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

Junfeng Ni, Yixin Chen, Zhifei Yang, Yu Liu, Ruijie Lu, Song-Chun Zhu, Siyuan Huang

Despite recent advances in leveraging generative prior from pre-trained diffusion models for 3D scene reconstruction, existing methods still face two critical limitations. First, due to the lack of reliable geometric supervision, they struggle to produce high-quality reconstructions even in observed regions, let alone in unobserved areas. Second, they lack effective mechanisms to mitigate multi-view inconsistencies in the generated images, leading to severe shape–appearance ambiguities and degraded scene geometry. In this paper, we identify accurate geometry as the fundamental prerequisite for effectively exploiting generative models to enhance 3D scene reconstruction. We first propose to leverage the prevalence of planar structures to derive accurate metric-scale depth maps, providing reliable supervision in both observed and unobserved regions. Furthermore, we incorporate this geometry guidance throughout the generative pipeline to improve visibility mask estimation, guide novel view selection, and enhance multi-view consistency when inpainting with video diffusion models, resulting in accurate and consistent scene completion. Extensive experiments on Replica, ScanNet++, DeepBlending and Mip-NeRF 360 show that our method consistently outperforms existing baselines in both geometry and appearance reconstruction, particularly for unobserved regions. Moreover, our method naturally supports single-view inputs and unposed videos, with strong generalizability in both indoor and outdoor scenarios with practical real-world applicability. Project page: https://dali-jack.github.io/g4splat-web/.

Computer Vision · 3D Rendering & Reconstruction

Fengzhi Guo, Chih-Chuan Hsu, Sihao Ding, Cheng Zhang

Reconstructing dynamic 3D scenes from monocular input is fundamentally under-constrained, with ambiguities arising from occlusion and extreme novel views. While dynamic Gaussian Splatting offers an efficient representation, vanilla models optimize all Gaussian primitives uniformly, ignoring whether they are well or poorly observed. This limitation leads to motion drifts under occlusion and degraded synthesis when extrapolating to unseen views. We argue that uncertainty matters: Gaussians with recurring observations across views and time act as reliable anchors to guide motion, whereas those with limited visibility are treated as less reliable. To this end, we introduce USplat4D, a novel Uncertainty-aware dynamic Gaussian Splatting framework that propagates reliable motion cues to enhance 4D reconstruction. Our approach estimates time-varying per-Gaussian uncertainty and leverages it to construct a spatio-temporal graph for uncertainty-aware optimization. Experiments on diverse real and synthetic datasets show that explicitly modeling uncertainty consistently improves dynamic Gaussian Splatting models, yielding more stable geometry under occlusion and high-quality synthesis at extreme viewpoints. Project page: https://tamu-visual-ai.github.io/usplat4d/.

Xinyang Li, Tengfei Wang, Zixiao Gu, Shengchuan Zhang, Chunchao Guo, Liujuan Cao

We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, $10 \sim 100\times$ faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation mode. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method. Our code is released at https://github.com/imlixinyang/FlashWorld.

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

Yuanhang Lei, Boming Zhao, Zesong Yang, Xingxuan Li, Tao Cheng, Haocheng Peng, Ru Zhang, yang yang, Siyuan Huang, Yujun Shen 等

Modeling wind-driven object dynamics from video observations is highly challenging due to the invisibility and spatio–temporal variability of wind, as well as the complex deformations of objects. We present DiffWind, a physics-informed differentiable framework that unifies wind–object interaction modeling, video-based reconstruction, and forward simulation. Specifically, we represent wind as a grid-based physical field and objects as particle systems derived from 3D Gaussian Splatting, with their interaction modeled by the Material Point Method (MPM). To recover wind-driven object dynamics, we introduce a reconstruction framework that jointly optimizes the spatio–temporal wind force field and object motion through differentiable rendering and simulation. To ensure physical validity, we incorporate the Lattice Boltzmann Method (LBM) as a physics-informed constraint, enforcing compliance with fluid dynamics laws. Beyond reconstruction, our method naturally supports forward simulation under novel wind conditions and enable new applications such as wind retargeting. We further introduce WD-Objects, a dataset of synthetic and real-world wind-driven scenes. Extensive experiments demonstrate that our method significantly outperforms prior dynamic scene modeling approaches in both reconstruction accuracy and simulation fidelity, opening a new avenue for video-based wind–object interaction modeling. The project page is available at: [https://zju3dv.github.io/DiffWind/](https://zju3dv.github.io/DiffWind/).

