arXiv:2609.38488v1 Announce Type: cross
Abstract: Conventional 3D Gaussian Splatting (3DGS) requires depth sorting and ordered alpha blending to correctly render overlapping Gaussian primitives. Stoc...
By Zijian Huang, Suiliang Mai, Chuankun Zheng, Yuan Meng, Yuchi Huo
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:2609.25604v1 Announce Type: new
Abstract: Stochastic rendering eliminates the sorting and alpha blending process in Gaussian splatting, at the cost of introducing spatial noise. Formulating tem...
By Chenxiao Hu, Hao Zhang, Yanchen Zhang, Meng Gai, Guoping Wang, Sheng Li
arXiv:2609.17230v1 Announce Type: new
Abstract: Streaming 3D reconstruction demands both speed and temporal fidelity, goals that existing methods undermine by updating every Gaussian every frame, eve...
By Idil Sulo, Alexey Supikov, Ilke Demir, Sainan Liu
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:2609.39553v1 Announce Type: new
Abstract: 3D Gaussian Splatting (3DGS) enables real-time novel view synthesis, but existing general-purpose acceleration methods suffer severe rendering quality...
By Changbai Li, Shuo Yang, Yichen Yang, Shuwei Shao, Huobin Tan