论文检索

输入标题、作者或关键词,从 1,093 篇学术成果中精准定位

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,093篇论文匹配“3D Rendering & Reconstruction”
第 16 / 55 页

Computer Vision · 3D Rendering & Reconstruction

Hao Qin, Yukai Sun, Luyuan Chen, Mengxu Lu, Feng Zhang, Ming Kong, Zhenhong Du, Qiang Zhu

With the rapid development and adoption of 3D Gaussian Splatting (3DGS), the need for effective copyright protection has become increasingly critical. Existing watermarking techniques for 3DGS mainly focus on protecting rendered images via pre-trained decoders, leaving the underlying 3D Gaussian primitives vulnerable to misuse. In particular, they are ineffective against **Partial Infringement**, where an adversary extracts and reuses only a subset of Gaussians. In this paper, we propose **NGS-Marker**, a novel native watermarking framework for 3DGS. It integrates a jointly trained watermark injector and message decoder, and employs a gradient-based progressive injection strategy to ensure full-scene coverage. This enables robust ownership decoding from any local region. We further extend NGS-Marker with hybrid protection (combining native and indirect watermarks) and support for multimodal watermarking. Extensive experiments demonstrate that NGS-Marker effectively defends against partial infringement while offering practical flexibility for real-world deployment.

Computer Vision · 3D Rendering & Reconstruction

Qisen Wang, Yifan Zhao, Jia Li

Dynamic reconstruction has achieved remarkable progress, but there remain challenges in monocular input for more practical applications. The prevailing works attempt to construct efficient motion representations, but lack a unified spatiotemporal decomposition framework, suffering from either holistic temporal optimization or coupled hierarchical spatial composition. To this end, we propose WorldTree, a unified framework comprising Temporal Partition Tree (TPT) that enables coarse-to-fine optimization based on the inheritance-based partition tree structure for hierarchical temporal decomposition, and Spatial Ancestral Chains (SAC) that recursively query ancestral hierarchical structure to provide complementary spatial dynamics while specializing motion representations across ancestral nodes. Experimental results on different datasets indicate that our proposed method achieves 8.26% improvement of LPIPS on NVIDIA-LS and 9.09% improvement of mLPIPS on DyCheck compared to the second-best method. Code: https://github.com/iCVTEAM/WorldTree.

Computer Vision · 3D Rendering & Reconstruction

Canran Xiao, Liaoyuan Fan, Yanbin Li, Jing Tang, Peilai Yu

3D Gaussian Splatting (3DGS) has recently emerged as a powerful approach for novel view synthesis by reconstructing scenes as sets of Gaussian ellipsoids. Despite its success in scenarios with dense input images, 3DGS faces critical challenges in sparse view settings, often resulting in geometric inaccuracies, inconsistencies across views, and degraded rendering quality. In this paper, we uncover and address two key implicit biases of 3DGS reconstruction algorithm in sparse-view: (1) the model has a stronger demand for supervision signal toward regions of high curvature, and (2) the model is sensitive to the smoothness of the trajectory of the input views. To tackle these issues, we propose a novel framework that optimizes camera trajectories to maximize curvature coverage while enforcing smooth motion, and we further enhance the informativeness of data through a synthetic view generation process. Extensive experiments on Mip-NeRF 360, DTU, Blender, Tanks & Temples, and LLFF datasets show that our method substantially outperforms state-of-the-art solutions in sparse-view scenarios, both in rendering quality and geometric fidelity. Beyond these empirical gains, our investigation uncovers the subtle ways in which data representation and trajectory planning interact to shape 3DGS performance, offering deeper theoretical insights into the algorithm’s inherent biases.

