PhGS: Post-Hoc Pruning and Refinement of Single-View Feed-Forward 3D Gaussian Reconstructions
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arXiv:2609.20623v1 Announce Type: new Abstract: Recent single-view feed-forward 3D Gaussian Splatting (3DGS) generation predicts a fixed number of Gaussians per camera ray, introducing severe spatial...
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.
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...
The paper introduces a structure‑aware merging pipeline that consolidates per‑pixel 3D Gaussian primitives from any feed‑forward reconstruction method into a compact, content‑adaptive Gaussian set. By grouping spatially coherent Gaussians with adaptive superpixel segmentation guided by a saliency map, compressing clusters via a learned encoder, and merging representations across views using geometric overlap and feature similarity, the method reduces the number of Gaussians to about one‑twentieth of the original while preserving visual quality. A level‑of‑detail decoder allows controllable resolution, and the pipeline operates as a backbone‑agnostic post‑processing module, improving robustness and rendering efficiency.
F4Splat introduces a feed‑forward predictive densification strategy for 3D Gaussian splatting that allocates Gaussians based on a densification‑score guided by spatial complexity and multi‑view overlap. The method predicts per‑region scores to estimate required Gaussian density, enabling explicit control over the total Gaussian budget without retraining. This adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, yielding compact yet high‑quality 3D representations and superior novel‑view synthesis performance with fewer Gaussians.
The paper presents a training‑free filtering method for feed‑forward 3D Gaussian Splatting that removes transient distractors from 3D reconstructions. By excluding each input’s per‑view Gaussians and re‑rendering the scene, the method identifies inconsistent content through feature similarity and reconstruction error reduction. The approach improves novel‑view quality across multiple models and benchmarks while preserving clean scenes.