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

Shuhong Liu, Lin Gu, Ziteng Cui, Xuangeng Chu, Tatsuya Harada

Participating in efforts to endow generative AI with the 3D physical world perception, we propose I2-NeRF, a novel neural radiance field framework that enhances isometric and isotropic metric perception under media degradation. While existing NeRF models predominantly rely on object-centric sampling, I2-NeRF introduces a reverse-stratified upsampling strategy to achieve near-uniform sampling across 3D space, thereby preserving isometry. We further present a general radiative formulation for media degradation that unifies emission, absorption, and scattering into a particle model governed by the Beer–Lambert attenuation law. By matting direct and media-induced in-scatter radiance, this formulation extends naturally to complex media environments such as underwater, haze, and even low-light scenes. By treating light propagation uniformly in both vertical and horizontal directions, I2-NeRF enables isotropic metric perception and can even estimate medium properties such as water depth. Experiments on real-world datasets demonstrate that our method significantly improves both reconstruction fidelity and physical plausibility compared to existing approaches. The source code will be released.

Computer Vision · 3D Rendering & Reconstruction

Nicolas von Lützow, Matthias Niessner

Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives - octahedra and tetrahedra - both of which define homogeneous volumes bounded by triangular faces. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining real-time rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings deepen the understanding of 3D representations by providing insights into the fidelity and performance characteristics of transparent polyhedra and suggest that adopting novel primitives can expand the available design space.

Computer Vision · 3D Rendering & Reconstruction

Bowei Zhang, Lei Ke, Adam Harley, Katerina Fragkiadaki

We introduce TAPIP3D, a novel approach for long-term 3D point tracking in monocular RGB and RGB-D videos. TAPIP3D represents videos as camera-stabilized spatio-temporal feature clouds, leveraging depth and camera motion information to lift 2D video features into a 3D world space where camera movement is effectively canceled out. Within this stabilized 3D representation, TAPIP3D iteratively refines multi-frame motion estimates, enabling robust point tracking over long time horizons. To handle the irregular structure of 3D point distributions, we propose a 3D Neighborhood-to-Neighborhood (N2N) attention mechanism—a 3D-aware contextualization strategy that builds informative, spatially coherent feature neighborhoods to support precise trajectory estimation. Our 3D-centric formulation significantly improves performance over existing 3D point tracking methods and even surpasses state-of-the-art 2D pixel trackers in accuracy when reliable depth is available. The model supports inference in both camera-centric (unstabilized) and world-centric (stabilized) coordinates, with experiments showing that compensating for camera motion leads to substantial gains in tracking robustness. By replacing the conventional 2D square correlation windows used in prior 2D and 3D trackers with a spatially grounded 3D attention mechanism, TAPIP3D achieves strong and consistent results across multiple 3D point tracking benchmarks. Our code and trained checkpoints will be public.

Computer Vision · 3D Rendering & Reconstruction

Chieh Lin, Zhaoyang Lv, Songyin Wu, Zhen Xu, Thu Nguyen-Phuoc, Hung-Yu Tseng, Julian Straub, Numair Khan, Lei Xiao, Ming-Hsuan Yang 等

We introduce the Deformable Gaussian Splats Large Reconstruction Model (DGS-LRM), the first feed-forward method predicting deformable 3D Gaussian splats from a monocular posed video of any dynamic scene. Feed-forward scene reconstruction has gained significant attention for its ability to rapidly create digital replicas of real-world environments. However, most existing models are limited to static scenes and fail to reconstruct the motion of moving objects. Developing a feed-forward model for dynamic scene reconstruction poses significant challenges, including the scarcity of training data and the need for appropriate 3D representations and training paradigms. To address these challenges, we introduce several key technical contributions: an enhanced large-scale synthetic dataset with ground-truth multi-view videos and dense 3D scene flow supervision; a per-pixel deformable 3D Gaussian representation that is easy to learn, supports high-quality dynamic view synthesis, and enables long-range 3D tracking; and a large transformer network that achieves real-time, generalizable dynamic scene reconstruction. Extensive qualitative and quantitative experiments demonstrate that DGS-LRM achieves dynamic scene reconstruction quality comparable to optimization-based methods, while significantly outperforming the state-of-the-art predictive dynamic reconstruction method on real-world examples. Its predicted physically grounded 3D deformation is accurate and can be readily adapted for long-range 3D tracking tasks, achieving performance on par with state-of-the-art monocular video 3D tracking methods.