Computer Vision · 3D Rendering & Reconstruction

Lucas Maximilian Martini, Alex Lappe, Anna Bognár, Rufin Vogels, Martin Giese

The recognition of dynamic and social behavior in animals is fundamental for advancing several areas of the life sciences, including ethology, ecology, medicine and neuroscience. Recent progress in deep learning has enabled an automated recognition of such behavior from video data. However, an accurate reconstruction of the three-dimensional (3D) pose and shape has not been integrated into this process. Especially for non-human primates, the animals phylogenetically closest to humans, mesh-based tracking efforts lag behind those for other species, leaving pose descriptions restricted to sparse keypoints that are unable to fully capture the richness of action dynamics. To address this gap, we introduce the $\textbf{Big Ma}$ca$\textbf{Q}$ue 3D Motion and Animation Dataset ($\texttt{BigMaQ}$), a large-scale dataset comprising more than 750 scenes of interacting rhesus macaques with detailed 3D pose descriptions of skeletal joint rotations. Recordings were obtained from 16 calibrated cameras and paired with action labels derived from a curated ethogram. Extending previous surface-based animal tracking methods, we construct subject-specific textured avatars by adapting a high-quality macaque template mesh to individual monkeys. This allows us to provide pose descriptions that are more accurate than previous state-of-the-art surface-based animal tracking methods. From the original dataset, we derive BigMaQ500, an action recognition benchmark that links surface-based pose vectors to single frames across multiple individual monkeys. By pairing features extracted from established image and video encoders with and without our pose descriptors, we demonstrate substantial improvements in mean average precision (mAP) when pose information is included. With these contributions, $\texttt{BigMaQ}$ establishes the first dataset that both integrates dynamic 3D pose-shape representations into the learning task of animal action recognition and provides a rich resource to advance the study of visual appearance, posture, and social interaction in non-human primates. The code and data are publicly available at [https://martinivis.github.io/BigMaQ/](https://martinivis.github.io/BigMaQ/).

Computer Vision · 3D Rendering & Reconstruction

Min-Seop Kwak, Junho Kim, Sangdoo Yun, Dongyoon Han, Taekyung Kim, Seungryong Kim, Jin-Hwa Kim

We introduce a diffusion-based framework that generates aligned novel view images and geometries via a warping‐and‐inpainting methodology. Unlike prior methods that require dense posed images or pose-embedded generative models limited to in‐domain views, our method leverages off‐the‐shelf geometry predictors to predict partial geometries viewed from reference images, and formulates novel view synthesis as an inpainting task for both image and geometry. To ensure accurate alignment between the generated image and geometry, we propose cross-modal attention instillation where the attention maps from an image diffusion branch are injected into a parallel geometry diffusion branch during both training and inference. This multi-task approach achieves synergistic effects, facilitating both geometrically robust image synthesis and geometry prediction. We further introduce proximity‐based mesh conditioning to integrate depth and normal cues, interpolating between point cloud and filtering erroneously predicted geometry from influencing the generation process. Empirically, our method achieves high-fidelity extrapolative view synthesis, delivers competitive reconstruction under interpolation settings, and produces geometrically aligned point clouds as 3D completion.

Computer Vision · 3D Rendering & Reconstruction

Seunguk Do, Minwoo Huh, Joonghyuk Shin, Jaesik Park

Single-view 3D human reconstruction has achieved remarkable progress through the adoption of multi-view diffusion models, yet the recovered 3D humans often exhibit unnatural poses. This phenomenon becomes pronounced when reconstructing 3D humans with dynamic or challenging poses, which we attribute to the limited scale of available 3D human datasets with diverse poses. To address this limitation, we introduce DrPose, Direct Reward fine-tuning algorithm on Poses, which enables post-training of a multi-view diffusion model on diverse poses without requiring expensive 3D human assets. DrPose trains a model using only human poses paired with single-view images, employing a direct reward fine-tuning to maximize PoseScore, which is our proposed differentiable reward that quantifies consistency between a generated multi-view latent image and a ground-truth human pose. This optimization is conducted on DrPose15K, a novel dataset that was constructed from an existing human motion dataset and a pose-conditioned video generative model. Constructed from abundant human pose sequence data, DrPose15K exhibits a broader pose distribution compared to existing 3D human datasets. We validate our approach through evaluation on conventional benchmark datasets, in-the-wild images, and a newly constructed benchmark, with a particular focus on assessing performance on challenging human poses. Our results demonstrate consistent qualitative and quantitative improvements across all benchmarks. Project page: https://seunguk-do.github.io/drpose.

