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Nov 11

ShapeSplat: A Large-scale Dataset of Gaussian Splats and Their Self-Supervised Pretraining

3D Gaussian Splatting (3DGS) has become the de facto method of 3D representation in many vision tasks. This calls for the 3D understanding directly in this representation space. To facilitate the research in this direction, we first build a large-scale dataset of 3DGS using the commonly used ShapeNet and ModelNet datasets. Our dataset ShapeSplat consists of 65K objects from 87 unique categories, whose labels are in accordance with the respective datasets. The creation of this dataset utilized the compute equivalent of 2 GPU years on a TITAN XP GPU. We utilize our dataset for unsupervised pretraining and supervised finetuning for classification and segmentation tasks. To this end, we introduce \textit{Gaussian-MAE}, which highlights the unique benefits of representation learning from Gaussian parameters. Through exhaustive experiments, we provide several valuable insights. In particular, we show that (1) the distribution of the optimized GS centroids significantly differs from the uniformly sampled point cloud (used for initialization) counterpart; (2) this change in distribution results in degradation in classification but improvement in segmentation tasks when using only the centroids; (3) to leverage additional Gaussian parameters, we propose Gaussian feature grouping in a normalized feature space, along with splats pooling layer, offering a tailored solution to effectively group and embed similar Gaussians, which leads to notable improvement in finetuning tasks.

  • 8 authors
·
Aug 20, 2024 2

A Unified Theory of Image Scaling: Point Spread Functions, Discrete Kernels, and Scale-Spaces

We derive the optically aligned system of image-scaling operators K_s that reproduces optical zoom (exact zoom-out, canonical zoom-in), by identifying a Huygens-like consistency principle in which each pixel acts as a secondary source. The system is determined in closed form by the camera's point spread function (PSF), itself the operator K_0. The operators compose, K_{s'} circ K_s = K_{ss'} (with band projection for down-up), and account for both upscaling and downscaling, which form a Moore-Penrose pseudoinverse pair, K_{1/s} = K_s^dagger. We show that image scaling, as routinely practiced, is neither optically faithful nor internally consistent; for example, common anti-aliasing rules generally correspond to no camera, and two resizes by a factor of 1/2 generally do not equal one resize by a factor of 1/4. Gaussian scale-space kernels cannot be exact finite-aperture PSFs. Gaussian scale-space is an idealized special case of what emerges here: a generalized scale-space for sampled images, derived entirely from camera optics, bidirectional, and not limited to Gaussian kernels. The system goes beyond scaling and supports composable and invertible subpixel geometric transformations. We empirically validate its optical predictions with real captures and noisy optics simulations, and demonstrate its practical impact on the stability of tasks such as super-resolution and classification.

  • 1 authors
·
Oct 15

Compact 3D Scene Representation via Self-Organizing Gaussian Grids

3D Gaussian Splatting has recently emerged as a highly promising technique for modeling of static 3D scenes. In contrast to Neural Radiance Fields, it utilizes efficient rasterization allowing for very fast rendering at high-quality. However, the storage size is significantly higher, which hinders practical deployment, e.g.~on resource constrained devices. In this paper, we introduce a compact scene representation organizing the parameters of 3D Gaussian Splatting (3DGS) into a 2D grid with local homogeneity, ensuring a drastic reduction in storage requirements without compromising visual quality during rendering. Central to our idea is the explicit exploitation of perceptual redundancies present in natural scenes. In essence, the inherent nature of a scene allows for numerous permutations of Gaussian parameters to equivalently represent it. To this end, we propose a novel highly parallel algorithm that regularly arranges the high-dimensional Gaussian parameters into a 2D grid while preserving their neighborhood structure. During training, we further enforce local smoothness between the sorted parameters in the grid. The uncompressed Gaussians use the same structure as 3DGS, ensuring a seamless integration with established renderers. Our method achieves a reduction factor of 8x to 26x in size for complex scenes with no increase in training time, marking a substantial leap forward in the domain of 3D scene distribution and consumption. Additional information can be found on our project page: https://fraunhoferhhi.github.io/Self-Organizing-Gaussians/

  • 4 authors
·
Dec 19, 2023

Decoupling Appearance Variations with 3D Consistent Features in Gaussian Splatting

Gaussian Splatting has emerged as a prominent 3D representation in novel view synthesis, but it still suffers from appearance variations, which are caused by various factors, such as modern camera ISPs, different time of day, weather conditions, and local light changes. These variations can lead to floaters and color distortions in the rendered images/videos. Recent appearance modeling approaches in Gaussian Splatting are either tightly coupled with the rendering process, hindering real-time rendering, or they only account for mild global variations, performing poorly in scenes with local light changes. In this paper, we propose DAVIGS, a method that decouples appearance variations in a plug-and-play and efficient manner. By transforming the rendering results at the image level instead of the Gaussian level, our approach can model appearance variations with minimal optimization time and memory overhead. Furthermore, our method gathers appearance-related information in 3D space to transform the rendered images, thus building 3D consistency across views implicitly. We validate our method on several appearance-variant scenes, and demonstrate that it achieves state-of-the-art rendering quality with minimal training time and memory usage, without compromising rendering speeds. Additionally, it provides performance improvements for different Gaussian Splatting baselines in a plug-and-play manner.

