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

Zheng Dong, Daifei Qiu, Pinxuan Dai, Ke Xu, Jiamin Xu, Lili He, Rynson Lau, Weiwei Xu

Consumer-level applications require fast optimization of 3D Gaussian Splatting (3DGS) with high-fidelity novel view rendering. However, existing 3DGS acceleration approaches still incur substantial computation on redundant pixels while sacrificing fine details. In this paper, we present TurboGS, an error-guided training framework that accelerates 3DGS by concentrating optimization on perceptually informative pixels. TurboGS is built upon four core components: (1) a tile-wise sparse pixel sampling, which, driven by multi-view reconstruction errors during training, prioritizes challenging regions and skips well-reconstructed ones to avoid redundant gradient computation; (2) a tile-wise structure-aware loss with sparse Normalized Cross-Correlation, which provides sparse yet effective supervision to preserve fine details and stabilize training; (3) an error-driven Gaussian density control strategy, which dynamically allocates model capacity and removes redundant primitives; and (4) a tailored hybrid optimizer that couples Hessian-informed updates with Adam moment damping to stabilize and improve convergence under sparse supervision. Experiments on standard benchmarks demonstrate that TurboGS can deliver on par or superior rendering quality within 100 seconds (up to 10x training speedup over vanilla 3DGS).

Deep Learning · Generative Models and Autoencoders

Xuhui Chen, Chao Long, Fei Hou, dongbo zhang, Shaohui Jiao, Wencheng Wang, Ying He

High-fidelity 3D generation remains difficult. Although some methods have proposed converting raw meshes to SDFs, it remains a lossy process. TripoSF presented a VAE training paradigm based on a rendering loss to circumvent this lossy SDF conversion, achieving high-precision surface reconstruction. However, because the rendering loss cannot supervise all the VAE outputs in the same way as SDF supervision, it limits detail and scalability.We present Focusing, a 3D VAE that improves efficiency by activating only the voxels that matter for a given view. Our key idea is a depth-driven voxel carving performed in the structured latent space: voxels inconsistent with the rendered depth are pruned before decoding. This concentrates learning on locally relevant geometry, reduces attention and decoding costs, and lowers video random access memory (VRAM) usage. To stabilize training and capture fine details, we further introduce an adaptive zooming strategy that adjusts camera intrinsics to keep the number of active voxels within a target range. The VAE is trained with a render-based loss on depth, normals, masks, and perceptual terms, and we add simple regularizers (e.g., sparse-voxel TV and a short warm-up with TSDF supervision) to reduce small holes and speed up convergence. Across standard reconstruction benchmarks, Focusing improves geometric accuracy (CD, F-score) over strong baselines while cutting VRAM consumption, which allows for training the resolution VAE on as little as 50GB of VRAM. These results show that local, view-consistent sparsity is an effective route to higher-resolution, more efficient 3D VAEs.

Applications · Computer Vision

Zhenhua Ning, Xin Li, Jun Yu, Guangming Lu, Yaowei Wang, Wenjie Pei

While 3D Gaussian Splatting (3DGS) has demonstrated impressive real-time rendering performance, its efficacy remains constrained by a reliance on heuristic density control. Despite numerous refinements to these handcrafted rules, such methods inherently lack the flexibility to adapt to diverse scenes with complex geometries. In this paper, we propose a paradigm shift for density control from rigid heuristics to fully learnable policies. Specifically, we introduce LeGS, a framework that reformulates density control as a parameterized policy network optimized via Reinforcement Learning (RL). Central to our approach is the tailored effective reward function grounded in sensitivity analysis, which precisely quantifies the marginal contribution of individual Gaussians to reconstruction quality. To maintain computational tractability, we derive a closed-form solution that reduces the complexity of reward calculation from $O(N^2)$ to $O(N)$. Extensive experiments on the Mip-NeRF 360, Tanks \& Temples, and Deep Blending datasets demonstrate that LeGS significantly outperforms state-of-the-art methods, striking a superior balance between reconstruction quality and efficiency.

