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1,093篇论文匹配“3D Rendering & Reconstruction”
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Computer Vision · 3D Rendering & Reconstruction

Heyuan Li, Huimin Zhang, Yuda Qiu, Zhengwentai Sun, Keru Zheng, Lingteng Qiu, Peihao Li, Qi Zuo, Ce Chen, Yujian Zheng 等

Conditioning is crucial for stable training of full-head 3D-aware GANs. Without any conditioning signal, the model suffers from severe mode collapse, making it impractical to training (\cref{fig:intro}(a,b)). However, a series of previous full-head 3D-aware GANs conventionally choose the view angle as the conditioning input, which leads to a bias in the learned 3D full-head space along the conditional view direction. This is evident in the significant differences in generation quality and diversity between the conditional view and non-conditional views of the generated 3D heads, resulting in global incoherence across different head regions (\cref{fig:intro}(d-i)). In this work, we propose to use \textit{view-invariant semantic feature} as the conditioning input, thereby decoupling the generative capability of 3D heads from the viewing direction. To construct a view-invariant semantic condition for each training image, we create a novel synthesized head image dataset. We leverage FLUX.1 Kontext to extend existing high-quality frontal face datasets to a wide range of view angles. The image clip feature extracted from the frontal view is then used as a shared semantic condition across all views in the extended images, ensuring semantic alignment while eliminating directional bias. This also allows supervision from different views of the same subject to be consolidated under a shared semantic condition, which accelerates training (\cref{fig:intro}(c)) and enhances the global coherence of the generated 3D heads (\cref{fig:teaser}). Moreover, as GANs often experience slower improvements in diversity once the generator learns a few modes that successfully fool the discriminator, our semantic conditioning encourages the generator to follow the true semantic distribution, thereby promoting continuous learning and diverse generation. Extensive experiments on full-head synthesis and single-view GAN inversion demonstrate that our method achieves significantly higher fidelity, diversity, and generalizability.

Applications · Robotics

Guanghao Li, Kerui Ren, Linning Xu, Zhewen Zheng, Changjian Jiang, Xin Gao, Bo DAI, Jian Pu, Mulin Yu, Jiangmiao Pang

On-the-fly 3D reconstruction from monocular image sequences is a long-standing challenge in computer vision, critical for applications such as real-to-sim, AR/VR, and robotics. Existing methods face a major tradeoff: per-scene optimization yields high fidelity but is computationally expensive, whereas feed-forward foundation models enable real-time inference but struggle with accuracy and robustness. In this work, we propose ARTDECO, a unified framework that combines the efficiency of feed-forward models with the reliability of SLAM-based pipelines. ARTDECO uses 3D foundation models for pose estimation and point prediction, coupled with a Gaussian decoder that transforms multi-scale features into structured 3D Gaussians. To sustain both fidelity and efficiency at scale, we design a hierarchical Gaussian representation with a LoD-aware rendering strategy, which improves rendering fidelity while reducing redundancy. Experiments on eight diverse indoor and outdoor benchmarks show that ARTDECO delivers interactive performance comparable to SLAM, robustness similar to feed-forward systems, and reconstruction quality close to per-scene optimization, providing a practical path toward on-the-fly digitization of real-world environments with both accurate geometry and high visual fidelity. Project page: https://city-super.github.io/artdeco/

Computer Vision · 3D Rendering & Reconstruction

Rong Liu, Zhongpai Gao, Benjamin Planche, Meida Chen, Van Nguyen, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Yue Wang, Andrew Feng 等

We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering.

Computer Vision · 3D Rendering & Reconstruction

Yixin Yang, Bojian Wu, Yang Zhou, Hui Huang

Due to the real-time rendering performance, 3D Gaussian Splatting (3DGS) has emerged as the leading method for radiance field reconstruction. However, its reliance on spherical harmonics for color encoding inherently limits its ability to separate diffuse and specular components, making it challenging to accurately represent complex reflections. To address this, we propose a novel enhanced Gaussian kernel that explicitly models specular effects through view-dependent opacity. Meanwhile, we introduce an error-driven compensation strategy to improve rendering quality in existing 3DGS scenes. Our method begins with 2D Gaussian initialization and then adaptively inserts and optimizes enhanced Gaussian kernels, ultimately producing an augmented radiance field. Experiments demonstrate that our method not only surpasses state-of-the-art NeRF methods in rendering performance but also achieves greater parameter efficiency. Project page at: \url{https://xiaoxinyyx.github.io/augs}.

