Event cameras offer a high temporal resolution over traditional frame-based cameras, which makes them suitable for motion and structure estimation. However, it has been unclear how event-based 3D Gaussian Splatting (3DGS) approaches could leverage fine-grained temporal information of sparse events. This work proposes GPERT, a framework to address the trade-off between accuracy and temporal resolution in event-based 3DGS. Our key idea is to decouple the rendering into two branches: event-by-event geometry (depth) rendering and snapshot-based radiance (intensity) rendering, by using ray-tracing and the image of warped events. The extensive evaluation shows that our method achieves state-of-the-art performance on the real world datasets and competitive performance on the synthetic dataset. Also, the proposed method works with out prior information (e.g., pretrained image reconstruction models) or COLMAP-based initialization, is more flexible in the event selection number, and achieves sharp reconstruction on scene edges with fast training time. We hope that this work deepens our understanding of the sparse nature of events for 3D reconstruction. https://github.com/e3ai/gpert
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With the success of static black-hole imaging, the next frontier is the dynamic and 3D imaging of black holes. Recovering the dynamic 3D gas near a black hole would reveal previously-unseen parts of the universe and inform new physics models. However, only sparse radio measurements from a single viewpoint are possible, making the dynamic 3D reconstruction problem significantly ill-posed. Previously, BH-NeRF addressed the ill-posed problem by assuming Keplerian dynamics of the gas, but this assumption breaks down near the black hole, where the strong gravitational pull of the black hole and increased electromagnetic activity complicate fluid dynamics. To overcome the restrictive assumptions of BH-NeRF, we propose PI-DEF, a physics-informed approach that uses differentiable neural rendering to fit a 4D (time + 3D) emissivity field given EHT measurements. Our approach jointly reconstructs the 3D velocity field with the 4D emissivity field and enforces the velocity as a soft constraint on the dynamics of the emissivity. In experiments on simulated data, we find significantly improved reconstruction accuracy over both BH-NeRF and a physics-agnostic approach. We demonstrate how our method may be used to estimate other physics parameters of the black hole, such as its spin.
Intrinsic image decomposition (IID) of outdoor scenes is crucial for relighting, editing, and understanding large-scale environments, but progress has been limited by the lack of real-world datasets with reliable albedo and shading supervision. We introduce Olbedo, a large-scale aerial dataset for outdoor albedo--shading decomposition in the wild. Olbedo contains 5,664 UAV images captured across four landscape types, multiple years, and diverse illumination conditions. Each view is accompanied by multi-view consistent albedo and shading maps, metric depth, surface normals, sun and sky shading components, camera poses, and, for recent flights, measured HDR sky domes. These annotations are derived from an inverse-rendering refinement pipeline over multi-view stereo reconstructions and calibrated sky illumination, together with per-pixel confidence masks. We demonstrate that Olbedo enables state-of-the-art IID models, including both CNN-based and diffusion-based architectures originally trained on synthetic indoor data, to generalize to real outdoor imagery: fine-tuning on Olbedo significantly improves single-view outdoor albedo prediction on the MatrixCity benchmark. We further illustrate applications of Olbedo-trained models to multi-view consistent relighting of 3D assets, material editing, and scene change analysis for urban digital twins. We release the dataset, baseline models, and an evaluation protocol to support future research in outdoor intrinsic decomposition and illumination-aware aerial vision.
Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction
PDF ↗Recent years have witnessed the rapid emergence of 3D Gaussian Splatting (3DGS) as a powerful approach for 3D reconstruction and novel view synthesis. Its explicit representation with Gaussian primitives enables fast training, real-time rendering, and convenient post-processing such as editing and surface reconstruction. However, 3DGS suffers from a critical drawback: the number of primitives grows drastically for scenes with high-frequency appearance details, since each primitive can represent only a single color, requiring multiple primitives for every sharp color transition.To overcome this limitation, we propose Neural Gabor splatting, which augments each Gaussian primitive with a lightweight multi-layer perceptron (MLP) that models a wide range of color variations within a single primitive. To further control primitive numbers, we introduce a frequency-aware densification strategy that selects mismatch primitives for pruning and cloning based on frequency energy.Our method achieves accurate reconstruction of challenging high-frequency surfaces. We demonstrate its effectiveness through extensive experiments on both standard benchmarks, such as Mip-NerRF360 and high-frequency surface datasets (e.g., checkered patterns), supported by comprehensive ablation studies.