Computer Vision · 3D Rendering & Reconstruction

Chaoyue Song, Xiu Li, Fan Yang, Zhongcong XU, Jiacheng Wei, Fayao Liu, Jiashi Feng, Guosheng Lin, Jianfeng Zhang

Modern interactive applications increasingly demand dynamic 3D content, yet the transformation of static 3D models into animated assets constitutes a significant bottleneck in content creation pipelines. While recent advances in generative AI have revolutionized static 3D model creation, rigging and animation continue to depend heavily on expert intervention. We present \textbf{Puppeteer}, a comprehensive framework that addresses both automatic rigging and animation for diverse 3D objects. Our system first predicts plausible skeletal structures via an auto-regressive transformer that introduces a joint-based tokenization strategy for compact representation and a hierarchical ordering methodology with stochastic perturbation that enhances bidirectional learning capabilities. It then infers skinning weights via an attention-based architecture incorporating topology-aware joint attention that explicitly encodes inter-joint relationships based on skeletal graph distances. Finally, we complement these rigging advances with a differentiable optimization-based animation pipeline that generates stable, high-fidelity animations while being computationally more efficient than existing approaches. Extensive evaluations across multiple benchmarks demonstrate that our method significantly outperforms state-of-the-art techniques in both skeletal prediction accuracy and skinning quality. The system robustly processes diverse 3D content, ranging from professionally designed game assets to AI-generated shapes, producing temporally coherent animations that eliminate the jittering issues common in existing methods.

Computer Vision · 3D Rendering & Reconstruction

Zhemeng Dong, Junjun Jiang, Youyu Chen, Jiaxin Zhang, Kui Jiang, Xianming Liu

The essence of 3D Gaussian Splatting (3DGS) training is to smartly allocate Gaussian primitives, expressing complex regions with more primitives and vice versa. Prior researches typically mark out under-reconstructed regions in a rendering-loss-driven manner. However, such a loss-driven strategy is often dominated by low-frequency regions, which leads to insufficient modeling of high-frequency details in texture-rich regions. As a result, it yields a suboptimal spatial allocation of Gaussian primitives. This inspires us to excavate the loss-agnostic visual prior in training views to identify complex regions that need more primitives to model. Based on this insight, we propose Complexity-Density Consistent Gaussian Splatting (CDC-GS), which allocates primitives based on the consistency between visual complexity of training views and the density of primitives. Specifically, primitives involved in rendering high visual complexity areas are categorized as modeling high complexity regions, where we leverage the high frequency wavelet components of training views to measure the visual complexity. And the density of a primitive is computed with the inverse of geometric mean of its distance to the neighboring primitives. Guided by the positive correlation between primitive complexity and density, we determine primitives to be densified as well as pruned. Extensive experiments demonstrate that our CDC-GS surpasses the baseline methods in rendering quality by a large margin using the same amount of Gaussians. And we provide insightful analysis to reveal that our method serves perpendicularly to rendering loss in guiding Gaussian primitive allocation.

Computer Vision · 3D Rendering & Reconstruction

Qinghong Ye, Yiqian Chang, Jianing Li, Haoran Xu, Xuan Wang, Wei Zhang, Yonghong Tian, Peixi Peng