Computer Vision · 3D Rendering & Reconstruction

Jingzhi Bao, Hongze CHEN, Lingting Zhu, Chenyu Liu, Runze Zhang, Keyang Luo, Zeyu HU, Weikai Chen, Yingda Yin, Xin Wang 等

Physically-based rendering (PBR) provides a principled standard for realistic material–lighting interactions in computer graphics. Despite recent advances in generating PBR textures, existing methods fail to address two fundamental challenges: 1) materials decomposition from image prompts under limited illumination cues, and 2) seamless and view-consistent texture completion. To this end, we propose LumiTex, an end-to-end framework that comprises three key components: (1) a multi-branch generation scheme that disentangles albedo and metallic–roughness under shared illumination priors for robust material understanding, (2) a lighting-aware material attention mechanism that injects illumination context into the decoding process for physically grounded generation of albedo, metallic, and roughness maps, and (3) a geometry-guided inpainting module based on a large view synthesis model that enriches texture coverage and ensures seamless, view-consistent UV completion. Extensive experiments demonstrate that LumiTex achieves state-of-the-art performance in texture quality, surpassing both existing open-source and commercial methods. Project page: [https://lumitex.vercel.app](https://lumitex.vercel.app).

Computer Vision · 3D Rendering & Reconstruction

Renjie Ding, Yaonan Wang, Min Liu, Jialin Zhu, Jiazheng Wang, Jiahao Zhao, Wenting Shen, Feixiang He, Xiang Chen

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time novel view synthesis. As an explicit representation optimized through gradient propagation among primitives, optimization widely accepted in deep neural networks (DNNs) is actually adopted in 3DGS, such as synchronous weight updating and Adam with the adaptive gradient. However, considering the physical significance and specific design in 3DGS, there are two overlooked details in the optimization of 3DGS: (i) update step coupling, which induces optimizer state rescaling and costly attribute updates outside the viewpoints, and (ii) gradient coupling in the moment, which may lead to under- or over-effective regularization. Nevertheless, such a complex coupling is under-explored. After revisiting the optimization of 3DGS, we take a step to decouple it and recompose the process into: Sparse Adam, Re-State Regularization and Decoupled Attribute Regularization. Taking a large number of experiments under the 3DGS and 3DGS-MCMC frameworks, our work provides a deeper understanding of these components. Finally, based on the empirical analysis, we re-design the optimization and propose AdamW-GS by re-coupling the beneficial components, under which better optimization efficiency and representation effectiveness are achieved simultaneously.

Computer Vision · 3D Rendering & Reconstruction

Tianyu Xiong, Skylar Wurster, Han Wei Shen

Implicit Neural Representations (INRs) have emerged as promising surrogates for large 3D scientific simulations due to their ability to continuously model spatial and conditional fields, yet they face a critical fidelity-speed dilemma: deep MLPs suffer from high inference cost, while efficient embedding-based models lack sufficient expressiveness. To resolve this, we propose the Decoupled Representation Refinement (DRR) architectural paradigm. DRR leverages a deep refiner network, alongside non-parametric transformations, in a one-time offline process to encode rich representations into a compact and efficient embedding structure. This approach decouples slow neural networks with high representational capacity from the fast inference path. We introduce DRR-Net, a simple network that validates this paradigm, and a novel data augmentation strategy, Variational Pairs (VP) for improving INRs under complex tasks like high-dimensional surrogate modeling. Experiments on several ensemble simulation datasets demonstrate that our approach achieves state-of-the-art fidelity, while being up to 27$\times$ faster at inference than high-fidelity baselines and remaining competitive with the fastest models. The DRR paradigm offers an effective strategy for building powerful and practical neural field surrogates and INRs in broader applications, with a minimal compromise between speed and quality.