Energy-GS: Image Energy-guided Pose Alignment Gaussian Splatting with redesigned pose gradient flow
PDF ↗High-quality 3D scene representation in radiance fields relies on accurate camera poses which are often difficult to acquire in real-world scenarios. An effective solution is to use RGB images for the joint optimization of radiance fields and camera poses, an approach that has been well explored in NeRF series methods. However, unlike NeRF, joint optimization in 3D Gaussian Splatting (3DGS) often requires additional regularization or prior spatial knowledge to reach comparable performance. To eliminate these dependencies, we introduce Energy-GS, a pose-aware Gaussian splatting framework that jointly optimizes scene representation and camera poses using only RGB images. We observe that pose gradients in joint optimization are unstable due to the point-based rendering mechanism. Furthermore, unlike NeRF's spatial sampling framework that enables coarse-to-fine pose alignment, rasterization-based 3DGS lacks controllable sampling and thus cannot support progressive pose refinement. To address these challenges, we redesign the optimization strategy of Gaussian primitives and introduce an image-energy-guided constraint that encourages progressive alignment of camera poses. Experiments on both synthetic and real-world datasets show that Energy-GS can effectively optimize the scene reconstruction and resolve camera pose misalignment at the same time. Benefiting from reliance on only RGB images, we believe this work provides promising insights for visual localization and dense mapping applications such as SLAM. The Code is available at \href https://github.com/SkylerGao/ENGS https://github.com/SkylerGao/ENGS
3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering. Nevertheless, its practicality is constrained by the high memory cost due to a huge number of Gaussian points. Many pruning-based 3DGS variants have been proposed for memory saving, but often compromise spatial consistency and may lead to rendering artifacts. To address this issue, we propose graph-based spatial distribution optimization for compact 3D Gaussian Splatting (GS\textasciicircum2), which enhances reconstruction quality by optimizing the spatial distribution of Gaussian points. Specifically, we introduce an evidence lower bound (ELBO)-based adaptive densification strategy that automatically controls the densification process. In addition, an opacity-aware progressive pruning strategy is proposed to further reduce memory consumption by dynamically removing low-opacity Gaussian points. Furthermore, we propose a graph-based feature encoding module to adjust the spatial distribution via feature-guided point shifting. Extensive experiments validate that GS\textasciicircum2 achieves a compact Gaussian representation while delivering superior rendering quality. Compared with 3DGS, it achieves higher PSNR with only about 12.5% Gaussian points. Furthermore, it outperforms all compared baselines in both rendering quality and memory efficiency.
SmokeSVD: Smoke Reconstruction from A Single View via Progressive Novel View Synthesis and Refinement with Diffusion Models
PDF ↗Reconstructing dynamic fluids from sparse views is a long-standing and challenging problem, due to the severe lack of 3D information from insufficient view coverage. While several pioneering approaches have attempted to address this issue using differentiable rendering or novel view synthesis, they are often limited by time-consuming optimization under ill-posed conditions. We propose SmokeSVD, an efficient and effective framework to progressively reconstruct dynamic smoke from a single video by integrating the generative capabilities of diffusion models with physically guided consistency optimization. Specifically, we first propose a physically guided side-view synthesizer based on diffusion models, which explicitly incorporates velocity field constraints to generate spatio-temporally consistent side-view images frame by frame, significantly alleviating the ill-posedness of single-view reconstruction. Subsequently, we iteratively refine novel-view images and reconstruct 3D density fields through a progressive multi-stage process that renders and enhances images from increasing viewing angles, generating high-quality multi-view sequences. Finally, we estimate fine-grained density and velocity fields via differentiable advection by leveraging the Navier-Stokes equations. Our approach supports re-simulation and downstream applications while achieving superior reconstruction quality and computational efficiency compared to state-of-the-art methods.
3D Gaussian Splatting (3DGS) has received tremendous popularity over the past few years due to its photorealistic visual appearance. However, 3DGS uses volumetric rendering that is not suitable for objects with non-lambertian or transparent materials. To remedy this issue, a family of Order-Independent Transparency (OIT) rendering methods propose to remove or modify the depth sorting step in the 3DGS rendering equation. However, the potential of OIT-based method is still underexplored. In this paper, we observe that the OIT modifications to the rendering equation significantly reduce the inter-independence among individual gaussian splats, resulting in very sparse variable dependencies that can be harnessed by specific optimization techniques such as active set method. To this end, we propose SparseOIT, an OIT-based 3DGS reconstruction algorithm that maintains an active set of gaussian splats and enjoys an acceleration ratio that is proportional to the potential sparsity. SparseOIT is designed by jointly considering the OIT rendering equation, the reconstruction algorithm and the geometric regularization. Through extensive experiments, we demonstrate that SparseOIT outperforms existing methods in the OIT-family by a large margin and also achieves comparable performance to the state-of-the-art 3DGS reconstruction methods based on volumetric rendering.
