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

Wenyuan Zhang, Yu-Shen Liu, Zhizhong Han

It is vital to infer a signed distance function (SDF) for multi-view based surface reconstruction. 3D Gaussian splatting (3DGS) provides a novel perspective for volume rendering, and shows advantages in rendering efficiency and quality. Although 3DGS provides a promising neural rendering option, it is still hard to infer SDFs for surface reconstruction with 3DGS due to the discreteness, the sparseness, and the off-surface drift of 3D Gaussians. To resolve these issues, we propose a method that seamlessly merge 3DGS with the learning of neural SDFs. Our key idea is to more effectively constrain the SDF inference with the multi-view consistency. To this end, we dynamically align 3D Gaussians on the zero-level set of the neural SDF, and then render the aligned 3D Gaussians through the differentiable rasterization. Meanwhile, we update the neural SDF by pulling neighboring space to the pulled 3D Gaussians, which progressively refine the signed distance field near the surface. With both differentiable pulling and splatting, we jointly optimize 3D Gaussians and the neural SDF with both RGB and geometry constraints, which recovers more accurate, smooth, and complete surfaces with more geometry details. Our numerical and visual comparisons show our superiority over the state-of-the-art results on the widely used benchmarks.

Robotics

Yueming Xu, Haochen Jiang, Zhongyang Xiao, Jianfeng Feng, Li Zhang

Achieving robust and precise pose estimation in dynamic scenes is a significant research challenge in Visual Simultaneous Localization and Mapping (SLAM). Recent advancements integrating Gaussian Splatting into SLAM systems have proven effective in creating high-quality renderings using explicit 3D Gaussian models, significantly improving environmental reconstruction fidelity. However, these approaches depend on a static environment assumption and face challenges in dynamic environments due to inconsistent observations of geometry and photometry. To address this problem, we propose DG-SLAM, the first robust dynamic visual SLAM system grounded in 3D Gaussians, which provides precise camera pose estimation alongside high-fidelity reconstructions. Specifically, we propose effective strategies, including motion mask generation, adaptive Gaussian point management, and a hybrid camera tracking algorithm to improve the accuracy and robustness of pose estimation. Extensive experiments demonstrate that DG-SLAM delivers state-of-the-art performance in camera pose estimation, map reconstruction, and novel-view synthesis in dynamic scenes, outperforming existing methods meanwhile preserving real-time rendering ability.

Computer Vision

Diwen Wan, Yuxiang Wang, Ruijie Lu, Gang Zeng

While novel view synthesis for dynamic scenes has made significant progress, capturing skeleton models of objects and re-posing them remains a challenging task. To tackle this problem, in this paper, we propose a novel approach to automatically discover the associated skeleton model for dynamic objects from videos without the need for object-specific templates. Our approach utilizes 3D Gaussian Splatting and superpoints to reconstruct dynamic objects. Treating superpoints as rigid parts, we can discover the underlying skeleton model through intuitive cues and optimize it using the kinematic model. Besides, an adaptive control strategy is applied to avoid the emergence of redundant superpoints. Extensive experiments demonstrate the effectiveness and efficiency of our method in obtaining re-posable 3D objects. Not only can our approach achieve excellent visual fidelity, but it also allows for the real-time rendering of high-resolution images.

Computer Vision · Stereo

Liqiang Lin, Wenpeng Wu, Chi-Wing Fu, Hao Zhang, Hui Huang

We introduce camera ray matching (CRAYM) into the joint optimization of camera poses and neural fields from multi-view images. The optimized field, referred to as a feature volume, can be “probed” by the camera rays for novel view synthesis (NVS) and 3D geometry reconstruction. One key reason for matching camera rays, instead of pixels as in prior works, is that the camera rays can be parameterized by the feature volume to carry both geometric and photometric information. Multi-view consistencies involving the camera rays and scene rendering can be naturally integrated into the joint optimization and network training, to impose physically meaningful constraints to improve the final quality of both the geometric reconstruction and photorealistic rendering. We formulate our per-ray optimization and matched ray coherence by focusing on camera rays passing through keypoints in the input images to elevate both the efficiency and accuracy of scene correspondences. Accumulated ray features along the feature volume provide a means to discount the coherence constraint amid erroneous ray matching. We demonstrate the effectiveness of CRAYM for both NVS and geometry reconstruction, over dense- or sparse-view settings, with qualitative and quantitative comparisons to state-of-the-art alternatives.