Computer Vision · 3D Rendering & Reconstruction

YUE CHEN, Xingyu Chen, Yuxuan Xue, Anpei Chen, Yuliang Xiu, Gerard Pons-Moll

We present Human3R, a unified, feed-forward framework for online 4D human-scene reconstruction, in the world frame, from casually captured monocular videos. Unlike previous approaches that rely on multi-stage pipelines, iterative contact-aware refinement between humans and scenes, and heavy dependencies, e.g., human detection, depth estimation, and SLAM pre-processing, Human3R jointly recovers global multi-person SMPL-X bodies (“everyone”), dense 3D scene (“everywhere”), and camera trajectories in a single forward pass (“all-at-once”). Our method builds upon the 4D online reconstruction model CUT3R, and uses parameter-efficient visual prompt tuning, to strive to preserve CUT3R’s rich spatiotemporal priors, while enabling direct readout of multiple SMPL-X bodies. Human3R is a unified model that eliminates heavy dependencies and iterative refinement. After being trained on the relatively small-scale synthetic dataset BEDLAM for just one day on one GPU, it achieves superior performance with remarkable efficiency: it reconstructs multiple humans in a one-shot manner, along with 3D scenes, in one stage, in real-time (15 FPS) with a low memory footprint (8 GB). Extensive experiments demonstrate that Human3R delivers state-of-the-art or competitive performance across tasks, including global human motion estimation, local human mesh recovery, video depth estimation, and camera pose estimation, with a single unified model. We hope that Human3R will serve as a simple yet strong baseline, which can be easily adapted for downstream applications. Code, models and 4D interactive demos are available at https://fanegg.github.io/Human3R/.

Computer Vision · 3D Rendering & Reconstruction

Jinfeng Liu, Lingtong Kong, Mi Zhou, Jinwei Chen, Dan Xu

We introduce Mono4DGS-HDR, the first system for reconstructing renderable 4D high dynamic range (HDR) scenes from unposed monocular low dynamic range (LDR) videos captured with alternating exposures. To tackle such a challenging problem, we present a unified framework with two-stage optimization approach based on Gaussian Splatting. The first stage learns a video HDR Gaussian representation in orthographic camera coordinate space, eliminating the need for camera poses and enabling robust initial HDR video reconstruction. The second stage transforms video Gaussians into world space and jointly refines the world Gaussians with camera poses. Furthermore, we propose a temporal luminance regularization strategy to enhance the temporal consistency of the HDR appearance. Since our task has not been studied before, we construct a new evaluation benchmark using publicly available datasets for HDR video reconstruction. Extensive experiments demostrate that Mono4DGS-HDR significantly outperforms alternative solutions adapted from state-of-the-art methods in both rendering quality and speed. The project page for this paper is available at https://liujf1226.github.io/Mono4DGS-HDR.

Computer Vision · 3D Rendering & Reconstruction

Yifan Wang, Jianjun Zhou, Haoyi Zhu, Wenzheng Chang, Yang Zhou, Zizun Li, Junyi Chen, Jiangmiao Pang, Chunhua Shen, Tong He

We introduce $\pi^3$, a feed-forward neural network that offers a novel approach to visual geometry reconstruction, breaking the reliance on a conventional fixed reference view. Previous methods often anchor their reconstructions to a designated viewpoint, an inductive bias that can lead to instability and failures if the reference is suboptimal. In contrast, $\pi^3$ employs a fully permutation-equivariant architecture to predict affine-invariant camera poses and scale-invariant local point maps without any reference frames. This design not only makes our model inherently robust to input ordering, but also leads to higher accuracy and performance. These advantages enable our simple and bias-free approach to achieve state-of-the-art performance on a wide range of tasks, including camera pose estimation, monocular/video depth estimation, and dense point map reconstruction. Code and models are available at https://github.com/yyfz/Pi3.