PoseGaussian: 6D Pose Estimation for Unseen Objects via Sparse-View Object-Level 3D Gaussian Splatting
PDF ↗6D pose estimation is a key technology in computer vision and robotic manipulation. However, many methods remain heavily dependent on CAD models that are difficult to obtain. Object-level 3D reconstruction provides an alternative route, and 3D Gaussian Splatting (3DGS) shows convincing potential owing to its training and rendering efficiency. Nevertheless, under sparse reference views, 3DGS is prone to floating artifacts and appearance overfitting, which weakens the stability of pose estimation. We present PoseGaussian, a method for sparse-view 6D pose estimation for unseen objects that builds on improved 3DGS. First, we use sparse RGB-D views to inject a depth structure prior into the 3DGS initialization for stable structure, and we adopt adaptive density control, view-warping augmentation, and joint photometric-depth supervision to reduce floaters and appearance overfitting under sparse reference views. Next, in the pose estimation stage, we apply a two-stage learning-guided ICP initializer that exploits geometric features to obtain a stable initial pose. Finally, we introduce a 3DGS-based iterative pose refiner that aligns rendered and query images in both appearance and geometry, further improving pose estimation accuracy. Experiments on LINEMOD, GenMOP, and our real-world datasets show that PoseGaussian achieves significant improvements over baseline methods under model-free and sparse-view settings, demonstrating strong generalization to unseen objects and robustness to view sparsity.
Recent feed-forward Gaussian reconstruction models adopt a pixel-aligned formulation that maps each 2D pixel to a 3D Gaussian, entangling Gaussian representations tightly with the input images. In this paper, we propose AnchorSplat, a novel feed-forward 3DGS framework for scene-level reconstruction that represents the scene directly in 3D space. AnchorSplat introduces an anchor-aligned Gaussian representation guided by 3D geometric priors (e.g., sparse point clouds, voxels, or RGB-D point clouds), enabling a more geometry-aware renderable 3D Gaussians that is independent of image resolution and number of views. This design substantially reduces the number of required Gaussians, improving computational efficiency while enhancing reconstruction fidelity. Beyond the anchor-aligned design, we utilize a Gaussian Refiner to adjust the intermediate Gaussians via merely a few forward passes. Experiments on the ScanNet++ v2 NVS benchmark demonstrate the SOTA performance, outperforming previous methods with more view-consistent and substantially fewer Gaussian primitives.
SparseSplat: Towards Applicable Feed-Forward 3D Gaussian Splatting with Pixel-Unaligned Prediction
PDF ↗Recent progress in feed-forward 3D Gaussian Splatting (3DGS) has notably improved rendering quality. However, the spatially uniform and highly redundant 3DGS map generated by previous feed-forward 3DGS methods limits their integration into downstream reconstruction tasks. We propose SparseSplat, the first feed-forward 3DGS model that adaptively adjusts Gaussian density according to scene structure and information richness of local regions, yielding highly compact 3DGS maps. To achieve this, we propose entropy-based probabilistic sampling, generating large, sparse Gaussians in textureless areas and assigning small, dense Gaussians to regions with rich information. Additionally, we designed a specialized point cloud network that efficiently encodes local context and decodes it into 3DGS attributes, addressing the receptive field mismatch between the general 3DGS optimization pipeline and feed-forward models. Extensive experimental results demonstrate that SparseSplat can achieve state-of-the-art rendering quality with only 22% of the Gaussians and maintain reasonable rendering quality with only 1.5% of the Gaussians.
MOSAIC-GS: Monocular Scene Reconstruction via Advanced Initialization for Complex Dynamic Environments
PDF ↗We present MOSAIC-GS, a novel, fully explicit, and computationally efficient approach for high-fidelity dynamic scene reconstruction from monocular videos using Gaussian Splatting.Monocular reconstruction is inherently ill-posed due to the lack of sufficient multiview constraints, making accurate recovery of object geometry and temporal coherence particularly challenging. To address this, we leverage multiple geometric cues, such as depth, optical flow, dynamic object segmentation, and point tracking. Combined with rigidity-based motion constraints, these cues allow us to estimate preliminary 3D scene dynamics during an initialization stage.Recovering scene dynamics prior to the photometric optimization reduces reliance on motion inference from visual appearance alone, which is often ambiguous in monocular settings.To enable compact representations, fast training, and real-time rendering while supporting non-rigid deformations, the scene is decomposed into static and dynamic components. Each Gaussian in the dynamic part of the scene is assigned a trajectory represented as time-dependent Poly-Fourier curve for parameter-efficient motion encoding.We demonstrate that MOSAIC-GS achieves substantially faster optimization and rendering compared to existing methods,while maintaining reconstruction quality on par with state-of-the-art approaches across standard monocular dynamic scene benchmarks.
