Point-Prior Compaction for Low-Light 3D Gaussian Splatting

Naka-GS is a low‑light 3D Gaussian Splatting framework that jointly enhances observations and improves Gaussian initialization. It introduces Naka‑Guided Chroma Correction, which uses a fixed bionic response as a photometric anchor to learn bounded, frequency‑decoupled luminance and chromatic corrections, preserving fine structures while reducing color and boundary artifacts. A lightweight, non‑learned Point‑Prior Compaction Module refines dense scene priors via voxel pooling and distance‑adaptive pruning, cutting the number of points from 1.00 M to 59.52 K and shortening optimization time by 37.7 % while achieving state‑of‑the‑art PSNR, SSIM, and LPIPS on eight RealX3D scenes.

By Runyu Zhu, SiXun Dong, Zhiqiang Zhang, Qingxia Ye, Rongjun Qin, Zhihua Xu