Applications · Computer Vision

Yang Xiao, Guoan Xu, Guxue Gao, Qiang Wu, Wenjing Jia

Reconstructing a complete yet compact 3DGS from sparse-view monocular long videos is challenging: hierarchical training with VFI can improve coverage, yet correlated pseudo views and repeated merging tend to accumulate near-duplicate Gaussians and exacerbate co-adaptation. To address this, we propose CoverPruneGS, a coverage-preserving structured pruning framework tailored for hierarchical merging with VFI-augmented supervision, which performs coarse-to-fine pruning via voxel-based local diversity selection and GT-guided lazy refinement with randomized dropout rendering. To make refinement reliable, we introduce a footprint-aware CUDA attribution that aggregates GT-aligned error degradation over Gaussian-influenced pixels in a manner consistent with alpha compositing, yielding faithful per-Gaussian scores for quantile-based rescue. Experiments on multiple datasets demonstrate that CoverPruneGS substantially reduces the Gaussian count by 56.8\% and accelerates inference while maintaining or improving novel view synthesis quality.

Applications · Computer Vision

Xinpeng Zhao, Jiang Jie, Fengyuan Zhang, Lixin Zhan, Dong Wang, Qinyuan Bu, Jiahangtu, Guangzhen Yao

Open-vocabulary 3D scene understanding answers free-form text queries over reconstructed scenes. However, lifting dense 2D foundation-model embeddings into 3D Gaussian Splatting (3DGS) is still challenging. Existing 3DGS-based methods often average normalized embeddings in Euclidean space. This ignores their hyperspherical geometry and can cause feature collapse. They also distill supervision from all views equally, which amplifies occlusion noise and mixed-depth artifacts. We propose **Rh-3DGS**, a robust semantic 3DGS framework that uses reliability-aware distillation and manifold-consistent aggregation. **Visibility-Calibrated Distillation (VCD)** computes per-pixel reliability weights from rasterization statistics and down-weights ambiguous pixels. **Visibility-Weighted Fréchet Mean (VFM)** aggregates embeddings on the unit hypersphere with a Riemannian Huber objective for robust distillation. **Lightweight Consistency Contrast (LIC)** regularizes the 3D semantic field with neighborhood-based multi-positive contrast to improve local consistency and sharper boundaries. Experiments on three benchmarks show that Rh-3DGS is best on open-vocabulary segmentation, boundary quality, and view-consistent rendering.

Applications · Computer Vision

Yan Song, Zhihao Li, Chenglong Li, Li He, Yan Wang, Wenqiang Zhang

Active 3D reconstruction relies on active view selection to maximize reconstruction fidelity under limited capture budgets. However, most existing methods rely on surrogate signals—such as parameter uncertainty or geometric heuristics—which are often misaligned with the ultimate goal: the fidelity of rendered predictions. We propose GO-PRE, a goal-oriented next-best-view selection framework that explicitly targets information gain in the prediction space. Specifically, we formulate the objective as maximizing the reduction of the average marginal predictive entropy over a user-specified target view manifold. GO-PRE supports interactive goal specification and yields an efficient acquisition rule that enables real-time computation of information gain. Extensive experiments across benchmarks demonstrate that GO-PRE consistently improves active reconstruction performance and provides more reliable uncertainty quantification compared to state-of-the-art methods.

Applications · Computer Vision

Seunghyun Hwang, Qiang Qiu

Single-view 3D object reconstruction presents a formidable challenge in computer vision due to the inherent limitations of information obtainable from a solitary viewpoint. Recent 3D Gaussian Splatting (3DGS) inspired approaches perform a feed-forward way of learning a neural network that predicts 3D Gaussians which compose the 3D object, given a single image. However, they often struggle with occlusions and exhibit high sensitivity to small changes in input viewpoint, leading to inconsistencies and blurry artifacts in novel view renderings. Our method leverages 3DGS and introduces a new learning scheme that continuously adapts to input viewpoints. To address inherent continuity of camera viewpoints that are represented by polar and azimuthal angles, we use Neural Ordinary Differential Equations to continuously model filter subspace of neural network, thus seamlessly embedding inductive bias of perspective distortions into its structure. By continuously adapting to view-specific features, our approach fosters view consistency in 3D reconstruction, allowing better coherency and accuracy across different angles. Experiments demonstrate that our model outperforms previous methods on multiple single-view 3D reconstruction benchmark datasets and excels in extrapolating to unseen camera angles and categories.