Computer Vision

Hanlin Chen, Fangyin Wei, Chen Li, Tianxin Huang, Yunsong Wang, Gim Hee Lee

Although 3D Gaussian Splatting has been widely studied because of its realistic and efficient novel-view synthesis, it is still challenging to extract a high-quality surface from the point-based representation. Previous works improve the surface by incorporating geometric priors from the off-the-shelf normal estimator. However, there are two main limitations: 1) Supervising normal rendered from 3D Gaussians updates only the rotation parameter while neglecting other geometric parameters; 2) The inconsistency of predicted normal maps across multiple views may lead to severe reconstruction artifacts. In this paper, we propose a Depth-Normal regularizer that directly couples normal with other geometric parameters, leading to full updates of the geometric parameters from normal regularization. We further propose a confidence term to mitigate inconsistencies of normal predictions across multiple views. Moreover, we also introduce a densification and splitting strategy to regularize the size and distribution of 3D Gaussians for more accurate surface modeling. Compared with Gaussian-based baselines, experiments show that our approach obtains better reconstruction quality and maintains competitive appearance quality at faster training speed and 100+ FPS rendering. Our code will be made open-source upon paper acceptance.

Computer Vision

Jiacong Xu, Yiqun Mei, Vishal Patel

Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents \textit{Wild-GS}, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. \textit{Wild-GS} determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, \textit{Wild-GS} explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that \textit{Wild-GS} achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques. The code can be accessed via: https://github.com/XuJiacong/Wild-GS

Generative Models · Diffusion models

Francesca Babiloni, Alexandros Lattas, Jiankang Deng, Stefanos Zafeiriou

We propose ID-to-3D, a method to generate identity- and text-guided 3D human heads with disentangled expressions, starting from even a single casually captured ‘in-the-wild’ image of a subject. The foundation of our approach is anchored in compositionality, alongside the use of task-specific 2D diffusion models as priors for optimization. First, we extend a foundational model with a lightweight expression-aware and ID-aware architecture, and create 2D priors for geometric and texture generation, via fine-tuning only 0.2% of its available training parameters. Then, we jointly leverage a neural parametric representation for the expression of each subject and a multi-stage generation of highly detailed geometry and albedo texture. This combination of strong face identity embeddings and our neural representation enables accurate reconstruction of not only facial features but also accessories and hair, and can be meshed to provide render-ready assets for gaming and telepresence. Our results achieve an unprecedented level of id-consistent and high-quality texture and geometry generation, generalizing to a ‘world’ of unseen 3D identities, without relying on large 3D captured datasets of human assets.

Computer Vision

Junfeng Ni, Yixin Chen, Bohan Jing, Nan Jiang, Bin Wang, Bo Dai, Puhao Li, Yixin Zhu, Song-Chun Zhu, Siyuan Huang

We address the issue of physical implausibility in multi-view neural reconstruction. While implicit representations have gained popularity in multi-view 3D reconstruction, previous work struggles to yield physically plausible results, limiting their utility in domains requiring rigorous physical accuracy. This lack of plausibility stems from the absence of physics modeling in existing methods and their inability to recover intricate geometrical structures. In this paper, we introduce PHYRECON, the first approach to leverage both differentiable rendering and differentiable physics simulation to learn implicit surface representations. PHYRECON features a novel differentiable particle-based physical simulator built on neural implicit representations. Central to this design is an efficient transformation between SDF-based implicit representations and explicit surface points via our proposed Surface Points Marching Cubes (SP-MC), enabling differentiable learning with both rendering and physical losses. Additionally, PHYRECON models both rendering and physical uncertainty to identify and compensate for inconsistent and inaccurate monocular geometric priors. The physical uncertainty further facilitates physics-guided pixel sampling to enhance the learning of slender structures. By integrating these techniques, our model supports differentiable joint modeling of appearance, geometry, and physics. Extensive experiments demonstrate that PHYRECON significantly improves the reconstruction quality. Our results also exhibit superior physical stability in physical simulators, with at least a 40% improvement across all datasets, paving the way for future physics-based applications.

Computer Vision

Yanqin Jiang, Chaohui Yu, Chenjie Cao, Fan Wang, Weiming Hu, Jin Gao

Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model’s multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct coarse motions directly from generated multi-view videos, followed by the introduced 4D-SDS to model fine-level motions. Benefiting from accurate motion learning, we could achieve straightforward mesh animation. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models are open-released.