  • 9 authors
·
Jan 18, 2025

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.

  • 7 authors
·
Mar 28, 2024

Surface Reconstruction from Gaussian Splatting via Novel Stereo Views

The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.

  • 3 authors
·
Apr 2, 2024

Sketch and Patch: Efficient 3D Gaussian Representation for Man-Made Scenes

3D Gaussian Splatting (3DGS) has emerged as a promising representation for photorealistic rendering of 3D scenes. However, its high storage requirements pose significant challenges for practical applications. We observe that Gaussians exhibit distinct roles and characteristics that are analogous to traditional artistic techniques -- Like how artists first sketch outlines before filling in broader areas with color, some Gaussians capture high-frequency features like edges and contours; While other Gaussians represent broader, smoother regions, that are analogous to broader brush strokes that add volume and depth to a painting. Based on this observation, we propose a novel hybrid representation that categorizes Gaussians into (i) Sketch Gaussians, which define scene boundaries, and (ii) Patch Gaussians, which cover smooth regions. Sketch Gaussians are efficiently encoded using parametric models, leveraging their geometric coherence, while Patch Gaussians undergo optimized pruning, retraining, and vector quantization to maintain volumetric consistency and storage efficiency. Our comprehensive evaluation across diverse indoor and outdoor scenes demonstrates that this structure-aware approach achieves up to 32.62% improvement in PSNR, 19.12% in SSIM, and 45.41% in LPIPS at equivalent model sizes, and correspondingly, for an indoor scene, our model maintains the visual quality with 2.3% of the original model size.

  • 5 authors
·
Jan 22, 2025

SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering

We propose a method to allow precise and extremely fast mesh extraction from 3D Gaussian Splatting. Gaussian Splatting has recently become very popular as it yields realistic rendering while being significantly faster to train than NeRFs. It is however challenging to extract a mesh from the millions of tiny 3D gaussians as these gaussians tend to be unorganized after optimization and no method has been proposed so far. Our first key contribution is a regularization term that encourages the gaussians to align well with the surface of the scene. We then introduce a method that exploits this alignment to extract a mesh from the Gaussians using Poisson reconstruction, which is fast, scalable, and preserves details, in contrast to the Marching Cubes algorithm usually applied to extract meshes from Neural SDFs. Finally, we introduce an optional refinement strategy that binds gaussians to the surface of the mesh, and jointly optimizes these Gaussians and the mesh through Gaussian splatting rendering. This enables easy editing, sculpting, rigging, animating, compositing and relighting of the Gaussians using traditional softwares by manipulating the mesh instead of the gaussians themselves. Retrieving such an editable mesh for realistic rendering is done within minutes with our method, compared to hours with the state-of-the-art methods on neural SDFs, while providing a better rendering quality.

  • 2 authors
·
Nov 21, 2023 3

IDESplat: Iterative Depth Probability Estimation for Generalizable 3D Gaussian Splatting

Generalizable 3D Gaussian Splatting aims to directly predict Gaussian parameters using a feed-forward network for scene reconstruction. Among these parameters, Gaussian means are particularly difficult to predict, so depth is usually estimated first and then unprojected to obtain the Gaussian sphere centers. Existing methods typically rely solely on a single warp to estimate depth probability, which hinders their ability to fully leverage cross-view geometric cues, resulting in unstable and coarse depth maps. To address this limitation, we propose IDESplat, which iteratively applies warp operations to boost depth probability estimation for accurate Gaussian mean prediction. First, to eliminate the inherent instability of a single warp, we introduce a Depth Probability Boosting Unit (DPBU) that integrates epipolar attention maps produced by cascading warp operations in a multiplicative manner. Next, we construct an iterative depth estimation process by stacking multiple DPBUs, progressively identifying potential depth candidates with high likelihood. As IDESplat iteratively boosts depth probability estimates and updates the depth candidates, the depth map is gradually refined, resulting in accurate Gaussian means. We conduct experiments on RealEstate10K, ACID, and DL3DV. IDESplat achieves outstanding reconstruction quality and state-of-the-art performance with real-time efficiency. On RE10K, it outperforms DepthSplat by 0.33 dB in PSNR, using only 10.7% of the parameters and 70% of the memory. Additionally, our IDESplat improves PSNR by 2.95 dB over DepthSplat on the DTU dataset in cross-dataset experiments, demonstrating its strong generalization ability.