Applications · Computer Vision

Nicole Meng, Ronak Sahu, Miao Yin, Faysal Hossain Shezan, Yingjie Lao

We present WhisperSplat, the first lossless steganography method for 3D Gaussian Splatting (3DGS) models that hides a full‐resolution 2D image in a single view without any degradation of the model's rendering quality elsewhere. Prior work embeds data by retraining or modifying model weights, altering novel‐view synthesis fidelity and limiting capacity. Instead, we learn a small, view‐specific noise key applied to each Gaussian's spherical‐harmonic (SH) features while keeping all other views remain indistinguishable from the original renders. We further propose a Gradual Pixel Perturbation (GPP) strategy with a cosine-decay schedule, bootstrapping fast divergence from the clean render before transitioning to a combined reconstruction and SSIM loss. Unlike prior works that are highly dependent on accurate and large pretrained decoders, our method is able to recover the hidden image through rendering with noise key, and an optional lightweight refiner to enhance recovery image quality. Across nine standard 3DGS data scenes, WhisperSplat demonstrates superior hidden image recovery quality without sacrifice in clean 3DGS model performance, when compared to prior work such as GS-Hider and KeySS.

Applications · Computer Vision

Xingyilang Yin, Qi Zhang, Jiahao Chang, Ying Feng, Qingnan Fan, Xi Yang, Chi-Man Pun, Huaqi Zhang, Xiaodong Cun

Reconstructing 3D scenes using 3D Gaussian Splatting (3DGS) from sparse views is an ill-posed problem due to insufficient information, often resulting in noticeable artifacts. While recent approaches have sought to leverage generative priors to complete information for under-constrained regions, they struggle to generate content that remains consistent with input observations. To address this challenge, we propose GSFixer, a novel framework designed to improve the quality of 3DGS representations reconstructed from sparse inputs. The core of our approach is the reference-guided video restoration model, built upon a DiT-based video diffusion model trained on paired artifact 3DGS renders and clean frames with additional reference-based conditions. Considering the input sparse views as references, our model integrates both 2D semantic and 3D geometric features of reference views extracted from the visual geometry foundation model, enhancing the semantic coherence and 3D consistency when fixing artifact novel views. Furthermore, we introduce a reference-guided trajectory sampling strategy that ensures both angular coverage and view quality, further enhancing reconstruction fidelity. Considering the lack of suitable benchmarks for 3DGS artifact restoration evaluation, we present DL3DV-Res which contains artifact frames rendered using low-quality 3DGS. Extensive experiments demonstrate our GSFixer outperforms current state-of-the-art methods in 3DGS artifact restoration and sparse-view 3D reconstruction. The Project will be made public.

Applications · Computer Vision

Rui Li, Biao Zhang, Zhenyu Li, Federico Tombari, Peter Wonka

We present Layered Ray Intersections (LaRI), a fully supervised method for occluded geometry reasoning from a single image. Unlike conventional depth estimation, which is limited to visible surfaces, LaRI predicts multiple surfaces intersected by the camera rays using layered point maps. Compared to the existing approaches that leverage neural implicit representations or iterative refinement, LaRI achieves complete scene reconstruction in one feed-forward pass, enabling efficient and view-aligned geometric reasoning to underpin both object-level and scene-level tasks. We further propose to predict the ray stopping index, which identifies valid intersecting pixels and layers from LaRI's output. To better underpin and evaluate this task, we build an annotation pipeline using rendering engines, construct annotations for five public datasets, including synthetic and real-world data covering 3D objects and scenes. As a generic method, LaRI's performance is validated in object-level and scene-level reconstruction tasks.

Applications · Computer Vision

Yuanyuan Gao, Hao Li, Yifei Liu, Xinhao Ji, Yuning Gong, Yuanjun Liao, Fangfu Liu, Manyuan Zhang, Yuchen Yang, Dan Xu 等