Computer Vision · 3D Rendering & Reconstruction

Yushi LAN, Yihang Luo, Fangzhou Hong, Shangchen Zhou, Honghua Chen, Zhaoyang Lyu, Bo DAI, Shuai Yang, Chen Change Loy, Xingang Pan

We present STream3R, a novel approach to 3D reconstruction that reformulates pointmap prediction as a decoder-only Transformer problem. Existing state-of-the-art methods for multi-view reconstruction either depend on expensive global optimization or rely on simplistic memory mechanisms that scale poorly with sequence length. In contrast, STream3R introduces a streaming framework that processes image sequences efficiently using causal attention, inspired by advances in modern language modeling. By learning geometric priors from large-scale 3D datasets, STream3R generalizes well to diverse and challenging scenarios, including dynamic scenes where traditional methods often fail. Extensive experiments show that our method consistently outperforms prior work across both static and dynamic scene benchmarks. Moreover, STream3R is inherently compatible with LLM-style training infrastructure, enabling efficient large-scale pretraining and fine-tuning for various downstream 3D tasks. Our results underscore the potential of causal Transformer models for online 3D perception, paving the way for real-time 3D understanding in streaming environments.

Computer Vision · 3D Rendering & Reconstruction

Gaochao Song, Zibo Zhao, Haohan Weng, Jingbo Zeng, Rongfei Jia, Shenghua Gao

Existing auto-regressive mesh generation approaches suffer from ineffective topology preservation, which is crucial for practical applications. This limitation stems from previous mesh tokenization methods treating meshes as simple collections of equivalent triangles, lacking awareness of the overall topological structure during generation. To address this issue, we propose a novel mesh tokenization algorithm that provides a canonical topological framework through vertex layering and ordering, ensuring critical geometric properties including manifoldness, watertightness, face normal consistency, and part awareness in the generated meshes. Measured by Compression Ratio and Bits-per-face, we also achieved state-of-the-art compression efficiency. Furthermore, we introduce an online non-manifold data processing algorithm and a training resampling strategy to expand the scale of trainable dataset and avoid costly manual data curation. Experimental results demonstrate the effectiveness of our approach, showcasing not only intricate mesh generation but also significantly improved geometric integrity.

Computer Vision · 3D Rendering & Reconstruction

Kyu Beom Han, Jaeyoon Kim, Woo Jae Kim, Jinhwan Seo, Sung-eui Yoon

Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often query indirect radiance from Gaussian primitives pre-trained for novel-view synthesis. However, these pre-trained Gaussian primitives are supervised only towards limited training viewpoints, thus lack supervision for modeling indirect radiances from unobserved views. To address this issue, we introduce radiometric consistency, a novel physically-based constraint that provides supervision towards unobserved views by minimizing the residual between each Gaussian primitive’s learned radiance and its physically-based rendered counterpart. Minimizing the residual for unobserved views establishes a self-correcting feedback loop that provides supervision from both physically-based rendering and novel-view synthesis, enabling accurate modeling of inter-reflection. We then propose Radiometrically Consistent Gaussian Surfels (RadioGS), an inverse rendering framework built upon our principle by efficiently integrating radiometric consistency by utilizing Gaussian surfels and 2D Gaussian ray tracing. We further propose a finetuning-based relighting strategy that adapts Gaussian surfel radiances to new illuminations within minutes, achieving low rendering cost ($<$10ms). Extensive experiments on existing inverse rendering benchmarks show that RadioGS outperforms existing Gaussian-based methods in inverse rendering, while retaining the computational efficiency.