Computer Vision

Qiankun Gao, Jiarui Meng, Chengxiang Wen, Jie Chen, Jian Zhang

The online reconstruction of dynamic scenes from multi-view streaming videos faces significant challenges in training, rendering and storage efficiency. Harnessing superior learning speed and real-time rendering capabilities, 3D Gaussian Splatting (3DGS) has recently demonstrated considerable potential in this field. However, 3DGS can be inefficient in terms of storage and prone to overfitting by excessively growing Gaussians, particularly with limited views. This paper proposes an efficient framework, dubbed HiCoM, with three key components. First, we construct a compact and robust initial 3DGS representation using a perturbation smoothing strategy. Next, we introduce a Hierarchical Coherent Motion mechanism that leverages the inherent non-uniform distribution and local consistency of 3D Gaussians to swiftly and accurately learn motions across frames. Finally, we continually refine the 3DGS with additional Gaussians, which are later merged into the initial 3DGS to maintain consistency with the evolving scene. To preserve a compact representation, an equivalent number of low-opacity Gaussians that minimally impact the representation are removed before processing subsequent frames. Extensive experiments conducted on two widely used datasets show that our framework improves learning efficiency of the state-of-the-art methods by about 20% and reduces the data storage by 85%, achieving competitive free-viewpoint video synthesis quality but with higher robustness and stability. Moreover, by parallel learning multiple frames simultaneously, our HiCoM decreases the average training wall time to <2 seconds per frame with negligible performance degradation, substantially boosting real-world applicability and responsiveness.

Computer Vision

Suyoung Lee, Jaeyoung Chung, Jaeyoo Huh, Kyoung Mu Lee

Omnidirectional (or 360-degree) images are increasingly being used for 3D applications since they allow the rendering of an entire scene with a single image. Existing works based on neural radiance fields demonstrate successful 3D reconstruction quality on egocentric videos, yet they suffer from long training and rendering times. Recently, 3D Gaussian splatting has gained attention for its fast optimization and real-time rendering. However, directly using a perspective rasterizer to omnidirectional images results in severe distortion due to the different optical properties between the two image domains. In this work, we present ODGS, a novel rasterization pipeline for omnidirectional images with geometric interpretation. For each Gaussian, we define a tangent plane that touches the unit sphere and is perpendicular to the ray headed toward the Gaussian center. We then leverage a perspective camera rasterizer to project the Gaussian onto the corresponding tangent plane. The projected Gaussians are transformed and combined into the omnidirectional image, finalizing the omnidirectional rasterization process. This interpretation reveals the implicit assumptions within the proposed pipeline, which we verify through mathematical proofs. The entire rasterization process is parallelized using CUDA, achieving optimization and rendering speeds 100 times faster than NeRF-based methods. Our comprehensive experiments highlight the superiority of ODGS by delivering the best reconstruction and perceptual quality across various datasets. Additionally, results on roaming datasets demonstrate that ODGS effectively restores fine details, even when reconstructing large 3D scenes. The source code is available on our project page (https://github.com/esw0116/ODGS).

Computer Vision

Yuze He, Wang Zhao, Shaohui Liu, Yubin Hu, Yushi Bai, Yu-Hui Wen, Yong-jin Liu

We introduce AlphaTablets, a novel and generic representation of 3D planes that features continuous 3D surface and precise boundary delineation. By representing 3D planes as rectangles with alpha channels, AlphaTablets combine the advantages of current 2D and 3D plane representations, enabling accurate, consistent and flexible modeling of 3D planes. We derive differentiable rasterization on top of AlphaTablets to efficiently render 3D planes into images, and propose a novel bottom-up pipeline for 3D planar reconstruction from monocular videos. Starting with 2D superpixels and geometric cues from pre-trained models, we initialize 3D planes as AlphaTablets and optimize them via differentiable rendering. An effective merging scheme is introduced to facilitate the growth and refinement of AlphaTablets. Through iterative optimization and merging, we reconstruct complete and accurate 3D planes with solid surfaces and clear boundaries. Extensive experiments on the ScanNet dataset demonstrate state-of-the-art performance in 3D planar reconstruction, underscoring the great potential of AlphaTablets as a generic 3D plane representation for various applications.

Computer Vision

Zhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu, Dejia Xu, Zhangyang &quot;Atlas&quot; Wang

Recent advances in real-time neural rendering using point-based techniques have enabled broader adoption of 3D representations. However, foundational approaches like 3D Gaussian Splatting impose substantial storage overhead, as Structure-from-Motion (SfM) points can grow to millions, often requiring gigabyte-level disk space for a single unbounded scene. This growth presents scalability challenges and hinders splatting efficiency. To address this, we introduce LightGaussian, a method for transforming 3D Gaussians into a more compact format. Inspired by Network Pruning, LightGaussian identifies Gaussians with minimal global significance on scene reconstruction, and applies a pruning and recovery process to reduce redundancy while preserving visual quality. Knowledge distillation and pseudo-view augmentation then transfer spherical harmonic coefficients to a lower degree, yielding compact representations. Gaussian Vector Quantization, based on each Gaussian’s global significance, further lowers bitwidth with minimal accuracy loss. LightGaussian achieves an average 15 times compression rate while boosting FPS from 144 to 237 within the 3D-GS framework, enabling efficient complex scene representation on the Mip-NeRF 360 and Tank & Temple datasets. The proposed Gaussian pruning approach is also adaptable to other 3D representations (e.g., Scaffold-GS), demonstrating strong generalization capabilities.