The pursuit of spatial intelligence fundamentally relies on access to large-scale, fine-grained 3D data. However, existing approaches predominantly construct spatial understanding benchmarks by generating question–answer (QA) pairs from a limited number of manually annotated datasets, rather than systematically annotating new large-scale 3D scenes from raw web data. As a result, their scalability is severely constrained, and model performance is further hindered by domain gaps inherent in these narrowly curated datasets. In this work, we propose \textbf{Holi-Spatial}, the first fully automated, large-scale, spatially-aware multimodal dataset, constructed from raw video inputs without human intervention, using the proposed data curation pipeline. Holi-Spatial supports multi-level spatial supervision, ranging from geometrically accurate 3D Gaussian Splatting (3DGS) reconstructions with rendered depth maps to object-level and relational semantic annotations, together with corresponding spatial Question–Answer (QA) pairs. Following a principled and systematic pipeline, we further construct \textbf{Holi-Spatial-4M}, the first large-scale, high-quality 3D semantic dataset, containing 12K optimized 3DGS scenes, 1.3M 2D masks, 320K 3D bounding boxes, 320K instance captions, 1.2M 3D grounding instances, and 1.2M spatial QA pairs spanning diverse geometric, relational, and semantic reasoning tasks. Holi-Spatial demonstrates exceptional performance in data curation quality, significantly outperforming existing feed-forward and per-scene optimized methods on datasets such as ScanNet, ScanNet++, and DL3DV. Furthermore, fine-tuning Vision-Language Models (VLMs) on spatial reasoning tasks using this dataset has also led to substantial improvements in model performance.

Yuanyuan Gao, Hao Li, Yifei Liu, Xinhao Ji, Yuning Gong, Yuanjun Liao, Fangfu Liu, Manyuan Zhang, Yuchen Yang, Dan Xu 等

The pursuit of spatial intelligence fundamentally relies on access to large-scale, fine-grained 3D data. However, existing approaches predominantly construct spatial understanding benchmarks by generating question–answer (QA) pairs from a limited number of manually annotated datasets, rather than systematically annotating new large-scale 3D scenes from raw web data. As a result, their scalability is severely constrained, and model performance is further hindered by domain gaps inherent in these narrowly curated datasets. In this work, we propose \textbf{Holi-Spatial}, the first fully automated, large-scale, spatially-aware multimodal dataset, constructed from raw video inputs without human intervention, using the proposed data curation pipeline. Holi-Spatial supports multi-level spatial supervision, ranging from geometrically accurate 3D Gaussian Splatting (3DGS) reconstructions with rendered depth maps to object-level and relational semantic annotations, together with corresponding spatial Question–Answer (QA) pairs. Following a principled and systematic pipeline, we further construct \textbf{Holi-Spatial-4M}, the first large-scale, high-quality 3D semantic dataset, containing 12K optimized 3DGS scenes, 1.3M 2D masks, 320K 3D bounding boxes, 320K instance captions, 1.2M 3D grounding instances, and 1.2M spatial QA pairs spanning diverse geometric, relational, and semantic reasoning tasks. Holi-Spatial demonstrates exceptional performance in data curation quality, significantly outperforming existing feed-forward and per-scene optimized methods on datasets such as ScanNet, ScanNet++, and DL3DV. Furthermore, fine-tuning Vision-Language Models (VLMs) on spatial reasoning tasks using this dataset has also led to substantial improvements in model performance.

Jan-Niklas Dihlmann, Mark Boss, Simon Donné, Andreas Engelhardt, Hendrik Lensch, Varun Jampani

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present MIDR-3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two path prediction strategy. The first path predicts the object’s structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. Further with our mixed-domain training protocol, combining synthetic PBR datasets with real-world RGB captures, we establish generalizable results across geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets.

Computer Vision · 3D Rendering & Reconstruction

Zhu Yu, zhengyi zhao, Runmin Zhang, Lingteng Qiu, Kejie Qiu, Yisheng He, Siyu Zhu, Zilong Dong, Si-Yuan Cao, Hui-liang Shen

This work presents the Large Depth Completion Model (LDCM), a simple, effective, and robust framework for single-view metric depth estimation with sparse observations. Without relying on complex architectural designs, LDCM generates metric-accurate dense depth maps use a transformer. It outperforms existing approaches across diverse datasets and sparse observations. We achieve this from two key perspectives: (1) leveraging existing monocular foundation models to improve the quality of sparse depth inputs, and (2) reformulating training objectives to better capture geometric structure and metric consistency. Specifically, a Poisson-based depth initialization strategy is firstly introduced to generate a uniform coarse dense depth map from diverse sparse observations, providing a strong structural prior for the network. Regarding the training objective, we replace the conventional depth head with a point map head that regresses per-pixel 3D coordinates in camera space, enabling the model to directly learn the underlying 3D scene structure instead of performing pixel-wise depth map restoration. Moreover, this design eliminates the need for camera intrinsic parameters, allowing LDCM to naturally produce metric-scaled 3D point maps. Extensive experiments demonstrate that LDCM consistently outperforms state-of-the-art methods across multiple benchmarks and varying sparsity levels in both depth completion and point map estimation, showcasing its effectiveness and strong generalization to unseen data distributions. Code and models are publicly available at \href{https://pkqbajng.github.io/ldcm/}{pkqbajng.github.io/ldcm/}.