Computer Vision · 3D Rendering & Reconstruction

Sherwin Bahmani, Tianchang Shen, Jiawei Ren, Jiahui Huang, Yifeng Jiang, Haithem Turki, Andrea Tagliasacchi, David Lindell, Zan Gojcic, Sanja Fidler 等

The ability to generate virtual environments is crucial for applications ranging from gaming to physical AI domains such as robotics, autonomous driving, and industrial AI. Current learning-based 3D reconstruction methods rely on the availability of captured real-world multi-view data, which is not always readily available. Recent advancements in video diffusion models have shown remarkable imagination capabilities, yet their 2D nature prevents their use in simulations where a robot needs to navigate and interact with the environment. In this paper, we propose a self-distillation framework that aims to distill the implicit 3D knowledge in the video diffusion models into an explicit 3D Gaussian Splatting (3DGS) representation, eliminating the need for multi-view training data. Specifically, we augment the typical RGB decoder with a 3DGS decoder, which is supervised by the output of the RGB decoder. In this approach, the 3DGS decoder can be purely trained with synthetic data generated by video diffusion models. At inference time, our model can synthesize 3D scenes from either a text prompt or a single image for real-time rendering. Our framework further extends to dynamic 3D scene generation from a monocular input video. Experimental results show that our framework achieves state-of-the-art performance in static and dynamic 3D scene generation. Video results: https://research.nvidia.com/labs/toronto-ai/lyra

Computer Vision · 3D Rendering & Reconstruction

Daniel Wang, Patrick Rim, Tian Tian, Dong Lao, Alex Wong, Ganesh Sundaramoorthi

We introduce ODE-GS, a novel approach that integrates 3D Gaussian Splatting with latent neural ordinary differential equations (ODEs) to enable future extrapolation of dynamic 3D scenes. Unlike existing dynamic scene reconstruction methods, which rely on time-conditioned deformation networks and are limited to interpolation within a fixed time window, ODE-GS eliminates timestamp dependency by modeling Gaussian parameter trajectories as continuous-time latent dynamics. Our approach first learns an interpolation model to generate accurate Gaussian trajectories within the observed window, then trains a Transformer encoder to aggregate past trajectories into a latent state evolved via a neural ODE. Finally, numerical integration produces smooth, physically plausible future Gaussian trajectories, enabling rendering at arbitrary future timestamps. On the D-NeRF, NVFi, and HyperNeRF benchmarks, ODE-GS achieves state-of-the-art extrapolation performance, improving metrics by 19.8% compared to leading baselines, demonstrating its ability to accurately represent and predict 3D scene dynamics.

Computer Vision · 3D Rendering & Reconstruction

Renzhi Wang, Yuxiang Fu, Wuqi Wang, Haigen Min, Wei Feng, Lei Ma, Qing Guo

Reconstruction techniques, such as 3D Gaussian Splatting (3DGS), are increasingly used to generate scenarios for autonomous driving system (ADS) research. Existing 3DGS-based approaches for autonomous-driving scenario generation have, through various optimizations, achieved high visual similarity in reconstructed scenes. However, this route is built on a strong assumption: that higher scene similarity directly translates into better preservation of ADS behaviour. Unfortunately, this assumption has not been effectively validated, and ADS behaviour is more closely related to objects within the field of view rather than the global image. Thus, we focus on the perception module—the entry point of ADS. Preliminary experiments reveal that although current methods can produce reconstructions with high overall similarity, they often fail to ensure that the perception module outputs remain consistent with those obtained from the original images. Such a limitation can significantly harm the applicability of reconstruction in the ADS domain. To address this gap, we propose two complementary solutions: a perception-aligned loss, which directly leverages output differences between reconstructed and ground-truth images during training; and an object zone quality loss, which specifically reinforces training on object locations identified by the perception model on ground-truth images. Experiments demonstrate that both of our methods improve the ability of reconstructed scenes to maintain consistency between the perception module outputs and the ground-truth inputs. We release code at: https://github.com/Shanicky-RenzhiWang/Perception-aware-3DGS

Computer Vision · 3D Rendering & Reconstruction

Julian McGinnis, Suprosanna Shit, Florian A. Hölzl, Paul Friedrich, Paul Büschl, Vasiliki Sideri-Lampretsa, Mark Mühlau, Philippe Cattin, Bjoern Menze, Daniel Rueckert 等