Computer Vision · 3D Rendering & Reconstruction

Haithem Turki, Qi Wu, Xin Kang, Janick Martinez Esturo, Shengyu Huang, Ruilong Li, Zan Gojcic, Riccardo de Lutio

Rigorous testing of autonomous robots, such as self-driving vehicles, is essential to ensure their safety in real-world deployments. This requires building high-fidelity simulators to test scenarios beyond those that can be safely or exhaustively collected in the real-world. Existing neural rendering methods based on NeRF and 3DGS hold promise but suffer from low rendering speeds or can only render pinhole camera models, hindering their suitability to applications that commonly require high-distortion lenses and LiDAR data. Multi-sensor simulation poses additional challenges as existing methods handle cross-sensor inconsistencies by favoring the quality of one modality at the expense of others. To overcome these limitations, we propose SimULi, the first method capable of rendering arbitrary camera models and LiDAR data in real-time. Our method extends 3DGUT, which natively supports complex camera models, with LiDAR support, via an automated tiling strategy for arbitrary spinning LiDAR models and ray-based culling. To address cross-sensor inconsistencies, we design a factorized 3D Gaussian representation and anchoring strategy that reduces mean camera and depth error by up to 40% compared to existing methods. SimULi renders 10-20$\times$ faster than ray tracing approaches and 1.5-14$\times$ faster than prior rasterization-based work (and handles a wider range of camera models). When evaluated on two widely benchmarked autonomous driving datasets, SimULi matches or exceeds the fidelity of existing state-of-the-art methods across numerous camera and LiDAR metrics.

Computer Vision · 3D Rendering & Reconstruction

Weirong Chen, Chuanxia Zheng, Ganlin Zhang, Andrea Vedaldi, Daniel Cremers

We present NOVA3R, an effective approach for non-pixel-aligned 3D reconstruction from a set of unposed images in a feed-forward manner. Unlike pixel-aligned methods that tie geometry to per-ray predictions, our formulation learns a global, view-agnostic scene representation that decouples reconstruction from pixel alignment. This addresses two key limitations in pixel-aligned 3D: (1) it recovers both visible and invisible regions with a complete scene representation, and (2) it produces physically plausible geometry with fewer duplicated structures in overlapping regions. To achieve this, we introduce a scene-token mechanism that aggregates information across unposed images and a diffusion-based 3D decoder that reconstructs complete, non-pixel-aligned point clouds. Extensive experiments on both scene-level and object-level datasets demonstrate that NOVA3R outperforms state-of-the-art methods in terms of reconstruction accuracy and completeness.

Computer Vision · 3D Rendering & Reconstruction

Seung-gyeom Kim, Areum Kim, Yongjae Yoo, Sukmin Yun

Recent 4D Gaussian Splatting (4DGS) methods often fail under fast motion with large inter-frame displacements, where Gaussian attributes are poorly learned during training, and fast-moving objects are often lost from the reconstruction. In this work, we introduce Spatiotemporal Position Implicit Network for 4DGS, coined SPIN-4DGS, which learns Gaussian attributes from explicitly collected spatiotemporal positions rather than modeling temporal displacements, thereby enabling more faithful splatting under fast motions with large inter-frame displacements. To avoid the heavy memory overhead of explicitly optimizing attributes across all spatiotemporal positions, we instead predict them with a lightweight feed-forward network trained under a rasterization-based reconstruction loss. Consequently, SPIN-4DGS learns shared representations across Gaussians, effectively capturing spatiotemporal consistency and enabling stable high-quality Gaussian splatting even under challenging motions. Across extensive experiments, SPIN-4DGS consistently achieves higher fidelity under large displacements, with clear improvements in PSNR and SSIM on challenging sports scenes from the CMU Panoptic dataset. For example, SPIN-4DGS notably outperforms the strongest baseline, D3DGS, by achieving +1.83 higher PSNR on the Basketball scene.