Computer Vision · 3D Rendering & Reconstruction

Yang Zhou, Yifan Wang, Jianjun Zhou, Wenzheng Chang, Haoyu Guo, Zizun Li, Kaijing Ma, Xinyue Li, Yating Wang, Haoyi Zhu 等

The field of 4D world modeling—aiming to jointly capture spatial geometry and temporal dynamics—has witnessed remarkable progress in recent years, driven by advances in large-scale generative models and multimodal learning. However, the development of truly general 4D world models remains fundamentally constrained by the availability of high-quality data. Existing datasets and benchmarks often lack the dynamic complexity, multi-domain diversity, and spatial-temporal annotations required to support key tasks such as 4D geometric reconstruction, future prediction, and camera-controlled video generation. To address this gap, we introduce OmniWorld, a large-scale, multi-domain, multi-modal dataset specifically designed for 4D world modeling. OmniWorld consists of a newly collected OmniWorld-Game dataset and several curated public datasets spanning diverse domains. Compared with existing synthetic datasets, OmniWorld-Game provides richer modality coverage, larger scale, and more realistic dynamic interactions. Based on this dataset, we establish a challenging benchmark that exposes the limitations of current state-of-the-art (SOTA) approaches in modeling complex 4D environments. Moreover, fine-tuning existing SOTA methods on OmniWorld leads to significant performance gains across 4D reconstruction and video generation tasks, strongly validating OmniWorld as a powerful resource for training and evaluation. We envision OmniWorld as a catalyst for accelerating the development of general-purpose 4D world models, ultimately advancing machines’ holistic understanding of the physical world.

Computer Vision · 3D Rendering & Reconstruction

Zixun Huang, Cho-Ying Wu, Yuliang Guo, Xinyu Huang, Liu Ren

3D Gaussian Splatting (3DGS) achieves an appealing balance between rendering quality and efficiency, but relies on approximating 3D Gaussians as 2D projections—an assumption that degrades accuracy, especially under generic large field-of-view (FoV) cameras. Despite recent extensions, no prior work has simultaneously achieved both projective exactness and real-time efficiency for general cameras. We introduce 3DGEER, a geometrically exact and efficient Gaussian rendering framework. From first principles, we derive a closed-form expression for integrating Gaussian density along a ray, enabling precise forward rendering and differentiable optimization under arbitrary camera models. To retain efficiency, we propose the Particle Bounding Frustum (PBF), which provides tight ray–Gaussian association without BVH traversal, and the Bipolar Equiangular Projection (BEAP), which unifies FoV representations, accelerates association, and improves reconstruction quality. Experiments on both pinhole and fisheye datasets show that 3DGEER outperforms prior methods across all metrics, runs 5x faster than existing projective exact ray-based baselines, and generalizes to wider FoVs unseen during training—establishing a new state of the art in real-time radiance field rendering.

Letian Huang, Dongwei Ye, Jialin Dan, Chengzhi Tao, Huiwen Liu, Kun Zhou 0001, Bo Ren 0003, Yuanqi Li, Yanwen Guo 0001, Jie Guo 0001

The emergence of neural and Gaussian-based radiance field methods has led to considerable advancements in novel view synthesis and 3D object reconstruction. Nonetheless, specular reflection and refraction continue to pose significant challenges due to the instability and incorrect overfitting of radiance fields to high-frequency light variations. Currently, even 3D Gaussian Splatting (3D-GS), as a powerful and efficient tool, falls short in recovering transparent objects with nearby contents due to the existence of apparent secondary ray effects. To address this issue, we propose TransparentGS, a fast inverse rendering pipeline for transparent objects based on 3D-GS. The main contributions are three-fold. Firstly, an efficient representation of transparent objects, transparent Gaussian primitives, is designed to enable specular refraction through a deferred refraction strategy. Secondly, we leverage Gaussian light field probes (GaussProbe) to encode both ambient light and nearby contents in a unified framework. Thirdly, a depth-based iterative probes query (IterQuery) algorithm is proposed to reduce the parallax errors in our probe-based framework. Experiments demonstrate the speed and accuracy of our approach in recovering transparent objects from complex environments, as well as several applications in computer graphics and vision.

Keyang Ye, Tianjia Shao, Kun Zhou 0001

We introduce Gaussian-enhanced Surfels (GESs), a bi-scale representation for radiance field rendering, wherein a set of 2D opaque surfels with view-dependent colors represent the coarse-scale geometry and appearance of scenes, and a few 3D Gaussians surrounding the surfels supplement fine-scale appearance details. The rendering with GESs consists of two passes - surfels are first rasterized through a standard graphics pipeline to produce depth and color maps, and then Gaussians are splatted with depth testing and color accumulation on each pixel order independently. The optimization of GESs from multi-view images is performed through an elaborate coarse-to-fine procedure, faithfully capturing rich scene appearance. The entirely sorting-free rendering of GESs not only achieves very fast rates, but also produces view-consistent images, successfully avoiding popping artifacts under view changes. The basic GES representation can be easily extended to achieve antialiasing in rendering (Mip-GES), boosted rendering speeds (Speedy-GES) and compact storage (Compact-GES), and reconstruct better scene geometries by replacing 3D Gaussians with 2D Gaussians (2D-GES). Experimental results show that GESs advance the state-of-the-arts as a compelling representation for ultra-fast high-fidelity radiance field rendering.