Spike camera with high temporal resolution offers a new perspective on high-speed dynamic scene rendering. Most existing rendering methods rely on Neural Radiance Fields (NeRF) or 3D Gaussian Splatting (3DGS) for static scenes using a monocular spike camera. However, these methods struggle with dynamic motion, while a single camera suffers from limited spatial coverage, making it challenging to reconstruct fine details in high-speed scenes. To address these problems, we propose Spike4DGS, the first high-speed dynamic scene rendering framework with 4D Gaussian Splatting using spike camera arrays. Technically, we first build a multi-view spike camera array to validate our solution, then establish both synthetic and real-world multi-view spike-based reconstruction datasets. Then, we design a multi-view spike-based dense initialization module that obtains dense point clouds and camera poses from continuous spike streams. Finally, we propose a spike-pixel synergy constraint supervision to optimize Spike4DGS, incorporating both rendered image quality loss and dynamic spatiotemporal spike loss. The results show that our Spike4DGS outperforms state-of-the-art methods in terms of novel view rendering quality on both synthetic and real-world datasets. More details are available at https://github.com/Qinghongye/Spike4DGS.

Computer Vision · 3D Rendering & Reconstruction

Xiaoyuan Wang, Yizhou Zhao, Botao Ye, Shan Xiaojun, Weijie Lyu, Lu Qi, Kelvin Chan, Yinxiao Li, Ming-Hsuan Yang

We propose HoliGS, a novel deformable Gaussian splatting framework that addresses embodied view synthesis from long monocular RGB videos. Unlike prior 4D Gaussian splatting and dynamic NeRF pipelines, which struggle with training overhead in minute-long captures, our method leverages invertible Gaussian Splatting deformation networks to reconstruct large-scale, dynamic environments accurately. Specifically, we decompose each scene into a static background plus time-varying objects, each represented by learned Gaussian primitives undergoing global rigid transformations, skeleton-driven articulation, and subtle non-rigid deformations via an invertible neural flow. This hierarchical warping strategy enables robust free-viewpoint novel-view rendering from various embodied camera trajectories by attaching Gaussians to a complete canonical foreground shape (e.g., egocentric or third-person follow), which may involve substantial viewpoint changes and interactions between multiple actors. Our experiments demonstrate that HoliGS achieves superior reconstruction quality on challenging datasets while significantly reducing both training and rendering time compared to state-of-the-art monocular deformable NeRFs. These results highlight a practical and scalable solution for EVS in real-world scenarios. The source code will be released.

Applications · Neuroscience, Cognitive Science

Feng He, Guodong Tan, Qiankun Li, Jun Yu, Quan Wen

Light field microscopy (LFM) has become an emerging tool in neuroscience for large-scale neural imaging in vivo, with XLFM (eXtended Light Field Microscopy) notable for its single-exposure volumetric imaging, broad field of view, and high temporal resolution. However, learning-based 3D reconstruction in XLFM remains underdeveloped due to two core challenges: the absence of standardized datasets and the lack of methods that can efficiently model its angular–spatial structure while remaining physically grounded. We address these challenges by introducing three key contributions. First, we construct the XLFM-Zebrafish benchmark, a large-scale dataset and evaluation suite for XLFM reconstruction. Second, we propose Masked View Modeling for Light Fields (MVM-LF), a self-supervised task that learns angular priors by predicting occluded views, improving data efficiency. Third, we formulate the Optical Rendering Consistency Loss (ORC Loss), a differentiable rendering constraint that enforces alignment between predicted volumes and their PSF-based forward projections. On the XLFM-Zebrafish benchmark, our method improves PSNR by 7.7\% over state-of-the-art baselines. Code and datasets are publicly available at: https://github.com/hefengcs/XLFM-Former.

Computer Vision · 3D Rendering & Reconstruction

Dekai Zhu, Yixuan Hu, Youquan Liu, Dongyue Lu, Lingdong Kong, Slobodan Ilic

Leveraging diffusion models, 3D LiDAR scene generation has achieved great success in both range-view and voxel-based representations. While recent voxel-based approaches can generate both geometric structures and semantic labels, existing range-view methods are limited to producing unlabeled LiDAR scenes. Relying on pretrained segmentation models to predict the semantic maps often results in suboptimal cross-modal consistency. To address this limitation while preserving the advantages of range-view representations, such as computational efficiency and simplified network design, we propose Spiral, a novel range-view LiDAR diffusion model that simultaneously generates depth, reflectance images, and semantic maps. Furthermore, we introduce novel semantic-aware metrics to evaluate the quality of the generated labeled range-view data. Experiments on SemanticKITTI and nuScenes datasets demonstrate that Spiral achieves state-of-the-art performance with the smallest parameter size, outperforming two-step methods that combine the best available generative and segmentation models. Additionally, we validate that Spiral’s generated range images can be effectively used for synthetic data augmentation in the downstream segmentation training, significantly reducing the labeling effort on LiDAR data.