Computer Vision · 3D Rendering & Reconstruction

Thomas MItchel, Hyunwoo Ryu, Vincent Sitzmann

In this paper, we identify that the key criterion for determining whether a model is truly capable of novel view synthesis (NVS) is transferability: Whether any pose representation extracted from one video sequence can be used to re-render the same camera trajectory in another. We analyze prior work on self-supervised NVS and find that their predicted poses do not transfer: The same set of poses lead to different camera trajectories in different 3D scenes. Here, we present XFactor, the first geometry-free self-supervised model capable of true NVS. XFactor combines pair-wise pose estimation with a simple augmentation scheme of the inputs and outputs that jointly enables disentangling camera pose from scene content and facilitates geometric reasoning. Remarkably, we show that XFactor achieves transferability with unconstrained latent pose variables, without any 3D inductive biases or concepts from multi-view geometry — such as an explicit parameterization of poses as elements of SE(3). We introduce a new metric to quantify transferability, and through large-scale experiments, we demonstrate that XFactor significantly outperforms prior pose-free NVS transformers, and show that latent poses are highly correlated with real-world poses through probing experiments.

Computer Vision · 3D Rendering & Reconstruction

Butian Xiong, Rong Liu, Kenneth Xu, Meida Chen, Andrew Feng

Feature lifting has emerged as a crucial component in 3D scene understanding, enabling the attachment of rich image feature descriptors (e.g., DINO, CLIP) onto splat-based 3D representations. The core challenge lies in optimally assigning rich general attributes to 3D primitives while addressing the inconsistency issues from multi-view images. We present a unified, kernel- and feature-agnostic formulation of the feature lifting problem as a sparse linear inverse problem, which can be solved efficiently in closed form. Our approach admits a provable upper bound on the global optimal error under convex losses for delivering high quality lifted features. To address inconsistencies and noise in multi-view observations, we introduce two complementary regularization strategies to stabilize the solution and enhance semantic fidelity. Tikhonov Guidance enforces numerical stability through soft diagonal dominance, while Post-Lifting Aggregation filters noisy inputs via feature clustering. Extensive experiments demonstrate that our approach achieves state-of-the-art performance on open-vocabulary 3D segmentation benchmarks, outperforming training-based, grouping-based, and heuristic-forward baselines while producing the lifted features in minutes. Demo Video, \textbf{Code} and \textbf{demo website} are all inside the supplementary.

Computer Vision · 3D Rendering & Reconstruction

Jianqiang Wang, Siyu Ren, Junhui Hou

The growing demand for high-quality 3D mesh models has fueled the need for efficient 3D mesh compression techniques. However, existing methods often exhibit suboptimal compression performance due to the inefficient representation of mesh data. To address this issue, we propose a novel neural mesh compression method based on Sparse Implicit Representation (SIR). Specifically, SIR records signed distance field (SDF) values only on regular grids near the surface, enabling high-resolution structured representation of arbitrary geometric data with a significantly lower memory cost, while still supporting precise surface recovery. Building on this representation, we construct a lightweight Sparse Neural Compression (SNC) network to extract compact embedded features from the SIR and encode them into a bitstream. Extensive experiments and ablation studies demonstrate that our method outperforms state-of-the-art mesh and point cloud compression approaches in both compression performance and computational efficiency across a variety of mesh models. The source code is available at https://github.com/yydlmzyz1/SIR-SNC.