  • 6 authors
·
Mar 25

NovelGS: Consistent Novel-view Denoising via Large Gaussian Reconstruction Model

We introduce NovelGS, a diffusion model for Gaussian Splatting (GS) given sparse-view images. Recent works leverage feed-forward networks to generate pixel-aligned Gaussians, which could be fast rendered. Unfortunately, the method was unable to produce satisfactory results for areas not covered by the input images due to the formulation of these methods. In contrast, we leverage the novel view denoising through a transformer-based network to generate 3D Gaussians. Specifically, by incorporating both conditional views and noisy target views, the network predicts pixel-aligned Gaussians for each view. During training, the rendered target and some additional views of the Gaussians are supervised. During inference, the target views are iteratively rendered and denoised from pure noise. Our approach demonstrates state-of-the-art performance in addressing the multi-view image reconstruction challenge. Due to generative modeling of unseen regions, NovelGS effectively reconstructs 3D objects with consistent and sharp textures. Experimental results on publicly available datasets indicate that NovelGS substantially surpasses existing image-to-3D frameworks, both qualitatively and quantitatively. We also demonstrate the potential of NovelGS in generative tasks, such as text-to-3D and image-to-3D, by integrating it with existing multiview diffusion models. We will make the code publicly accessible.

  • 7 authors
·
Nov 24, 2024

Gaussian Splatting with NeRF-based Color and Opacity

Neural Radiance Fields (NeRFs) have demonstrated the remarkable potential of neural networks to capture the intricacies of 3D objects. By encoding the shape and color information within neural network weights, NeRFs excel at producing strikingly sharp novel views of 3D objects. Recently, numerous generalizations of NeRFs utilizing generative models have emerged, expanding its versatility. In contrast, Gaussian Splatting (GS) offers a similar render quality with faster training and inference as it does not need neural networks to work. It encodes information about the 3D objects in the set of Gaussian distributions that can be rendered in 3D similarly to classical meshes. Unfortunately, GS are difficult to condition since they usually require circa hundred thousand Gaussian components. To mitigate the caveats of both models, we propose a hybrid model Viewing Direction Gaussian Splatting (VDGS) that uses GS representation of the 3D object's shape and NeRF-based encoding of color and opacity. Our model uses Gaussian distributions with trainable positions (i.e. means of Gaussian), shape (i.e. covariance of Gaussian), color and opacity, and a neural network that takes Gaussian parameters and viewing direction to produce changes in the said color and opacity. As a result, our model better describes shadows, light reflections, and the transparency of 3D objects without adding additional texture and light components.

  • 5 authors
·
Dec 21, 2023

Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling

Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.

  • 3 authors
·
Jul 15, 2025 1

GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic Grasping

Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.

  • 15 authors
·
Mar 14, 2024

Dilated convolution with learnable spacings

Recent works indicate that convolutional neural networks (CNN) need large receptive fields (RF) to compete with visual transformers and their attention mechanism. In CNNs, RFs can simply be enlarged by increasing the convolution kernel sizes. Yet the number of trainable parameters, which scales quadratically with the kernel's size in the 2D case, rapidly becomes prohibitive, and the training is notoriously difficult. This paper presents a new method to increase the RF size without increasing the number of parameters. The dilated convolution (DC) has already been proposed for the same purpose. DC can be seen as a convolution with a kernel that contains only a few non-zero elements placed on a regular grid. Here we present a new version of the DC in which the spacings between the non-zero elements, or equivalently their positions, are no longer fixed but learnable via backpropagation thanks to an interpolation technique. We call this method "Dilated Convolution with Learnable Spacings" (DCLS) and generalize it to the n-dimensional convolution case. However, our main focus here will be on the 2D case. We first tried our approach on ResNet50: we drop-in replaced the standard convolutions with DCLS ones, which increased the accuracy of ImageNet1k classification at iso-parameters, but at the expense of the throughput. Next, we used the recent ConvNeXt state-of-the-art convolutional architecture and drop-in replaced the depthwise convolutions with DCLS ones. This not only increased the accuracy of ImageNet1k classification but also of typical downstream and robustness tasks, again at iso-parameters but this time with negligible cost on throughput, as ConvNeXt uses separable convolutions. Conversely, classic DC led to poor performance with both ResNet50 and ConvNeXt. The code of the method is available at: https://github.com/K-H-Ismail/Dilated-Convolution-with-Learnable-Spacings-PyTorch.