Computer Vision · 3D Rendering & Reconstruction

Houyuan Chen, Hong Li, Chongjie Ye, Zhaoxi Chen, Bohan Li, Shaocong Xu, xianda guo, Xuhui Liu, Yikai Wang, Baochang Zhang 等

Universal photometric stereo (PS) is defined by two factors: it must (i) operate under arbitrary, unknown lighting conditions and (ii) avoid reliance on specific illumination models. Despite progress (e.g., SDM UniPS), two challenges remain. First, current encoders cannot guarantee that illumination and normal information are decoupled. To enforce decoupling, we introduce LINO UniPS with two key components: (i) Light Register Tokens with light alignment supervision to aggregate point, direction, and environment lights; (ii) Interleaved Attention Block featuring global cross-image attention that takes all lighting conditions together so the encoder can factor out lighting while retaining normal-related evidence. Second, high-frequency geometric details are easily lost. We address this with (i) a Wavelet-based Dual-branch Architecture and (ii) a Normal-gradient Perception Loss. These techniques yield a \textbf{unified} feature space in which lighting is explicitly represented by register tokens, while normal details are preserved via wavelet branch. We further introduce PS-Verse, a large-scale synthetic dataset graded by geometric complexity and lighting diversity, and adopt curriculum training from simple to complex scenes. Extensive experiments show new state-of-the-art results on public benchmarks (e.g., DiLiGenT, Luces), stronger generalization to real materials, and improved efficiency; ablations confirm that Light Register Tokens + Interleaved Attention Block drive better feature decoupling, while Wavelet-based Dual-branch Architecture + Normal-gradient Perception Loss recover finer details.

Computer Vision · 3D Rendering & Reconstruction

Yecong Wan, Mingwen Shao, Renlong Wu, Wangmeng Zuo

In this work, we present Color3D, a highly adaptable framework for colorizing both static and dynamic 3D scenes from monochromatic inputs, delivering visually diverse and chromatically vibrant reconstructions with flexible user-guided control. In contrast to existing methods that focus solely on static scenarios and enforce multi-view consistency by averaging color variations which inevitably sacrifice both chromatic richness and controllability, our approach is able to preserve color diversity and steerability while ensuring cross-view and cross-time consistency. In particular, the core insight of our method is to colorize only a single key view and then fine-tune a personalized colorizer to propagate its color to novel views and time steps. Through personalization, the colorizer learns a scene-specific deterministic color mapping underlying the reference view, enabling it to consistently project corresponding colors to the content in novel views and video frames via its inherent inductive bias. Once trained, the personalized colorizer can be applied to infer consistent chrominance for all other images, enabling direct reconstruction of colorful 3D scenes with a dedicated Lab color space Gaussian splatting representation. The proposed framework ingeniously recasts complicated 3D colorization as a more tractable single image paradigm, allowing seamless integration of arbitrary image colorization models with enhanced flexibility and controllability. Extensive experiments across diverse static and dynamic 3D colorization benchmarks substantiate that our method can deliver more consistent and chromatically rich renderings with precise user control. Project Page: https://yecongwan.github.io/Color3D/.

Computer Vision · 3D Rendering & Reconstruction

Zaiwei Zhang, Marc Mapeke, Wei Ye, Rakesh Ranjan, JQ Huang

We present a hybrid dual-path vision encoder (Hyden) for high-resolution monocular depth, point map and surface normal estimation, surpassing state-of-the-art accuracy with a fraction of the inference cost. The architecture pairs a low-resolution Vision Transformer branch for global context with a full-resolution CNN branch for fine details, fusing features via a lightweight MLP before decoding. By exploiting the linear scaling of CNNs and constraining transformer computation to a fixed resolution, the model delivers fast inference even on multi-megapixel inputs. To overcome the scarcity of high-quality high-resolution supervision, we introduce a self-distillation framework that generates pseudo-labels from existing models at both lower resolution full images and high-resolution crops—global labels preserve geometric accuracy, while local labels capture sharper details. To demonstrate the flexibility of our approach, we integrate Hyden and our self-distillation method into DepthAnything-v2 for depth estimation and MoGe2 for surface normal and metric point map prediction, achieving state-of-the-art results on high-resolution benchmarks with the lowest inference latency among competing methods.