Computer Vision · 3D Rendering & Reconstruction

Daniel Jung, Kyoung Mu Lee

Hands are essential to human interaction, and exploring contact between hands and the world can promote comprehensive understanding of their function. Recently, there have been growing number of hand interaction datasets that cover interaction with object, other hand, scene, and body. Despite the significance of the task and increasing high-quality data, how to effectively learn dense hand contact estimation remains largely underexplored. There are two major challenges for learning dense hand contact estimation. First, there exists class imbalance issue from hand contact datasets where majority of regions are not in contact. Second, hand contact datasets contain spatial imbalance issue with most of hand contact exhibited in finger tips, resulting in challenges for generalization towards contacts in other hand regions. To tackle these issues, we present a framework that learns dense HAnd COntact estimation (HACO) from imbalanced data. To resolve the class imbalance issue, we introduce balanced contact sampling, which builds and samples from multiple sampling groups that fairly represent diverse contact statistics for both contact and non-contact vertices. Moreover, to address the spatial imbalance issue, we propose vertex-level class-balanced (VCB) loss, which incorporates spatially varying contact distribution by separately reweighting loss contribution of each vertex based on its contact frequency across dataset. As a result, we effectively learn to predict dense hand contact estimation with large-scale hand contact data without suffering from class and spatial imbalance issue. The codes are available at https://github.com/dqj5182/HACO_RELEASE.

Computer Vision · 3D Rendering & Reconstruction

Ren Yang, Jiahao Li, Yan Lu

Reconstruction of 3D scenes from a single image is a crucial step towards enabling next-generation AI-powered immersive experiences. However, existing diffusion-based methods often struggle with reconstructing omnidirectional scenes due to geometric distortions and inconsistencies across the generated novel views, hindering accurate 3D recovery. To overcome this challenge, we propose Omni3D, an approach designed to enhance the geometric fidelity of diffusion-generated views for robust omnidirectional reconstruction. Our method leverages priors from pose estimation techniques, such as MASt3R, to iteratively refine both the generated novel views and their estimated camera poses. Specifically, we minimize the 3D reprojection errors between paired views to optimize the generated images, and simultaneously, correct the pose estimation based on the refined views. This synergistic optimization process yields geometrically consistent views and accurate poses, which are then used to build an explicit 3D Gaussian Splatting representation capable of omnidirectional rendering. Experimental results validate the effectiveness of Omni3D, demonstrating significantly advanced 3D reconstruction quality in the omnidirectional space, compared to previous state-of-the-art methods. Project page: https://omni3d-neurips.github.io.

Computer Vision · 3D Rendering & Reconstruction

Changmin Lee, Jihyun Lee, Tae-Kyun Kim

While there has been significant progress in the field of 3D avatar creation from visual observations, modeling physically plausible dynamics of humans with loose garments remains a challenging problem. Although a few existing works address this problem by leveraging physical simulation, they suffer from limited accuracy or robustness to novel animation inputs. In this work, we present MPMAvatar, a framework for creating 3D human avatars from multi-view videos that supports highly realistic, robust animation, as well as photorealistic rendering from free viewpoints. For accurate and robust dynamics modeling, our key idea is to use a Material Point Method-based simulator, which we carefully tailor to model garments with complex deformations and contact with the underlying body by incorporating an anisotropic constitutive model and a novel collision handling algorithm. We combine this dynamics modeling scheme with our canonical avatar that can be rendered using 3D Gaussian Splatting with quasi-shadowing, enabling high-fidelity rendering for physically realistic animations. In our experiments, we demonstrate that MPMAvatar significantly outperforms the existing state-of-the-art physics-based avatar in terms of (1) dynamics modeling accuracy, (2) rendering accuracy, and (3) robustness and efficiency. Additionally, we present a novel application in which our avatar generalizes to unseen interactions in a zero-shot manner—which was not achievable with previous learning-based methods due to their limited simulation generalizability. Our code will be publicly available.