  • 3 authors
·
Dec 7, 2021

From Blobs to Spokes: High-Fidelity Surface Reconstruction via Oriented Gaussians

3D Gaussian Splatting (3DGS) has revolutionized fast novel view synthesis, yet its opacity-based formulation makes surface extraction fundamentally difficult. Unlike implicit methods built on Signed Distance Fields or occupancy, 3DGS lacks a global geometric field, forcing existing approaches to resort to heuristics such as TSDF fusion of blended depth maps. Inspired by the Objects as Volumes framework, we derive a principled occupancy field for Gaussian Splatting and show how it can be used to extract highly accurate watertight meshes of complex scenes. Our key contribution is to introduce a learnable oriented normal at each Gaussian element and to define an adapted attenuation formulation, which leads to closed-form expressions for both the normal and occupancy fields at arbitrary locations in space. We further introduce a novel consistency loss and a dedicated densification strategy to enforce Gaussians to wrap the entire surface by closing geometric holes, ensuring a complete shell of oriented primitives. We modify the differentiable rasterizer to output depth as an isosurface of our continuous model, and introduce Primal Adaptive Meshing for Region-of-Interest meshing at arbitrary resolution. We additionally expose fundamental biases in standard surface evaluation protocols and propose two more rigorous alternatives. Overall, our method Gaussian Wrapping sets a new state-of-the-art on DTU and Tanks and Temples, producing complete, watertight meshes at a fraction of the size of concurrent work-recovering thin structures such as the notoriously elusive bicycle spokes.

  • 5 authors
·
Apr 7

Gaussian Mixture Generative Adversarial Networks for Diverse Datasets, and the Unsupervised Clustering of Images

Generative Adversarial Networks (GANs) have been shown to produce realistically looking synthetic images with remarkable success, yet their performance seems less impressive when the training set is highly diverse. In order to provide a better fit to the target data distribution when the dataset includes many different classes, we propose a variant of the basic GAN model, called Gaussian Mixture GAN (GM-GAN), where the probability distribution over the latent space is a mixture of Gaussians. We also propose a supervised variant which is capable of conditional sample synthesis. In order to evaluate the model's performance, we propose a new scoring method which separately takes into account two (typically conflicting) measures - diversity vs. quality of the generated data. Through a series of empirical experiments, using both synthetic and real-world datasets, we quantitatively show that GM-GANs outperform baselines, both when evaluated using the commonly used Inception Score, and when evaluated using our own alternative scoring method. In addition, we qualitatively demonstrate how the unsupervised variant of GM-GAN tends to map latent vectors sampled from different Gaussians in the latent space to samples of different classes in the data space. We show how this phenomenon can be exploited for the task of unsupervised clustering, and provide quantitative evaluation showing the superiority of our method for the unsupervised clustering of image datasets. Finally, we demonstrate a feature which further sets our model apart from other GAN models: the option to control the quality-diversity trade-off by altering, post-training, the probability distribution of the latent space. This allows one to sample higher quality and lower diversity samples, or vice versa, according to one's needs.

  • 2 authors
·
Aug 30, 2018

GVGEN: Text-to-3D Generation with Volumetric Representation

In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (sim7 seconds), effectively striking a balance between quality and efficiency.

  • 9 authors
·
Mar 19, 2024 1

Prior-Driven Enhancements in 3D Gaussian Splatting: Normals and Depths Regularization

3D Gaussian Splatting (3DGS) is a state-of-the-art technique for 3D scene rendering, offering high efficiency and excellent visual quality. However, because 3DGS relies on an initial sparse point set from Structure-from-Motion (SfM) and view-dependent properties, it can suffer from geometric inaccuracies and visual artifacts, particularly in complex scenes. To address these challenges, we propose an improved 3DGS approach that regularizes the optimization process by integrating geometric priors, including surface normals and dense depth information. Surface normal regularization improves geometric consistency by aligning Gaussian covariance with local surface structures, while dense depth priors combined with an initial points from SfM enhance per-pixel depth estimation, increasing accuracy and reducing ambiguities. These enhancements enable robust handling of diverse and complex real-world scenarios, minimizing visual distortions and improving reconstruction quality across various environments. To validate our method, we evaluate it on challenging datasets, including street-view scenes and highly reflective environments, while testing it across multiple SfM pipelines. Our results demonstrate compatibility across diverse environments and highlight the robustness of our approach. Experimental findings further show that our method enhances geometric accuracy and visual quality, establishing a reliable solution for real-time 3D scene rendering in complex environments.

  • 3 authors
·
Sep 28

PULSE: Self-Supervised Photo Upsampling via Latent Space Exploration of Generative Models

The primary aim of single-image super-resolution is to construct high-resolution (HR) images from corresponding low-resolution (LR) inputs. In previous approaches, which have generally been supervised, the training objective typically measures a pixel-wise average distance between the super-resolved (SR) and HR images. Optimizing such metrics often leads to blurring, especially in high variance (detailed) regions. We propose an alternative formulation of the super-resolution problem based on creating realistic SR images that downscale correctly. We present an algorithm addressing this problem, PULSE (Photo Upsampling via Latent Space Exploration), which generates high-resolution, realistic images at resolutions previously unseen in the literature. It accomplishes this in an entirely self-supervised fashion and is not confined to a specific degradation operator used during training, unlike previous methods (which require supervised training on databases of LR-HR image pairs). Instead of starting with the LR image and slowly adding detail, PULSE traverses the high-resolution natural image manifold, searching for images that downscale to the original LR image. This is formalized through the "downscaling loss," which guides exploration through the latent space of a generative model. By leveraging properties of high-dimensional Gaussians, we restrict the search space to guarantee realistic outputs. PULSE thereby generates super-resolved images that both are realistic and downscale correctly. We show proof of concept of our approach in the domain of face super-resolution (i.e., face hallucination). We also present a discussion of the limitations and biases of the method as currently implemented with an accompanying model card with relevant metrics. Our method outperforms state-of-the-art methods in perceptual quality at higher resolutions and scale factors than previously possible.

