SPLATIFY: Reproduce, Discover, Innovate! From Papers and Ideas to Trainable 3DGS Code
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
SplatLab is an autonomous research system designed for 3D Gaussian Splatting (3DGS) that can reproduce published baselines, propose extensions, train models, and generate manuscripts with traceable results. It uses a verified-reproduction backbone, a cascade-weighted Elo tournament for candidate evaluation, a standing falsifier for stress‑test survival, and a seven‑category 3DGS taxonomy to ensure reproducibility and transferability. In PSNR‑targeted experiments, SplatLab’s manuscripts outperform their reproduced baselines by up to +3.78 dB, compressing the research cycle from months to days of autonomous compute.
Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically.
The paper introduces 3DCodeVerse, a research ecosystem that allows coding agents to generate editable and verifiable 3D content at scale. It comprises a large curated dataset of 3D executable code (3DCodeVerse‑2M), a multi‑agent harness that automatically evaluates and refines generated programs using execution checks and spatial measurements, and empirical studies that establish baselines and practical guidance for 3D coding. Experiments show that fine‑tuning on the dataset improves open‑source models’ 3D coding abilities, and the harness outperforms Claude Design in pairwise human evaluations when used with Claude Opus 5.5.
The paper introduces Iterative Gaussian Synopsis, a top‑down unfolding framework that generates compact, progressive levels of detail for 3D Gaussian Splatting (3DGS). Starting from a full‑resolution 3DGS model, it iteratively prunes Gaussian primitives using a learnable mask, building a multi‑level hierarchy that preserves visual quality while reducing storage. The method combines hierarchical spatial grids with a shared Anchor Codebook to capture global structure and local details, enabling efficient, level‑specific rendering with minimal data overhead.
Procedura is a new 3D modeling agent that treats 3D shape as code, using a large language model to generate a procedural assembly from a text prompt. It constructs an assembly graph, writes a parametric program with named parts and typed mates, and verifies each part through compile, mate, and connectivity checks before adding it. A vision critic refines the assembly step‑by‑step, and the resulting program includes per‑part materials and simulator‑validated articulation, producing sharp edges and editable, part‑structured outputs that outperform existing native 3D generators on P3D‑Bench and MechBench‑36.
The paper introduces a fusion‑aware hierarchical Gaussian patch representation that enables direct class‑guided generation of 3D Gaussian Splatting (3DGS) objects. By decomposing irregular Gaussian sets into canonical local patches and encoding them as structured tokens, the method fuses global class semantics with patch‑level geometry, appearance, spatial correspondence, and rendering‑sensitive cues. A structure‑aware rectified flow model, conditioned on patch positions and coupled with global‑local velocity prediction and density‑aware weighting, produces class‑conditioned 3DGS objects within seconds, achieving more coherent geometry, sharper local details, and better multi‑view consistency than baseline models.