Recent work has shown that neural networks can perform 3D tasks such as Novel View Synthesis (NVS) without explicit 3D reconstruction. Even so, we argue that strong 3D inductive biases are still helpful in the design of such networks. We show this point by introducing LagerNVS, an encoder-decoder neural network for NVS that builds on `3D-aware' latent features. The encoder is initialized from a 3D reconstruction network pre-trained using explicit 3D supervision. This is paired with a lightweight decoder, and trained end-to-end with photometric losses. LagerNVS achieves state-of-the-art deterministic feed-forward Novel View Synthesis (including 31.4 PSNR on Re10k), with and without known cameras, renders in real time, generalizes to in-the-wild data, and can be paired with a diffusion decoder for generative extrapolation. See szymanowiczs.github.io/lagernvs for code, models, and examples.
More Natural, More Real: Object-aware Gaussian Splatting for 3D Visual Decoding from Human Brain
PDF ↗Exploring human visual perception and understanding of the stereoscopic world represents a significant topic in computational neuroscience. Recent studies have provided rich Brain-3D datasets, conducted preliminary explorations into 3D visual reconstruction. However, existing research struggles to capture the differences in dynamic changes of 3D stimulus views, and there remains room for improvement in high-fidelity reconstruction and rendering. 3D Gaussian Splatting (3DGS) has recently achieved significant progress in stereoscopic view synthesis. Inspired by it, we propose BrainGS -- an innovative framework for decoding more realistic 3D objects from the brain. BrainGS incorporates a Fusion Time-Spatial Network to achieve comprehensive encoding of the brain, combined with the Multi-Attribute Controller (MAC), it decouples features using visual, semantic, and color as anchors, effectively learning the feature distribution of Brain-3D and providing initial control for 3DGS. The Multi-View Stabilizer (MVS) overcomes the challenge of capturing multi-view changes of 3D objects, creating more robust viewpoint representations. Comprehensive experiments and discussions on fMRI/EEG show the SOTA performance (2.936 FPD, 0.202 LPIPS) of BrainGS, providing reliable neural interpretations, offering new insights into brain stereovision understanding.
Manual modeling of material parameters and 3D geometry is a time consuming yet essential task in the gaming and film industries. While recent advances in 3D reconstruction have enabled accurate approximations of scene geometry and appearance, these methods often fall short in relighting scenarios due to the lack of precise, spatially varying material parameters. At the same time, diffusion models operating on 2D images have shown strong performance in predicting physically based rendering (PBR) properties such as albedo, roughness, and metallicity. However, transferring these 2D material maps onto reconstructed 3D geometry remains a significant challenge. We propose a framework for fusing 2D material data into 3D geometry using a combination of novel learning-based and projection-based approaches. We begin by reconstructing scene geometry via Gaussian Splatting. From the input images, a diffusion model generates 2D maps for albedo, roughness, and metallic parameters. Any existing diffusion model that can convert images or videos to PBR materials can be applied. The predictions are further integrated into the 3D representation either by optimizing an image-based loss or by directly projecting the material parameters onto the Gaussians using Gaussian ray tracing. To enhance fine-scale accuracy and multi-view consistency, we further introduce a light-weight neural refinement step (Neural Merger), which takes ray-traced material features as input and produces detailed adjustments. Our results demonstrate that the proposed methods outperform existing techniques in both quantitative metrics and perceived visual realism. This enables more accurate, relightable, and photorealistic renderings from reconstructed scenes, significantly improving the realism and efficiency of asset creation workflows in content production pipelines.
We present Compact 3D Reconstruction with Positive and Negative Primitives (DualPrim), a novel approach for reconstructing compact and topologically regular 3D meshes from multi-view images. Unlike traditional methods that rely on implicit representations such as signed distance functions, or explicit formats such as meshes and point clouds, our method models geometry using quadrics-based 3D primitives. Each primitive is defined by a positive-density superquadric that contributes to the shape, and a negative-density superquadric that carves out local volumes, enabling fine-grained geometric control and flexible topology. This dual-primitive representation yields compact, well-regularized, and efficiently parameterized mesh reconstructions. To infer primitive parameters from multi-view images, we design a differentiable rendering pipeline that jointly estimates positive and negative superquadrics under view-consistent supervision. Extensive experiments demonstrate that DualPrim outperforms state-of-the-art methods in reconstruction accuracy while producing more geometrically concise, interpretable, and high-fidelity 3D meshes.