  • 5 authors
·
Mar 8, 2020

A theory of representation learning gives a deep generalisation of kernel methods

The successes of modern deep machine learning methods are founded on their ability to transform inputs across multiple layers to build good high-level representations. It is therefore critical to understand this process of representation learning. However, standard theoretical approaches (formally NNGPs) involving infinite width limits eliminate representation learning. We therefore develop a new infinite width limit, the Bayesian representation learning limit, that exhibits representation learning mirroring that in finite-width models, yet at the same time, retains some of the simplicity of standard infinite-width limits. In particular, we show that Deep Gaussian processes (DGPs) in the Bayesian representation learning limit have exactly multivariate Gaussian posteriors, and the posterior covariances can be obtained by optimizing an interpretable objective combining a log-likelihood to improve performance with a series of KL-divergences which keep the posteriors close to the prior. We confirm these results experimentally in wide but finite DGPs. Next, we introduce the possibility of using this limit and objective as a flexible, deep generalisation of kernel methods, that we call deep kernel machines (DKMs). Like most naive kernel methods, DKMs scale cubically in the number of datapoints. We therefore use methods from the Gaussian process inducing point literature to develop a sparse DKM that scales linearly in the number of datapoints. Finally, we extend these approaches to NNs (which have non-Gaussian posteriors) in the Appendices.

  • 6 authors
·
Aug 30, 2021

Gaussian Process Optimization with Adaptive Sketching: Scalable and No Regret

Gaussian processes (GP) are a well studied Bayesian approach for the optimization of black-box functions. Despite their effectiveness in simple problems, GP-based algorithms hardly scale to high-dimensional functions, as their per-iteration time and space cost is at least quadratic in the number of dimensions d and iterations t. Given a set of A alternatives to choose from, the overall runtime O(t^3A) is prohibitive. In this paper we introduce BKB (budgeted kernelized bandit), a new approximate GP algorithm for optimization under bandit feedback that achieves near-optimal regret (and hence near-optimal convergence rate) with near-constant per-iteration complexity and remarkably no assumption on the input space or covariance of the GP. We combine a kernelized linear bandit algorithm (GP-UCB) with randomized matrix sketching based on leverage score sampling, and we prove that randomly sampling inducing points based on their posterior variance gives an accurate low-rank approximation of the GP, preserving variance estimates and confidence intervals. As a consequence, BKB does not suffer from variance starvation, an important problem faced by many previous sparse GP approximations. Moreover, we show that our procedure selects at most O(d_{eff}) points, where d_{eff} is the effective dimension of the explored space, which is typically much smaller than both d and t. This greatly reduces the dimensionality of the problem, thus leading to a O(TAd_{eff}^2) runtime and O(A d_{eff}) space complexity.

  • 5 authors
·
Aug 26, 2019

SceneSplat++: A Large Dataset and Comprehensive Benchmark for Language Gaussian Splatting

3D Gaussian Splatting (3DGS) serves as a highly performant and efficient encoding of scene geometry, appearance, and semantics. Moreover, grounding language in 3D scenes has proven to be an effective strategy for 3D scene understanding. Current Language Gaussian Splatting line of work fall into three main groups: (i) per-scene optimization-based, (ii) per-scene optimization-free, and (iii) generalizable approach. However, most of them are evaluated only on rendered 2D views of a handful of scenes and viewpoints close to the training views, limiting ability and insight into holistic 3D understanding. To address this gap, we propose the first large-scale benchmark that systematically assesses these three groups of methods directly in 3D space, evaluating on 1060 scenes across three indoor datasets and one outdoor dataset. Benchmark results demonstrate a clear advantage of the generalizable paradigm, particularly in relaxing the scene-specific limitation, enabling fast feed-forward inference on novel scenes, and achieving superior segmentation performance. We further introduce GaussianWorld-49K a carefully curated 3DGS dataset comprising around 49K diverse indoor and outdoor scenes obtained from multiple sources, with which we demonstrate the generalizable approach could harness strong data priors. Our codes, benchmark, and datasets will be made public to accelerate research in generalizable 3DGS scene understanding.

  • 13 authors
·
Jun 10, 2025

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.