Yunji Seo, Young Sun Choi, Hyun Seung Son, Youngjung Uh

3D Gaussian Splatting (3DGS) has significantly advanced computer graphics by enabling high-quality 3D reconstruction and fast rendering speeds, inspiring numerous follow-up studies. However, 3DGS and its subsequent works are restricted to specific hardware setups, either on only low-cost or on only high-end configurations. Approaches aimed at reducing 3DGS memory usage enable rendering on low-cost GPU but compromise rendering quality, which fails to leverage the hardware capabilities in the case of higher-end GPU. Conversely, methods that enhance rendering quality require high-end GPU with large VRAM, making such methods impractical for lower-end devices with limited memory capacity. Consequently, 3DGS-based works generally assume a single hardware setup and lack the flexibility to adapt to varying hardware constraints. To overcome this limitation, we propose Flexible Level of Detail (FLoD) for 3DGS. FLoD constructs a multi-level 3DGS representation through level-specific 3D scale constraints, where each level independently reconstructs the entire scene with varying detail and GPU memory usage. A level-by-level training strategy is introduced to ensure structural consistency across levels. Furthermore, the multi-level structure of FLoD allows selective rendering of image regions at different detail levels, providing additional memory-efficient rendering options. To our knowledge, among prior works which incorporate the concept of Level of Detail (LoD) with 3DGS, FLoD is the first to follow the core principle of LoD by offering adjustable options for a broad range of GPU settings. Experiments demonstrate that FLoD provides various rendering options with trade-offs between quality and memory usage, enabling real-time rendering under diverse memory constraints. Furthermore, we show that FLoD generalizes to different 3DGS frameworks, indicating its potential for integration into future state-of-the-art developments.

Junkai Huang 0004, Saswat Subhajyoti Mallick, Alejandro Amat, Marc Ruiz Olle, Albert Mosella-Montoro, Bernhard Kerbl, Francisco Vicente Carrasco 0001, Fernando De la Torre

Human-centered live events have always played a pivotal role in shaping culture and fostering social connections. Traditional 2D live transmissions fail to replicate the immersive quality of physical attendance. Addressing this gap, this paper proposes LiveSplats, a framework towards real-time, photo-realistic 3D reconstructions of live events using high-performance 3D Gaussian Splatting. Our solution capitalizes on strong geometric priors to optimize through distributed processing and load balancing, enabling interactive, freely explorable 3D experiences. By dividing scene reconstruction into actor-centric and environment-specific tasks, we employ hierarchical coarse-to-fine optimization to rapidly and accurately reconstruct human actors based on pose data, refining their geometry and appearance with photometric loss. For static environments, we focus on view-dependent appearance changes, streamlining rendering efficiency and maximizing GPU performance. To facilitate evaluation, we introduce (and distribute) a synthetic benchmark dataset of basketball games, offering high visual fidelity as ground truth. In both our synthetic benchmark and publicly available benchmarks, LiveSplats consistently outperforms existing approaches. The dataset is available at https://humansensinglab.github.io/basket-multiview.

Zhiyuan Yu 0006, Zhe Li 0027, Hujun Bao, Can Yang 0002, Xiaowei Zhou 0001

3D human reconstruction and animation are long-standing topics in computer graphics and vision. However, existing methods typically rely on sophisticated dense-view capture and/or time-consuming per-subject optimization procedures. To address these limitations, we propose HumanRAM, a novel feed-forward approach for generalizable human reconstruction and animation from monocular or sparse human images. Our approach integrates human reconstruction and animation into a unified framework by introducing explicit pose conditions, parameterized by a shared SMPL-X neural texture, into transformer-based large reconstruction models (LRM). Given monocular or sparse input images with associated camera parameters and SMPL-X poses, our model employs scalable transformers and a DPT-based decoder to synthesize realistic human renderings under novel viewpoints and novel poses. By leveraging the explicit pose conditions, our model simultaneously enables high-quality human reconstruction and high-fidelity pose-controlled animation. Experiments show that HumanRAM significantly surpasses previous methods in terms of reconstruction accuracy, animation fidelity, and generalization performance on real-world datasets.