Computer Vision · 3D Rendering & Reconstruction

Zhizhuo Yin, Yuk Hang Tsui, Pan Hui

Generating full-body human gestures encompassing face, body, hands, and global movements from audio is crucial yet challenging for virtual avatar creation. Existing systems tokenize gestures frame-wise, predicting tokens of each frame from the input audio. However, expressive human gestures consist of varied patterns with different frame lengths, and different body parts exhibit motion patterns of varying durations. Existing systems fail to capture motion patterns across body parts and temporal scales due to the fixed frame-count setting of their gesture tokens. Inspired by the success of the feature pyramid technique in the multi-scale visual information extraction, we propose a novel framework named PyraMotion and an adaptive multi-scale feature capturing model called Attentive Pyramidal VQ-VAE (APVQ-VAE). Objective and subjective experiments demonstrate that the PyraMotion outperforms state-of-the-art methods in terms of generating natural and expressive full-body human gestures. Extensive ablation experiments highlight that the self-adaptiveness integration through attention maps contributes to performance.

Computer Vision · 3D Rendering & Reconstruction

Jiahe Li, Jiawei Zhang, Youmin Zhang, Xiao Bai, Jin Zheng, Xiaohan Yu, Lin Gu

Reconstructing accurate surfaces with radiance fields has achieved remarkable progress in recent years. However, prevailing approaches, primarily based on Gaussian Splatting, are increasingly constrained by representational bottlenecks. In this paper, we introduce GeoSVR, an explicit voxel-based framework that explores and extends the under-investigated potential of sparse voxels for achieving accurate, detailed, and complete surface reconstruction. As strengths, sparse voxels support preserving the coverage completeness and geometric clarity, while corresponding challenges also arise from absent scene constraints and locality in surface refinement. To ensure correct scene convergence, we first propose a Voxel-Uncertainty Depth Constraint that maximizes the effect of monocular depth cues while presenting a voxel-oriented uncertainty to avoid quality degradation, enabling effective and robust scene constraints yet preserving highly accurate geometries. Subsequently, Sparse Voxel Surface Regularization is designed to enhance geometric consistency for tiny voxels and facilitate the voxel-based formation of sharp and accurate surfaces. Extensive experiments demonstrate our superior performance compared to existing methods across diverse challenging scenarios, excelling in geometric accuracy, detail preservation, and reconstruction completeness while maintaining high efficiency. Code is available at https://github.com/Fictionarry/GeoSVR.

Computer Vision · 3D Rendering & Reconstruction

Xuhui Chen, Fei Hou, Wencheng Wang, Hong Qin, Ying He

Unsigned distance fields (UDFs) are widely used in 3D deep learning due to their ability to represent shapes with arbitrary topology. While prior work has largely focused on learning UDFs from point clouds or multi-view images, extracting meshes from UDFs remains challenging, as the learned fields rarely attain exact zero distances. A common workaround is to reconstruct signed distance fields (SDFs) locally from UDFs to enable surface extraction via Marching Cubes. However, this often introduces topological artifacts such as holes or spurious components. Moreover, local SDFs are inherently incapable of representing non-manifold geometry, leading to complete failure in such cases. To address this gap, we propose MIND ($\underline{M}aterial$ $\underline{I}nterface$ $from$ $\underline{N}on$-$manifold$ $\underline{D}istance$ $fields$), a novel algorithm for generating material interfaces directly from UDFs, enabling non-manifold mesh extraction from a global perspective. The core of our method lies in deriving a meaningful spatial partitioning from the UDF, where the target surface emerges as the interface between distinct regions. We begin by computing a two-signed local field to distinguish the two sides of manifold patches, and then extend this to a multi-labeled global field capable of separating all sides of a non-manifold structure. By combining this multi-labeled field with the input UDF, we construct material interfaces that support non-manifold mesh extraction via a multi-labeled Marching Cubes algorithm. Extensive experiments on UDFs generated from diverse data sources, including point cloud reconstruction, multi-view reconstruction, and medial axis transforms, demonstrate that our approach robustly handles complex non-manifold surfaces and significantly outperforms existing methods. The source code is available at https://github.com/jjjkkyz/MIND.