  • 2 authors
·
Jun 5, 2024

Optimized Minimal 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time, high-performance rendering, enabling a wide range of applications. However, representing 3D scenes with numerous explicit Gaussian primitives imposes significant storage and memory overhead. Recent studies have shown that high-quality rendering can be achieved with a substantially reduced number of Gaussians when represented with high-precision attributes. Nevertheless, existing 3DGS compression methods still rely on a relatively large number of Gaussians, focusing primarily on attribute compression. This is because a smaller set of Gaussians becomes increasingly sensitive to lossy attribute compression, leading to severe quality degradation. Since the number of Gaussians is directly tied to computational costs, it is essential to reduce the number of Gaussians effectively rather than only optimizing storage. In this paper, we propose Optimized Minimal Gaussians representation (OMG), which significantly reduces storage while using a minimal number of primitives. First, we determine the distinct Gaussian from the near ones, minimizing redundancy without sacrificing quality. Second, we propose a compact and precise attribute representation that efficiently captures both continuity and irregularity among primitives. Additionally, we propose a sub-vector quantization technique for improved irregularity representation, maintaining fast training with a negligible codebook size. Extensive experiments demonstrate that OMG reduces storage requirements by nearly 50% compared to the previous state-of-the-art and enables 600+ FPS rendering while maintaining high rendering quality. Our source code is available at https://maincold2.github.io/omg/.

  • 3 authors
·
Mar 21, 2025 2

GPSToken: Gaussian Parameterized Spatially-adaptive Tokenization for Image Representation and Generation

Effective and efficient tokenization plays an important role in image representation and generation. Conventional methods, constrained by uniform 2D/1D grid tokenization, are inflexible to represent regions with varying shapes and textures and at different locations, limiting their efficacy of feature representation. In this work, we propose GPSToken, a novel Gaussian Parameterized Spatially-adaptive Tokenization framework, to achieve non-uniform image tokenization by leveraging parametric 2D Gaussians to dynamically model the shape, position, and textures of different image regions. We first employ an entropy-driven algorithm to partition the image into texture-homogeneous regions of variable sizes. Then, we parameterize each region as a 2D Gaussian (mean for position, covariance for shape) coupled with texture features. A specialized transformer is trained to optimize the Gaussian parameters, enabling continuous adaptation of position/shape and content-aware feature extraction. During decoding, Gaussian parameterized tokens are reconstructed into 2D feature maps through a differentiable splatting-based renderer, bridging our adaptive tokenization with standard decoders for end-to-end training. GPSToken disentangles spatial layout (Gaussian parameters) from texture features to enable efficient two-stage generation: structural layout synthesis using lightweight networks, followed by structure-conditioned texture generation. Experiments demonstrate the state-of-the-art performance of GPSToken, which achieves rFID and FID scores of 0.65 and 1.50 on image reconstruction and generation tasks using 128 tokens, respectively. Codes and models of GPSToken can be found at https://github.com/xtudbxk/GPSToken{https://github.com/xtudbxk/GPSToken}.

  • 4 authors
·
Sep 1, 2025

Disambiguating 2D-3D Correspondences in Gaussian Splatting-based Feature Fields for Visual Localization

While Gaussian Splatting-based Feature Fields (GSFFs) have shown promise for visual localization, this paper highlights that photometrically optimized GSFFs are inherently not suitable for 2D-3D matching. The volumetric extent of each Gaussian induces many-to-one pixel-to-point mappings that destabilize PnP-based pose estimation, while photometric optimization gives rise to superfluous Gaussians devoid of multi-view consistency. To address these issues, we propose SplitGS-Loc, a GSFFs construction framework for localization, which disambiguates 2D-3D correspondences by exploiting Gaussian attributes. Our key design, Mixture-of-Gaussians-based splitting, decomposes each Gaussian into smaller Gaussians, replacing ambiguous many-to-one with precise one-to-one correspondences. In parallel, we exploit composition weights from GS rasterization to select Gaussians that significantly and consistently contribute across multiple views and aggregate discriminative features through strong pixel-Gaussian associations. The resulting compact yet discriminative feature fields enable stable PnP convergence, achieving competitive performance on localization benchmarks. Extensive experiments validate that SplitGS-Loc extends the utility of photometric GSFFs to accurate and efficient localization by exploiting Gaussian attributes, without per-scene training for feature fields or iterative pose refinement. The code is available at: https://github.com/misoleekr/SplitGS-Loc.

  • 4 authors
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Oct 28

LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors

We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.