Online reconstruction of dynamic scenes aims to learn from streaming multi-view inputs under low-latency constraints. The fast training and real-time rendering capabilities of 3D Gaussian Splatting have made on-the-fly reconstruction practically feasible, enabling online 4D reconstruction. However, existing online approaches, despite their efficiency and visual quality, fail to learn per-Gaussian motion that reflects true scene dynamics. Without explicit motion cues, appearance and motion are optimized solely under photometric loss, causing per-Gaussian motion to chase pixel residuals rather than true 3D motion. To address this, we propose MoRGS, an efficient online per-Gaussian motion reasoning framework that treats Gaussian movement as a core modeling object. Specifically, we efficiently leverage optical flow on a sparse set of key views as a lightweight motion cue to guide per-Gaussian motion toward the scene's true dynamics. To compensate for the sparsity and view-dependence of flow, we learn a per-Gaussian motion offset field that reconciles discrepancies between projected 3D motion and observed flow across views and time. In addition, we introduce a per-Gaussian motion confidence that separates dynamic from static Gaussians and weights Gaussian attribute residual updates, thereby suppressing redundant motion in static regions for better temporal consistency and accelerating the modeling of large motions. Extensive experiments demonstrate that MoRGS achieves state-of-the-art reconstruction quality and motion fidelity among online methods, while maintaining streamable performance.
Despite achieving high-quality rendering, 3D Gaussian Splatting suffers from aliasing when the rendering resolution changes, as it is typically trained at a fixed resolution. To address this limitation, we introduce a method that enables the model to generate resolution-adaptive 3D Gaussians under arbitrary resolution changes. In particular, built upon Scaffold-GS, we enhance the anchor feature representation by incorporating a resolution-embedding to encode continuous resolution information. From these enhanced anchor features, a pixel coverage gate dynamically forms resolution-adaptive 3D Gaussians. Furthermore, we drastically reduce storage requirements by selecting a compact subset of proxy anchors and designing a residual anchor predictor that reconstructs the unselected leaf anchors based on the proxy anchors, enabling faithful scene representation without compromising visual fidelity. As a result, our method provides continuous and alias-free rendering across resolutions while maintaining practical scalability and memory efficiency. Extensive experiments across diverse resolution ranges demonstrate that our approach achieves an optimal balance between fidelity and memory, enabling practical arbitrary-resolution view synthesis even in resource-constrained settings.
We introduce a test-time framework for multiview Transformers (MVTs) that incorporates priors (e.g., camera poses, intrinsics, and depth) to improve 3D tasks without retraining or modifying pre-trained image-only networks. Rather than feeding priors into the architecture, we cast them as constraints on the predictions and optimize the network at inference time. The optimization loss consists of a self-supervised objective and prior penalty terms. The self-supervised objective captures the compatibility among multi-view predictions and is implemented using photometric or geometric loss between renderings from other views and each view itself. Any available priors are converted into penalty terms on the corresponding output modalities. Across a series of 3D vision benchmarks, including point map estimation and camera pose estimation, our method consistently improves performance over base MVTs by a large margin. On the ETH3D, 7-Scenes, and NRGBD datasets, our method reduces the point-map distance error by more than half compared with the base image-only models. Our method also outperforms retrained prior-aware feed-forward methods, demonstrating the effectiveness of our test-time constrained optimization (TCO) framework for incorporating priors into 3D vision tasks. The code is available at https://github.com/cvlab-stonybrook/TCO.
PolarGuide-GSDR: 3D Gaussian Splatting Driven by Polarization Priors and Deferred Reflection for Real-World Reflective Scenes
PDF ↗Polarization-aware Neural Radiance Fields (NeRF) enables novel view synthesis of specular scenes but suffers from slow training, inefficient rendering, and material/viewpoint assumptions. 3D Gaussian Splatting (3DGS) supports real-time rendering but struggles with reflection reconstruction due to reflection-geometry entanglement. We propose PolarGuide-GSDR, a polarization-guided framework that leverages polarization information to separate specular reflections for guided reconstruction, and builds bidirectional iterative optimization between polarization and 3DGS: it first uses 3DGS geometric priors to disambiguate polarization, then uses refined polarization normal to guide 3DGS normals and Spherical Harmonics representations, achieving high-fidelity reflection separation and full-scene reconstruction without restrictive material assumptions. Experiments on public and self-collected datasets show that PolarGuide-GSDR achieves state-of-the-art performance in specular reconstruction, normal estimation, and novel view synthesis, while maintaining real-time rendering. To our knowledge, this is the first framework embedding polarization priors into 3DGS optimization, offering superior interpretability and real-time performance for complex reflective scenes.