Implicit Neural Representations (INRs) have shown great promise in solving inverse problems, but their lack of inherent regularization often leads to a trade-off between expressiveness and smoothness. While Lipschitz continuity presents a principled form of implicit regularization, it is often applied as a rigid, uniform 1-Lipschitz constraint, limiting its potential in inverse problems. In this work, we reframe Lipschitz regularization as a flexible *Lipschitz budget framework*. We propose a method to first derive a principled, task-specific total budget $K$, then proceed to distribute this budget *non-uniformly* across all network components, including linear weights, activations, and embeddings. Across extensive experiments on deformable registration and image inpainting, we show that non-uniform allocation strategies provide a measure to balance regularization and expressiveness within the specified global budget. Our *Lipschitz lens* introduces an alternative, interpretable perspective to Neural Tangent Kernel (NTK) and Fourier analysis frameworks in INRs, offering practitioners actionable principles for improving network architecture and performance. Code and experimental results are available at: [https://lipschitz-inrs.github.io](https://lipschitz-inrs.github.io).

Computer Vision · 3D Rendering & Reconstruction

Ruiqi Li, Yiu-ming Cheung

Radiance fields have been successful in reconstructing 3D assets for scenes presented in Virtual Reality and Augmented Reality (VR/AR). The general workflow of scanning objects with radiance field representation involves a heavy workload of capturing images depicting the object empirically by the user, and lacks feedback for the image collection stage. This would lead to potential repeated or deficient gathering of information, affecting the efficiency of the reconstruction workflow. In this paper, we therefore present an active learning algorithm for 3D Gaussian Splatting that guides the image capturing by estimating the pose of the most informative image. Specifically, our method first partitions the consistent regions in the model by analyzing the Gaussian attributes and visibility features. Then, we determine the informative region to explore by estimating the semantic feature variance of each Gaussian, which evaluates the quality of the Gaussian cloud from the semantic level features. Furthermore, we tackle the practical problem of noise in the pose of the collected image via a robust pose optimization method. Extensive experimental results on both synthetic and real-world scenes demonstrate the remarkable performance of our algorithm in active learning of the radiance field under both accurate and noisy pose conditions.

Computer Vision · 3D Rendering & Reconstruction

Jianing Chen, Zehao Li, Yujun Cai, Hao Jiang, Shuqin Gao, Honglong Zhao, Tianlu Mao, Yucheng Zhang

Dynamic 3D reconstruction from monocular videos remains difficult due to the ambiguity inferring 3D motion from limited views and computational demands of modeling temporally varying scenes. While recent sparse control methods alleviate computation by reducing millions of Gaussians to thousands of control points, they suffer from a critical limitation: they allocate points purely by geometry, leading to static redundancy and dynamic insufficiency. We propose a motion-adaptive framework that aligns control density with motion complexity. Leveraging semantic and motion priors from vision foundation models, we establish patch-token-node correspondences and apply motion-adaptive compression to concentrate control points in dynamic regions while suppressing redundancy in static backgrounds. Our approach achieves flexible representational density adaptation through iterative voxelization and motion tendency scoring, directly addressing the fundamental mismatch between control point allocation and motion complexity. To capture temporal evolution, we introduce spline-based trajectory parameterization initialized by 2D tracklets, replacing MLP-based deformation fields to achieve smoother motion representation and more stable optimization. Extensive experiments demonstrate significant improvements in reconstruction quality and efficiency over existing state-of-the-art methods.

Computer Vision · 3D Rendering & Reconstruction

Youngho Yoon, Kuk-Jin Yoon

Recent advances in novel view synthesis (NVS) have predominantly focused on ideal, clear input settings, limiting their applicability in real-world environments with common degradations such as blur, low-light, haze, rain, and snow. While some approaches address NVS under specific degradation types, they are often tailored to narrow cases, lacking the generalizability needed for broader scenarios. To address this issue, we propose Restoration-based feed-forward Gaussian Splatting, named ReSplat, a novel framework capable of handling degraded multi-view inputs. Our model jointly estimates restored images and gaussians to represent the clear scene for NVS. We enable multi-view consistent universal image restoration by utilizing the 3d gaussians generated during the diffusion sampling process as self-guidance. This results in sharper and more reliable novel views. Notably, our framework adapts to various degradations without prior knowledge of their specific types. Extensive experiments demonstrate that ReSplat significantly outperforms existing methods across challenging conditions, including blur, low-light, haze, rain, and snow, delivering superior visual quality and robust NVS performance. Code is available at https://github.com/yh-yoon/ReSplat.