  • 3 authors
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Sep 5, 2024

Optimized Minimal 4D Gaussian Splatting

4D Gaussian Splatting has emerged as a new paradigm for dynamic scene representation, enabling real-time rendering of scenes with complex motions. However, it faces a major challenge of storage overhead, as millions of Gaussians are required for high-fidelity reconstruction. While several studies have attempted to alleviate this memory burden, they still face limitations in compression ratio or visual quality. In this work, we present OMG4 (Optimized Minimal 4D Gaussian Splatting), a framework that constructs a compact set of salient Gaussians capable of faithfully representing 4D Gaussian models. Our method progressively prunes Gaussians in three stages: (1) Gaussian Sampling to identify primitives critical to reconstruction fidelity, (2) Gaussian Pruning to remove redundancies, and (3) Gaussian Merging to fuse primitives with similar characteristics. In addition, we integrate implicit appearance compression and generalize Sub-Vector Quantization (SVQ) to 4D representations, further reducing storage while preserving quality. Extensive experiments on standard benchmark datasets demonstrate that OMG4 significantly outperforms recent state-of-the-art methods, reducing model sizes by over 60% while maintaining reconstruction quality. These results position OMG4 as a significant step forward in compact 4D scene representation, opening new possibilities for a wide range of applications. Our source code is available at https://minshirley.github.io/OMG4/.

  • 10 authors
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Oct 4, 2025 2

Multi-Subspace Multi-Modal Modeling for Diffusion Models: Estimation, Convergence and Mixture of Experts

Recently, diffusion models have achieved a great performance with a small dataset of size n and a fast optimization process. However, the estimation error of diffusion models suffers from the curse of dimensionality n^{-1/D} with the data dimension D. Since images are usually a union of low-dimensional manifolds, current works model the data as a union of linear subspaces with Gaussian latent and achieve a 1/n bound. Though this modeling reflects the multi-manifold property, the Gaussian latent can not capture the multi-modal property of the latent manifold. To bridge this gap, we propose the mixture subspace of low-rank mixture of Gaussian (MoLR-MoG) modeling, which models the target data as a union of K linear subspaces, and each subspace admits a mixture of Gaussian latent (n_k modals with dimension d_k). With this modeling, the corresponding score function naturally has a mixture of expert (MoE) structure, captures the multi-modal information, and contains nonlinear property. We first conduct real-world experiments to show that the generation results of MoE-latent MoG NN are much better than MoE-latent Gaussian score. Furthermore, MoE-latent MoG NN achieves a comparable performance with MoE-latent Unet with 10 times parameters. These results indicate that the MoLR-MoG modeling is reasonable and suitable for real-world data. After that, based on such MoE-latent MoG score, we provide a R^4Σ_{k=1^Kn_k}Σ_{k=1^Kn_kd_k}/n estimation error, which escapes the curse of dimensionality by using data structure. Finally, we study the optimization process and prove the convergence guarantee under the MoLR-MoG modeling. Combined with these results, under a setting close to real-world data, this work explains why diffusion models only require a small training sample and enjoy a fast optimization process to achieve a great performance.

  • 5 authors
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Jan 3

Compact 3D Gaussian Representation for Radiance Field

Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.

  • 5 authors
·
Nov 22, 2023

2D Gaussian Splatting with Semantic Alignment for Image Inpainting

Gaussian Splatting (GS), a recent technique for converting discrete points into continuous spatial representations, has shown promising results in 3D scene modeling and 2D image super-resolution. In this paper, we explore its untapped potential for image inpainting, which demands both locally coherent pixel synthesis and globally consistent semantic restoration. We propose the first image inpainting framework based on 2D Gaussian Splatting, which encodes incomplete images into a continuous field of 2D Gaussian splat coefficients and reconstructs the final image via a differentiable rasterization process. The continuous rendering paradigm of GS inherently promotes pixel-level coherence in the inpainted results. To improve efficiency and scalability, we introduce a patch-wise rasterization strategy that reduces memory overhead and accelerates inference. For global semantic consistency, we incorporate features from a pretrained DINO model. We observe that DINO's global features are naturally robust to small missing regions and can be effectively adapted to guide semantic alignment in large-mask scenarios, ensuring that the inpainted content remains contextually consistent with the surrounding scene. Extensive experiments on standard benchmarks demonstrate that our method achieves competitive performance in both quantitative metrics and perceptual quality, establishing a new direction for applying Gaussian Splatting to 2D image processing.

  • 4 authors
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Sep 2, 2025 2

HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting

Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: https://alvinliu0.github.io/projects/HumanGaussian

  • 8 authors
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Nov 28, 2023

Taming 3DGS: High-Quality Radiance Fields with Limited Resources

3D Gaussian Splatting (3DGS) has transformed novel-view synthesis with its fast, interpretable, and high-fidelity rendering. However, its resource requirements limit its usability. Especially on constrained devices, training performance degrades quickly and often cannot complete due to excessive memory consumption of the model. The method converges with an indefinite number of Gaussians -- many of them redundant -- making rendering unnecessarily slow and preventing its usage in downstream tasks that expect fixed-size inputs. To address these issues, we tackle the challenges of training and rendering 3DGS models on a budget. We use a guided, purely constructive densification process that steers densification toward Gaussians that raise the reconstruction quality. Model size continuously increases in a controlled manner towards an exact budget, using score-based densification of Gaussians with training-time priors that measure their contribution. We further address training speed obstacles: following a careful analysis of 3DGS' original pipeline, we derive faster, numerically equivalent solutions for gradient computation and attribute updates, including an alternative parallelization for efficient backpropagation. We also propose quality-preserving approximations where suitable to reduce training time even further. Taken together, these enhancements yield a robust, scalable solution with reduced training times, lower compute and memory requirements, and high quality. Our evaluation shows that in a budgeted setting, we obtain competitive quality metrics with 3DGS while achieving a 4--5x reduction in both model size and training time. With more generous budgets, our measured quality surpasses theirs. These advances open the door for novel-view synthesis in constrained environments, e.g., mobile devices.