Computer Vision · 3D Rendering & Reconstruction

Dong Zhuo, Wenzhao Zheng, Jiahe Guo, Yuqi Wu, Jie Zhou, Jiwen Lu

Perceiving and reconstructing 3D geometry from videos is a fundamental yet challenging computer vision task. To facilitate interactive and low-latency applications, we propose a streaming visual geometry transformer that shares a similar philosophy with autoregressive large language models. We explore a simple and efficient design and employ a causal transformer architecture to process the input sequence in an online manner. We use temporal causal attention and cache the historical keys and values as implicit memory to enable efficient streaming long-term 3D reconstruction. This design can handle low-latency 3D reconstruction by incrementally integrating historical information while maintaining high-quality spatial consistency. For efficient training, we propose to distill knowledge from the dense bidirectional visual geometry grounded transformer (VGGT) to our causal model. For inference, our model supports the migration of optimized efficient attention operators (e.g., FlashAttention) from large language models. Extensive experiments on various 3D geometry perception benchmarks demonstrate that our model enhances inference speed in online scenarios while maintaining competitive performance, thereby facilitating scalable and interactive 3D vision systems.

Computer Vision · 3D Rendering & Reconstruction

Zheng Zhou, Yu-Jie Xiong, Jia-Chen Zhang, Chun-Ming Xia, Xihe Qiu, Hongjian Zhan

The emergence of 3D Gaussian Splatting (3DGS) has significantly advanced Novel View Synthesis (NVS) through explicit scene representation, enabling real-time photorealistic rendering. However, existing approaches manifest two critical limitations in complex scenarios: (1) Over-reconstruction occurs when persistent large Gaussians cannot meet adaptive splitting thresholds during density control. This is exacerbated by conflicting gradient directions that prevent effective splitting of these Gaussians; (2) Over-densification of Gaussians occurs in regions with aligned gradient aggregation, leading to redundant component proliferation. This redundancy significantly increases memory overhead due to unnecessary data retention. We present Gradient-Direction-Aware Gaussian Splatting (GDAGS) to address these challenges. Our key innovations: the Gradient Coherence Ratio (GCR), computed through normalized gradient vector norms, which explicitly discriminates Gaussians with concordant versus conflicting gradient directions; and a nonlinear dynamic weighting mechanism leverages the GCR to enable gradient-direction-aware density control. Specifically, GDAGS prioritizes conflicting-gradient Gaussians during splitting operations to enhance geometric details while suppressing redundant concordant-direction Gaussians. Conversely, in cloning processes, GDAGS promotes concordant-direction Gaussian densification for structural completion while preventing conflicting-direction Gaussian overpopulation. Comprehensive evaluations across diverse real-world benchmarks demonstrate that GDAGS achieves superior rendering quality while effectively mitigating over-reconstruction, suppressing over-densification, and constructing compact scene representations.

Computer Vision · 3D Rendering & Reconstruction

Meixi Song, Xin Lin, Dizhe Zhang, Haodong Li, Xiangtai Li, Bo Du, Lu Qi

Recent advances in 3D Gaussian Splatting (3DGS) enable real-time, high-fidelity novel view synthesis (NVS) with explicit 3D representations. However, performance degradation and instability remain significant under sparse-view conditions. In this work, we identify two key failure modes under sparse-view conditions: overfitting in regions with excessive Gaussian density near the camera, and underfitting in distant areas with insufficient Gaussian coverage. To address these challenges, we propose a unified framework \modelname{}, comprising two key components: a Depth-and-Density Guided Dropout strategy that suppresses overfitting by adaptively masking redundant Gaussians based on density and depth, and a Distance-Aware Fidelity Enhancement module that improves reconstruction quality in under-fitted far-field areas through targeted supervision. Moreover, we introduce a new evaluation metric to quantify the stability of learned Gaussian distributions, providing insights into the robustness of the sparse-view 3DGS. Extensive experiments on multiple datasets demonstrate that our method significantly improves both visual quality and robustness under sparse view conditions. The source code and trained models will be made publicly available.