Qiaowei Miao, JinSheng Quan, Kehan Li, Yichao Xu, Yi Yang, Yawei Luo

We present \textbf{Frequency-Aware Dynamic Gaussian Splatting (FAGS)}, a novel approach to mitigating motion blur in 4D reconstruction, particularly under novel viewpoints. This blur stems from a fundamental spectral conflict in existing methods, which struggle to \textbf{balance high-frequency rendering details with high-frequency motion.} FAGS addresses this challenge with two key innovations. First, we introduce a frequency-differentiated Gaussian kernel that refines the alpha-blending process of 3D Gaussian Splatting. By adaptively classifying Gaussians into two types—a slowly varying kernel for smooth, low-frequency regions and a sharp-transitioning kernel for high-frequency boundaries—our method explicitly separates representation responsibilities, preserving fine details without sacrificing continuity. Second, we propose a Fourier-Deformation Network that enhances motion expressiveness. This network employs high-frequency Fourier embeddings to capture diverse motion patterns by learning amplitudes across frequency components. To further improve accuracy, we integrate a frequency-aware gate in fusion module, which predicts and regulates the relative deformation of each Gaussian. Extensive experiments on both synthetic and real-world 4D benchmarks demonstrate that FAGS significantly reduces motion blur and enhances structural details, achieving state-of-the-art performance.

Computer Vision · 3D Rendering & Reconstruction

Yan, Chen Liang, Wenguan Wang, Yi Yang

This work enables everyday devices, e.g., smartphones, to dynamically capture open-ended 3D scenes with rich, expandable semantics for immersive virtual worlds. While 3DGS and foundation models hold promise for semantic scene understanding, existing solutions suffer from unscalable semantic integration, prohibitive memory costs, and cross-view inconsistency. To respond, we propose Open-Set Semantic Gaussian Splatting SLAM, a GS-SLAM system augmented by an expandable semantic feature pool that decouples condensed scene-level semantics from individual 3D Gaussians. Each Gaussian references semantics via a lightweight indexing vector, reducing memory overhead by orders of magnitude while supporting dynamic updates. Besides, we introduce a consistency-aware optimization strategy alongside a Semantic Stability Guidance mechanism to enhance long-term, cross-view semantic consistency and resolve inconsistencies. Experiments demonstrate that our system achieves high-fidelity rendering with scalable, open-set semantics across both controlled and in-the-wild environments, supporting applications like 3D localization and scene editing. These results mark an initial yet solid step towards high-quality, expressive, and accessible 3D virtual world modeling. Our code will be publicly released.

Rui Liu, Zhibo Duan, Jianzhe Gao, Yi Yang, Wenguan Wang

Underwater 3D reconstruction remains challenging due to the intricate interplay between light scattering and environment dynamics. While existing methods yield plausible reconstruction with rigid scene assumptions, they struggle to capture temporal dynamics and remain sensitive to observation noise. In this work, we propose an Uncertainty-aware Dynamic Field (UDF) that jointly represents underwater structure and view-dependent medium over time. A canonical underwater representation is initialized using a set of 3D Gaussians embedded in a volumetric medium field. Then we map this representation into a 4D neural voxel space and encode spatial-temporal features by querying the voxels. Based on these features, a deformation network and a medium offset network are proposed to model transformations of Gaussians and time-conditioned updates to medium properties, respectively. To address input-dependent noise, we model per-pixel uncertainty guided by surface-view radiance ambiguity and inter-frame scene flow inconsistency. This uncertainty is incorporated into the rendering loss to suppress the noise from low-confidence observations during training. Experiments on both controlled and in-the-wild underwater datasets demonstrate our method achieves both high-quality reconstruction and novel view synthesis.