Privacy

Xuanyu Zhang, Jiarui Meng, Runyi Li, Zhipei Xu, yongbing zhang, Jian Zhang

3D Gaussian Splatting (3DGS) has already become the emerging research focus in the fields of 3D scene reconstruction and novel view synthesis. Given that training a 3DGS requires a significant amount of time and computational cost, it is crucial to protect the copyright, integrity, and privacy of such 3D assets. Steganography, as a crucial technique for encrypted transmission and copyright protection, has been extensively studied. However, it still lacks profound exploration targeted at 3DGS. Unlike its predecessor NeRF, 3DGS possesses two distinct features: 1) explicit 3D representation; and 2) real-time rendering speeds. These characteristics result in the 3DGS point cloud files being public and transparent, with each Gaussian point having a clear physical significance. Therefore, ensuring the security and fidelity of the original 3D scene while embedding information into the 3DGS point cloud files is an extremely challenging task. To solve the above-mentioned issue, we first propose a steganography framework for 3DGS, dubbed GS-Hider, which can embed 3D scenes and images into original GS point clouds in an invisible manner and accurately extract the hidden messages. Specifically, we design a coupled secured feature attribute to replace the original 3DGS's spherical harmonics coefficients and then use a scene decoder and a message decoder to disentangle the original RGB scene and the hidden message. Extensive experiments demonstrated that the proposed GS-Hider can effectively conceal multimodal messages without compromising rendering quality and possesses exceptional security, robustness, capacity, and flexibility. Our project is available at: https://xuanyuzhang21.github.io/project/gshider.

Multimodal Models

Mingfei Chen, Eli Shlizerman

We propose a novel approach for rendering high-quality spatial audio for 3D scenes that is in synchrony with the visual stream but does not rely or explicitly conditioned on the visual rendering. We demonstrate that such an approach enables the experience of immersive virtual tourism - performing a real-time dynamic navigation within the scene, experiencing both audio and visual content. Current audio-visual rendering approaches typically rely on visual cues, such as images, and thus visual artifacts could cause inconsistency in the audio quality. Furthermore, when such approaches are incorporated with visual rendering, audio generation at each viewpoint occurs after the rendering of the image of the viewpoint and thus could lead to audio lag that affects the integration of audio and visual streams. Our proposed approach, AV-Cloud, overcomes these challenges by learning the representation of the audio-visual scene based on a set of sparse AV anchor points, that constitute the Audio-Visual Cloud, and are derived from the camera calibration. The Audio-Visual Cloud serves as an audio-visual representation from which the generation of spatial audio for arbitrary listener location can be generated. In particular, we propose a novel module Audio-Visual Cloud Splatting which decodes AV anchor points into a spatial audio transfer function for the arbitrary viewpoint of the target listener. This function, applied through the Spatial Audio Render Head module, transforms monaural input into viewpoint-specific spatial audio. As a result, AV-Cloud efficiently renders the spatial audio aligned with any visual viewpoint and eliminates the need for pre-rendered images. We show that AV-Cloud surpasses current state-of-the-art accuracy on audio reconstruction, perceptive quality, and acoustic effects on two real-world datasets. AV-Cloud also outperforms previous methods when tested on scenes "in the wild".

Computer Vision

Zhifan Ye, Chenxi Wan, Chaojian Li, Jihoon Hong, Sixu Li, Leshu Li, Yongan Zhang, Yingyan (Celine) Lin

3D Gaussian splatting has recently emerged as a promising technique for novel view synthesis from sparse image sets, yet comes at the cost of requiring millions of 3D Gaussian primitives to reconstruct each 3D scene. This largely limits its application to resource-constrained devices and applications.Despite advances in Gaussian pruning techniques that aim to remove individual 3D Gaussian primitives, the significant reduction in primitives often fails to translate into commensurate increases in rendering speed, impeding efficiency and practical deployment. We identify that this discrepancy arises due to the overlooked impact of fragment count per Gaussian (i.e., the number of pixels each Gaussian is projected onto). To bridge this gap and meet the growing demands for efficient on-device 3D Gaussian rendering, we propose fragment pruning, an orthogonal enhancement to existing pruning methods that can significantly accelerate rendering by selectively pruning fragments within each Gaussian. Our pruning framework dynamically optimizes the pruning threshold for each Gaussian, markedly improving rendering speed and quality. Extensive experiments in both static and dynamic scenes validate the effectiveness of our approach. For instance, by integrating our fragment pruning technique with state-of-the-art Gaussian pruning methods, we achieve up to a 1.71$\times$ speedup on an edge GPU device, the Jetson Orin NX, and enhance rendering quality by an average of 0.16 PSNR on the Tanks\&Temples dataset. Our code is available at https://github.com/GATECH-EIC/Fragment-Pruning.