Gengyan Li 0001, Paulo F. U. Gotardo, Timo Bolkart, Stephan J. Garbin, Kripasindhu Sarkar, Abhimitra Meka, Alexandros Lattas, Thabo Beeler

Sparse volumetric reconstruction and rendering via 3D Gaussian splatting have recently enabled animatable 3D head avatars that are rendered under arbitrary viewpoints with impressive photorealism. Today, such photoreal avatars are seen as a key component in emerging applications in telepresence, extended reality, and entertainment. Building a photoreal avatar requires estimating the complex non-rigid motion of different facial components as seen in input video images; due to inaccurate motion estimation, animatable models typically present a loss of fidelity and detail when compared to their non-animatable counterparts, built from an individual facial expression. Also, recent state-of-the-art models are often affected by memory limitations that reduce the number of 3D Gaussians used for modeling, leading to lower detail and quality. To address these problems, we present a new high-detail 3D head avatar model that improves upon the state of the art, largely increasing the number of 3D Gaussians and modeling quality for rendering at 4K resolution. Our high-quality model is reconstructed from multiview input video and builds on top of a mesh-based 3D morphable model, which provides a coarse deformation layer for the head. Photoreal appearance is modelled by 3D Gaussians embedded within the continuous UVD tangent space of this mesh, allowing for more effective densification where most needed. Additionally, these Gaussians are warped by a novel UVD deformation field to capture subtle, localized motion. Our key contribution is the novel deformable Gaussian encoding and overall fitting procedure that allows our head model to preserve appearance detail, while capturing facial motion and other transient high-frequency features such as skin wrinkling.

Youngsik Yun, Jeongmin Bae 0001, Hyun Seung Son, Seoha Kim, Hahyun Lee, Gun Bang, Youngjung Uh

Online reconstruction of dynamic scenes is significant as it enables learning scenes from live-streaming video inputs, while existing offline dynamic reconstruction methods rely on recorded video inputs. However, previous online reconstruction approaches have primarily focused on efficiency and rendering quality, overlooking the temporal consistency of their results, which often contain noticeable artifacts in static regions. This paper identifies that errors such as noise in real-world recordings affect temporal inconsistency in online reconstruction. We propose a method that enhances temporal consistency in online reconstruction from observations with temporal inconsistency which is inevitable in cameras. We show that our method restores the ideal observation by subtracting the learned error. We demonstrate that applying our method to various baselines significantly enhances both temporal consistency and rendering quality across datasets. Code, video results, and checkpoints are available at https://bbangsik13.github.io/OR2.

Chris Careaga, Yagiz Aksoy

We present a self-supervised approach to in-the-wild image relighting that enables fully controllable, physically based illumination editing. We achieve this by combining the physical accuracy of traditional rendering with the photorealistic appearance made possible by neural rendering. Our pipeline works by inferring a colored mesh representation of a given scene using monocular estimates of geometry and intrinsic components. This representation allows users to define their desired illumination configuration in 3D. The scene under the new lighting can then be rendered using a path-tracing engine. We send this approximate rendering of the scene through a feed-forward neural renderer to predict the final photorealistic relighting result. We develop a differentiable rendering process to reconstruct in-the-wild scene illumination, enabling self-supervised training of our neural renderer on raw image collections. Our method represents a significant step in bringing the explicit physical control over lights available in typical 3D computer graphics tools, such as Blender, to in-the-wild relighting.

Rong Liu, Dylan Sun 0001, Meida Chen, Yue Wang, Andrew Feng

3D Gaussian Splatting (3DGS) has advanced radiance field reconstruction by enabling real-time rendering. However, its reliance on Gaussian kernels for geometry and low-order Spherical Harmonics (SH) for color encoding limits its ability to capture complex geometries and diverse colors. We introduce Deformable Beta Splatting (DBS), a deformable and compact approach that enhances both geometry and color representation. DBS replaces Gaussian kernels with deformable Beta Kernels, which offer bounded support and adaptive frequency control to capture fine geometric details with higher fidelity while achieving better memory efficiency. In addition, we extended the Beta Kernel to color encoding, which facilitates improved representation of diffuse and specular components, yielding superior results compared to SH-based methods. Furthermore, Unlike prior densification techniques that depend on Gaussian properties, we mathematically prove that adjusting regularized opacity alone ensures distribution-preserved Markov chain Monte Carlo (MCMC), independent of the splatting kernel type. Experimental results demonstrate that DBS achieves state-of-the-art visual quality while utilizing only 45% of the parameters and rendering 1.5x faster than 3DGS-MCMC, highlighting the superior performance of DBS for real-time radiance field rendering. Interactive demonstrations and source code are available on our project website: https://rongliu-leo.github.io/beta-splatting/.