  • 6 authors
·
Jun 21, 2024

Learning a distance measure from the information-estimation geometry of data

We introduce the Information-Estimation Metric (IEM), a novel form of distance function derived from an underlying continuous probability density over a domain of signals. The IEM is rooted in a fundamental relationship between information theory and estimation theory, which links the log-probability of a signal with the errors of an optimal denoiser, applied to noisy observations of the signal. In particular, the IEM between a pair of signals is obtained by comparing their denoising error vectors over a range of noise amplitudes. Geometrically, this amounts to comparing the score vector fields of the blurred density around the signals over a range of blur levels. We prove that the IEM is a valid global distance metric and derive a closed-form expression for its local second-order approximation, which yields a Riemannian metric. For Gaussian-distributed signals, the IEM coincides with the Mahalanobis distance. But for more complex distributions, it adapts, both locally and globally, to the geometry of the distribution. In practice, the IEM can be computed using a learned denoiser (analogous to generative diffusion models) and solving a one-dimensional integral. To demonstrate the value of our framework, we learn an IEM on the ImageNet database. Experiments show that this IEM is competitive with or outperforms state-of-the-art supervised image quality metrics in predicting human perceptual judgments.

  • 5 authors
·
Oct 2, 2025

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

  • 9 authors
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Nov 22, 2024 5

MeshGS: Adaptive Mesh-Aligned Gaussian Splatting for High-Quality Rendering

Recently, 3D Gaussian splatting has gained attention for its capability to generate high-fidelity rendering results. At the same time, most applications such as games, animation, and AR/VR use mesh-based representations to represent and render 3D scenes. We propose a novel approach that integrates mesh representation with 3D Gaussian splats to perform high-quality rendering of reconstructed real-world scenes. In particular, we introduce a distance-based Gaussian splatting technique to align the Gaussian splats with the mesh surface and remove redundant Gaussian splats that do not contribute to the rendering. We consider the distance between each Gaussian splat and the mesh surface to distinguish between tightly-bound and loosely-bound Gaussian splats. The tightly-bound splats are flattened and aligned well with the mesh geometry. The loosely-bound Gaussian splats are used to account for the artifacts in reconstructed 3D meshes in terms of rendering. We present a training strategy of binding Gaussian splats to the mesh geometry, and take into account both types of splats. In this context, we introduce several regularization techniques aimed at precisely aligning tightly-bound Gaussian splats with the mesh surface during the training process. We validate the effectiveness of our method on large and unbounded scene from mip-NeRF 360 and Deep Blending datasets. Our method surpasses recent mesh-based neural rendering techniques by achieving a 2dB higher PSNR, and outperforms mesh-based Gaussian splatting methods by 1.3 dB PSNR, particularly on the outdoor mip-NeRF 360 dataset, demonstrating better rendering quality. We provide analyses for each type of Gaussian splat and achieve a reduction in the number of Gaussian splats by 30% compared to the original 3D Gaussian splatting.

  • 5 authors
·
Oct 11, 2024

Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes

3D Gaussian Splatting (3DGS) has emerged as a key rendering pipeline for digital asset creation due to its balance between efficiency and visual quality. To address the issues of unstable pose estimation and scene representation distortion caused by geometric texture inconsistency in large outdoor scenes with weak or repetitive textures, we approach the problem from two aspects: pose estimation and scene representation. For pose estimation, we leverage LiDAR-IMU Odometry to provide prior poses for cameras in large-scale environments. These prior pose constraints are incorporated into COLMAP's triangulation process, with pose optimization performed via bundle adjustment. Ensuring consistency between pixel data association and prior poses helps maintain both robustness and accuracy. For scene representation, we introduce normal vector constraints and effective rank regularization to enforce consistency in the direction and shape of Gaussian primitives. These constraints are jointly optimized with the existing photometric loss to enhance the map quality. We evaluate our approach using both public and self-collected datasets. In terms of pose optimization, our method requires only one-third of the time while maintaining accuracy and robustness across both datasets. In terms of scene representation, the results show that our method significantly outperforms conventional 3DGS pipelines. Notably, on self-collected datasets characterized by weak or repetitive textures, our approach demonstrates enhanced visualization capabilities and achieves superior overall performance. Codes and data will be publicly available at https://github.com/justinyeah/normal_shape.git.

  • 8 authors
·
Nov 9, 2025