PointGauss is a 3D-native framework that performs semantic parsing and instance segmentation on 3D Gaussian splatting representations by treating Gaussian primitives as unstructured point sets and extracting scale‑invariant geometric features with Point Transformer V3. It introduces an adaptive region‑of‑interest cropping strategy and an instance‑aware distance‑constrained rasterization pipeline to enable scalable, view‑consistent pixel‑level projections. The authors also release SplatSeg‑360, a cross‑scale benchmark with 32 complex scenes and over 6,300 aligned 2D‑3D masks, and show that PointGauss achieves real‑time performance with state‑of‑the‑art 3D‑mIoU (~90%) and 2D‑mIoU (~80%) scores.
By Wentao Sun, Yiping Chen, John S. Zelek, Jonathan Li
GaussianDS introduces a depth‑supervised framework for 3D Gaussian Splatting that jointly optimizes RGB appearance, depth, and compact semantics from scratch. By arranging multi‑view images into a pose‑aware pseudo‑video and propagating view‑consistent masks via SAM2, the method aligns semantic lifting with geometric cues, using depth supervision and edge‑aware refinement to curb semantic drift and boundary leakage. The approach achieves state‑of‑the‑art performance on LERF and 3D‑OVS benchmarks while preserving high‑fidelity reconstruction and enabling downstream tasks such as 3D object removal.
By Yufei Zhang, Chenlu Zhan, Hongwei Wang
arXiv:2606. 28656v1 Announce Type: cross Abstract: Deformable 3D Gaussian Splatting (3DGS) has emerged as an efficient approach for rendering dynamic scenes in a wide range of 3D applications.
By Ruitao Chen, Mozhang Guo, Jinge Li
Recent advancements in 3D Gaussian Splatting (3DGS) have enabled language-guided scene understanding. However, existing Referring 3D Gaussian Splatting (R3DGS) methods are fundamentally restricted to single-target queries.
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.
The paper introduces TruncGradGS, a piecewise truncated gradient approach that mitigates gradient vanishing in 3D Gaussian Splatting, enhancing optimization stability and robustness to initializations. It demonstrates consistent improvements over random and COLMAP initializations in both static and dynamic settings. Additionally, the authors highlight limitations of existing dynamic scene benchmarks and present a new synthetic dataset for evaluating dynamic Gaussian Splatting.
By Theo Morales, Nhat-Quynh Le-Pham, Robin Atkins, Binh-Son Hua