Computer Vision · 3D Rendering & Reconstruction

Jipeng Lyu, Jiahua Dong, Yu-Xiong Wang

Persistent dynamic scene modeling for tracking and novel-view synthesis remains challenging, particularly due to the complexity of capturing accurate deformations while maintaining computational efficiency. In this paper, we present SCas4D, a novel cascaded optimization framework that leverages inherent structural patterns in 3D Gaussian Splatting (3DGS) for dynamic scenes. Our key insight is that real-world deformations often exhibit hierarchical patterns, where groups of Gaussians undergo similar transformations. By employing a structural cascaded optimization approach that progressively refines deformations from coarse part-level to fine point-level adjustments, SCas4D achieves convergence within 100 iterations per time frame while maintaining competitive quality to the state-of-the-art method with only 1/20th of the training iterations. We further demonstrate our method's effectiveness in self-supervised articulated object segmentation, establishing a natural capability from our representation. Extensive experiments demonstrate our method's effectiveness in novel view synthesis and dense point tracking tasks. Please find our project page at https://github-tree-0.github.io/SCas4D-project-page/.

Computer Vision · 3D Rendering & Reconstruction

Mark Eid, Ana Namburete, Joao F. Henriques

Ultrasound imaging is widely used due to its safety, affordability, and real-time capabilities, but its 2D interpretation is highly operator-dependent, leading to variability and increased cognitive demand. We present $\textbf{UltraGauss}$: an ultrasound-specific Gaussian Splatting framework that serves as an efficient approximation to acoustic image formation. Unlike projection-based splatting, UltraGauss renders by $\textit{probe-plane intersection}$ with in-plane aggregation, aligning with plane-based echo sampling while remaining fast and memory-efficient. A stable parameterisation and compute-aware GPU rasterisation make this method practical at scale. On clinical datasets, UltraGauss delivers state-of-the-art 2D-to-3D reconstructions in minutes on a single GPU (reaching 0.99 SSIM within $\sim$20 minutes), and a clinical expert survey rates its reconstructions the most realistic among competing methods. To our knowledge, this is the first Gaussian Splatting approach tailored to ultrasound 2D-to-3D reconstruction. Our code is available at: https://www.robots.ox.ac.uk/~vgg/research/UltraGauss/

Computer Vision · 3D Rendering & Reconstruction

Ruiyu Wang, Shizhao Sun, Weijian Ma, Jiang Bian

Computer-Aided Design (CAD) is a foundational component of industrial prototyping. where models are defined not by raw coordinates but by construction sequences such as sketches and extrusions. This sequential structure enables both efficient prototype initialization and subsequent editing. Text-guided CAD prototyping, which unifies Text-to-CAD generation and CAD editing, has the potential to streamline the entire design pipeline. However, prior work has not explored this setting, largely because standard large language model (LLM) tokenizers decompose CAD sequences into natural-language word pieces, failing to capture primitive-level CAD semantics and hindering attention modules from modeling geometric structure. We conjecture that a multimodal tokenization strategy, aligned with CAD’s primitive and structural nature, can provide more effective representations. To this end, we propose CAD-Tokenizer, a framework that represents CAD data with modality-specific tokens using a sequence-based VQ-VAE with primitive-level pooling and constrained decoding. This design produces compact, primitive-aware representations that align with CAD’s structural nature. Applied to unified text-guided CAD prototyping, CAD-Tokenizer significantly improves instruction following and generation quality, achieving better quantitative and qualitative performance over both general-purpose LLMs and task-specific baselines.