Computer Vision · 3D Rendering & Reconstruction

Morris Alper, David Novotny, Filippos Kokkinos, Hadar Averbuch-Elor, Tom Monnier

Despite recent advances in sparse novel view synthesis (NVS) applied to object-centric scenes, scene-level NVS remains a challenge. A central issue is the lack of available clean multi-view training data, beyond manually curated datasets with limited diversity, camera variation, or licensing issues. On the other hand, an abundance of diverse and permissively-licensed data exists in the wild, consisting of scenes with varying appearances (illuminations, transient occlusions, etc.) from sources such as tourist photos. To this end, we present WildCAT3D, a framework for generating novel views of scenes learned from diverse 2D scene image data cap tured in the wild. We unlock training on these data sources by explicitly modeling global appearance conditions in images, extending the state-of-the-art multi-view diffusion paradigm to learn from scene views of varying appearances. Our trained model generalizes to new scenes at inference time, enabling the generation of multiple consistent novel views. WildCAT3D provides state-of-the-art results on single-view NVS in object- and scene-level settings, while training on strictly fewer data sources than prior methods. Additionally, it enables novel applications by providing global appearance control during generation.

Computer Vision · 3D Rendering & Reconstruction

Wentao Wang, Hang Ye, Fangzhou Hong, Xue Yang, Jianfu Zhang, Yizhou Wang, Ziwei Liu, Liang Pan

Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.

Computer Vision · 3D Rendering & Reconstruction

Tianyu Lin, Xinran Li, Chuntung Zhuang, Qi Chen, Yuanhao Cai, Kai Ding, Alan Yuille, Zongwei Zhou

Widely adopted evaluation metrics for sparse-view CT reconstruction, such as Structural Similarity Index Measure and Peak Signal-to-Noise Ratio, prioritize pixel-wise fidelity but often fail to capture the completeness of critical anatomical structures, particularly small or thin regions that are easily missed. To address this limitation, we propose a suite of novel anatomy-aware evaluation metrics designed to assess structural completeness across anatomical structures, including large organs, small organs, intestines, and vessels. Building on these metrics, we introduce CARE, a Completeness-Aware Reconstruction Enhancement framework that incorporates structural penalties during training to encourage anatomical preservation of significant structures. CARE is model-agnostic and can be seamlessly integrated into analytical, implicit, and generative methods. When applied to these methods, CARE substantially improves structural completeness in CT reconstructions, achieving up to **32%** improvement for large organs, **22%** for small organs, **40%** for intestines, and **36%** for vessels.

Computer Vision · 3D Rendering & Reconstruction

Qiwei Wang, Shaoxun Wu, Yujiao Shi

This paper addresses the problem of weakly supervised cross-view localization, where the goal is to estimate the pose of a ground camera relative to a satellite image with noisy ground truth annotations. A common approach to bridge the cross-view domain gap for pose estimation is Bird’s-Eye View (BEV) synthesis. However, existing methods struggle with height ambiguity due to the lack of depth information in ground images and satellite height maps. Previous solutions either assume a flat ground plane or rely on complex models, such as cross-view transformers. We propose BevSplat, a novel method that resolves height ambiguity by using feature-based Gaussian primitives. Each pixel in the ground image is represented by a 3D Gaussian with semantic and spatial features, which are synthesized into a BEV feature map for relative pose estimation. We validate our method on the widely used KITTI and VIGOR datasets, which include both pinhole and panoramic query images. Experimental results show that BevSplat significantly improves localization accuracy over prior approaches.