Xijie Yang, Linning Xu, Lihan Jiang, Dahua Lin, Bo Dai 0002

3D Gaussian Splatting (3DGS) enables the reconstruction of intricate digital 3D assets from multi-view images by leveraging a set of 3D Gaussian primitives for rendering. Its explicit and discrete representation facilitates the seamless composition of complex digital worlds, offering significant advantages over previous neural implicit methods. However, when applied to large-scale compositions, such as crowd-level scenes, it can encompass numerous 3D Gaussians, posing substantial challenges for real-time rendering. To address this, inspired by Unreal Engine 5’s Nanite system, we propose Virtualized 3D Gaussians (V3DG), a cluster-based LOD solution that constructs hierarchical 3D Gaussian clusters and dynamically selects only the necessary ones to accelerate rendering speed. Our approach consists of two stages: (1) Offline Build, where hierarchical clusters are generated using a local splatting method to minimize visual differences across granularities, and (2) Online Selection, where footprint evaluation determines perceptible clusters for efficient rasterization during rendering. We curate a dataset of synthetic and real-world scenes, including objects, trees, people, and buildings, each requiring 0.1 billion 3D Gaussians to capture fine details. Experiments show that our solution balances rendering efficiency and visual quality across user-defined tolerances, facilitating downstream interactive applications that compose extensive 3DGS assets for consistent rendering performance.

Lei Lan, Tianjia Shao, Zixuan Lu, Yu Zhang 0090, Chenfanfu Jiang, Yin Yang 0002

3D Gaussian Splatting (3DGS) has emerged as a mainstream solution for novel view synthesis and 3D reconstruction. By explicitly encoding a 3D scene using a collection of Gaussian kernels, 3DGS achieves high-quality rendering with superior efficiency. As a learning-based approach, 3DGS training has been dealt with the standard stochastic gradient descent (SGD) method, which offers at most linear convergence. Consequently, training often requires tens of minutes, even with GPU acceleration. This paper introduces a (near) second-order convergent training algorithm for 3DGS, leveraging its unique properties. Our approach is inspired by two key observations. First, the attributes of a Gaussian kernel contribute independently to the image-space loss, which endorses isolated and local optimization algorithms. We exploit this by splitting the optimization at the level of individual kernel attributes, analytically constructing small-size Newton systems for each parameter group, and efficiently solving these systems on GPU threads. This achieves Newton-like convergence per training image without relying on the global Hessian. Second, kernels exhibit sparse and structured coupling across input images. This property allows us to effectively utilize spatial information to mitigate overshoot during stochastic training. Our method converges an order faster than standard GPU-based 3DGS training, requiring over 10 × fewer iterations while maintaining or surpassing the quality of the compared with the SGD-based 3DGS reconstructions.

Luchuan Song, Yang Zhou 0009, Zhan Xu, Yi Zhou 0023, Deepali Aneja, Chenliang Xu

We propose StreamME, a method focuses on fast 3D avatar reconstruction. The StreamME synchronously records and reconstructs a head avatar from live video streams without any pre-cached data, enabling seamless integration of the reconstructed appearance into downstream applications. This exceptionally fast training strategy, which we refer to as on-the-fly training, is central to our approach. Our method is built upon 3D Gaussian Splatting (3DGS), eliminating the reliance on MLPs in deformable 3DGS and relying solely on geometry, which significantly improves the adaptation speed to facial expression. To further ensure high efficiency in on-the-fly training, we introduced a simplification strategy based on primary points, which distributes the point clouds more sparsely across the facial surface, optimizing points number while maintaining rendering quality. Leveraging the on-the-fly training capabilities, our method protects the facial privacy and reduces communication bandwidth in VR system or online conference. Additionally, it can be directly applied to downstream application such as animation, toonify, and relighting. Please refer to our project page for more details: https://songluchuan.github.io/StreamME/.