Computer Vision · 3D Rendering & Reconstruction

Haotong Lin, Sili Chen, Jun Hao Liew, Donny Y. Chen, Zhenyu Li, Yang Zhao, Sida Peng, Hengkai Guo, Xiaowei Zhou, Guang Shi 等

We present Depth Anything 3 (DA3), a model that predicts spatially consistent geometry from an arbitrary number of visual inputs, with or without known camera poses. In pursuit of minimal modeling, DA3 yields two key insights: a single plain transformer (e.g., vanilla DINOv2 encoder) is sufficient as a backbone without architectural specialization, and a singular depth-ray prediction target obviates the need for complex multi-task learning. Through our teacher-student training paradigm, the model achieves a level of detail and generalization on par with Depth Anything 2 (DA2). We establish a new visual geometry benchmark covering camera pose estimation, any-view geometry and visual rendering. On this benchmark, DA3 sets a new state-of-the-art across all tasks, surpassing prior SOTA VGGT by an average of 35.7\% in camera pose accuracy and 23.6\% in geometric accuracy. Moreover, it outperforms DA2 in monocular depth estimation. All models are trained exclusively on public academic datasets.

Computer Vision · 3D Rendering & Reconstruction

Xinhang Liu, Yuxi Xiao, Donny Y. Chen, Jiashi Feng, Yu-Wing Tai, Chi-Keung Tang, Bingyi Kang

Building 4D video representations to model underlying spacetime constitutes a crucial step toward understanding dynamic scenes, yet there is no consensus on the paradigm: current approaches resort to additional estimators such as depth, flow, or tracking, or to heavy per-scene optimization, making them brittle and hard to generalize. In a video, its atomic unit, the pixel, follows a continuous 3D trajectory that unfolds over time, acting as the atomic primitive of dynamics. Recognizing this, we propose to represent any video as a Trajectory Field: a dense mapping that assigns each pixel in each frame to a parametric 3D trajectory. To this end, we introduce Trace Anything, a neural network that predicts the trajectory field in a feed-forward manner. Specifically, for each video frame, the model outputs a series of control point maps, defining parametric trajectories for each pixel. Together, our representation and model directly construct a 4D video representation in a single forward pass, without additional estimators or global alignment. We develop a synthetic data platform to construct a training dataset and a benchmark for trajectory field estimation. Experiments show that Trace Anything surpasses existing methods or performs competitively on the new benchmark and established point tracking benchmarks, with significant efficiency gains. Moreover, it facilitates downstream applications such as goal-conditioned manipulation, simple motion extrapolation, and spatio-temporal fusion. We will release the code, the model weights, and the data platform.

Applications · Genetics, Cell Biology, Health, etc

Suyi Chen, Haibin Ling

As a critical modality for structural biology, cryogenic electron microscopy (cryo-EM) facilitates the determination of macromolecular structures at near-atomic resolution. The core computational task in single-particle cryo-EM is to reconstruct the 3D electrostatic potential of a molecule from noisy 2D projections acquired at unknown orientations. Gaussian mixture models (GMMs) provide a continuous, compact, and physically interpretable representation for molecular density and have recently gained interest in cryo-EM reconstruction. However, existing methods rely on external consensus maps or atomic models for initialization, limiting their use in self-contained pipelines. In parallel, differentiable rendering techniques such as Gaussian splatting have demonstrated remarkable scalability and efficiency for volumetric representations, suggesting a natural fit for GMM-based cryo-EM reconstruction. However, off-the-shelf Gaussian splatting methods are designed for photorealistic view synthesis and remain incompatible with cryo-EM due to mismatches in the image formation physics, reconstruction objectives, and coordinate systems. Addressing these issues, we propose **cryoSplat**, a GMM-based method that integrates Gaussian splatting with the physics of cryo-EM image formation. In particular, we develop an orthogonal projection-aware Gaussian splatting, with adaptations such as a view-dependent normalization term and FFT-aligned coordinate system tailored for cryo-EM imaging. These innovations enable stable and efficient homogeneous reconstruction directly from raw cryo-EM particle images using random initialization. Experimental results on real datasets validate the effectiveness and robustness of cryoSplat over representative baselines. The code will be released at https://github.com/Chen-Suyi/cryosplat.