Junhao Cai, Yuji Yang, Weihao Yuan, Yisheng HE, Zilong Dong, Liefeng Bo, Hui Cheng, Qifeng Chen

This paper studies the problem of estimating physical properties (system identification) through visual observations. To facilitate geometry-aware guidance in physical property estimation, we introduce a novel hybrid framework that leverages 3D Gaussian representation to not only capture explicit shapes but also enable the simulated continuum to render object masks as 2D shape surrogates during training. We propose a new dynamic 3D Gaussian framework based on motion factorization to recover the object as 3D Gaussian point sets across different time states. Furthermore, we develop a coarse-to-fine filling strategy to generate the density fields of the object from the Gaussian reconstruction, allowing for the extraction of object continuums along with their surfaces and the integration of Gaussian attributes into these continuum. In addition to the extracted object surfaces, the Gaussian-informed continuum also enables the rendering of object masks during simulations, serving as 2D-shape guidance for physical property estimation. Extensive experimental evaluations demonstrate that our pipeline achieves state-of-the-art performance across multiple benchmarks and metrics. Additionally, we illustrate the effectiveness of the proposed method through real-world demonstrations, showcasing its practical utility. Our project page is at https://jukgei.github.io/project/gic.

Computer Vision · Video Generation

Yuedong Chen, Chuanxia Zheng, Haofei Xu, Bohan Zhuang, Andrea Vedaldi, Tat-Jen Cham, Jianfei Cai

We introduce MVSplat360, a feed-forward approach for 360° novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360° NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. Readers are highly recommended to view the video results at [donydchen.github.io/mvsplat360](https://donydchen.github.io/mvsplat360).

Computer Vision

Junha Hyung, Susung Hong, Sungwon Hwang, Jaeseong Lee, Jaegul Choo, Jin-Hwa Kim

3D reconstruction from multi-view images is one of the fundamental challenges in computer vision and graphics. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising technique capable of real-time rendering with high-quality 3D reconstruction. This method utilizes 3D Gaussian representation and tile-based splatting techniques, bypassing the expensive neural field querying. Despite its potential, 3DGS encounters challenges such as needle-like artifacts, suboptimal geometries, and inaccurate normals caused by the Gaussians converging into anisotropic shapes with one dominant variance. We propose using the effective rank analysis to examine the shape statistics of 3D Gaussian primitives, and identify the Gaussians indeed converge into needle-like shapes with the effective rank 1. To address this, we introduce the effective rank as a regularization, which constrains the structure of the Gaussians. Our new regularization method enhances normal and geometry reconstruction while reducing needle-like artifacts. The approach can be integrated as an add-on module to other 3DGS variants, improving their quality without compromising visual fidelity. The project page is available at https://junhahyung.github.io/erankgs.github.io/.

Computer Vision · Stereo

Ruiqi Li, Yiu-ming Cheung

Recently, 3D Gaussian Splatting (3DGS) has become popular in reconstructing dense 3D representations of appearance and geometry. However, the learning pipeline in 3DGS inherently lacks the ability to quantify uncertainty, which is an important factor in applications like robotics mapping and navigation. In this paper, we propose an uncertainty estimation method built upon the Bayesian inference framework. Specifically, we propose a method to build variational multi-scale 3D Gaussians, where we leverage explicit scale information in 3DGS parameters to construct diversified parameter space samples. We develop an offset table technique to draw local multi-scale samples efficiently by offsetting selected attributes and sharing other base attributes. Then, the offset table is learned by variational inference with multi-scale prior. The learned offset posterior can quantify the uncertainty of each individual Gaussian component, and be used in the forward pass to infer the predictive uncertainty. Extensive experimental results on various benchmark datasets show that the proposed method provides well-aligned calibration performance on estimated uncertainty and better rendering quality compared with the previous methods that enable uncertainty quantification with view synthesis. Besides, by leveraging the model parameter uncertainty estimated by our method, we can remove noisy Gaussians automatically, thereby obtaining a high-fidelity part of the reconstructed scene, which is of great help in improving the visual quality.