yangjiheng/3DGS_and_Beyond_Docs

This is a collective repository for all 3DGS related progresses in research and industry world

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updated Jan 19, 2025

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README

3DGS and Beyond Docs

This is a collection of documents and topics NeRF/3DGS & Beyond channel accumulated, as well as papers in literaure. Since there are lots of papers out there, so we split them into two seperate repositories: NeRF and Beyond Docs and 3DGS and Beyond Docs. Please choose accordingly recarding to your preference.

Some papers we discussed in the group, will be added to the back of the paper with a Notes link. You can follow the link to check whether there is topic you are interested in. If not, welcome to join us and ask the question to the crowd. The mighty community might have your answers.

We are actively maintaining this page trying to stay up-to-date and gather important works in a daily basis. We would also like to put as many notes as possible to some works, trying to make it easier to catch up.

Please feel free to join us on WeChat group or start a discussion topic here.

NeRF/3DGS Book

I have recently published a book with PHEI(Publishing House of Electronics Industry) on NeRF/3DGS. This would not have been possible without the help of the whole 3D vision community. It is now available on jd.com (Checkout here) and it should be suitable as a reference handbook for NeRF/3DGS beginners or engineers in related areas. I sincerely hope the book can be helpful in any perspective.

For those of you who have already purchased the book, all references can be downloaded HERE. If you experience any issue reading the book or have any suggestions to improve it, please contact me through my email address: jiheng.yang@gmail.com, or directly concact me on WeChat: jiheng_yang. I'm looking forward to talk to anyone reaching out to me, thanks in advance.

How to join us

For now, you can join us in the following ways

  • Bilibili Channel where we post near daily updates (primarily) on NeRF.
  • WeChat group, due to the limitation of WeChat group, you can add my personal account: jiheng_yang, and I will add you to the chat groups.
  • If you want to view this from a timeline perspective, please refer to this ProcessOn Diagram
  • If you think something is not correct or you think we could do better in some way, please write to us through all possible channels or drop an issue. All suggestions are appreciated!
  • For other discussed techniques that's related to 3D reconstruction and NeRF, please refer to link, we are constantly trying to add more resource to this document.

NeRF Progresses

For NeRF related progress, you can refer to NeRF and Beyond Docs

Table of Content

3DGS Original Paper

:fire:3D Gaussian Splatting for Real-Time Radiance Field Rendering
Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis
ACM ToG 2023, 8 August, 2023

Abstract The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.

[arXiv] [Project] [Github]

3DGS Surveys

A Survey on 3D Gaussian Splatting
Guikun Chen, Wenguan Wang
arXiv preprint, 8 Jan 2024
[arXiv]

3D Gaussian as a New Vision Era: A Survey
Ben Fei, Jingyi Xu, Rui Zhang, Qingyuan Zhou, Weidong Yang, Ying He
arXiv preprint, 11 Feb 2024
[arXiv]

:fire:Recent Advances in 3D Gaussian Splatting
Tong Wu, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang, Yan-Pei Cao, Ling-Qi Yan, Lin Gao
arXiv preprint, 17 Mar 2024

Abstract The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.

[arXiv]

Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review
Anurag Dalal, Daniel Hagen, Kjell G. Robbersmyr, Kristian Muri Knausgård
arXiv preprint, 6 May 2024
[arXiv]

Survey on Fundamental Deep Learning 3D Reconstruction Techniques
Yonge Bai, LikHang Wong, TszYin Twan
arXiv preprint, 11 Jul 2024
[arXiv]

3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities
Yanqi Bao, Tianyu Ding, Jing Huo, Yaoli Liu, Yuxin Li, Wenbin Li, Yang Gao, Jiebo Luo
arXiv preprint, 24 Jul 2024
[arXiv]

3D Representation Methods: A Survey
Zhengren Wang
arXiv preprint, 9 Oct 2024
[arXiv]

3DGS Frameworks

:fire:GauStudio: A Modular Framework for 3D Gaussian Splatting and Beyond
Chongjie Ye, Yinyu Nie, Jiahao Chang, Yuantao Chen, Yihao Zhi, Xiaoguang Han
arXiv preprint, 28 Mar 2024

Abstract We present GauStudio, a novel modular framework for modeling 3D Gaussian Splatting (3DGS) to provide standardized, plug-and-play components for users to easily customize and implement a 3DGS pipeline. Supported by our framework, we propose a hybrid Gaussian representation with foreground and skyball background models. Experiments demonstrate this representation reduces artifacts in unbounded outdoor scenes and improves novel view synthesis. Finally, we propose Gaussian Splatting Surface Reconstruction (GauS), a novel render-then-fuse approach for high-fidelity mesh reconstruction from 3DGS inputs without fine-tuning. Overall, our GauStudio framework, hybrid representation, and GauS approach enhance 3DGS modeling and rendering capabilities, enabling higher-quality novel view synthesis and surface reconstruction.

[arXiv] [Code]

gsplat: An Open-Source Library for Gaussian Splatting
Vickie Ye, Ruilong Li, Justin Kerr, Matias Turkulainen, Brent Yi, Zhuoyang Pan, Otto Seiskari, Jianbo Ye, Jeffrey Hu, Matthew Tancik, Angjoo Kanazawa
arXiv preprint, 10 Sep 2024
[arXiv]

SuperSplat - 3D Gaussian Splat Editor
PlayCanvas
[Code]

3DGS Profiling

NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods
Jonas Kulhanek, Torsten Sattler
arXiv preprint, 25 Jun 2024
[arXiv] [Project]

3DGS Distributed Training

RetinaGS: Scalable Training for Dense Scene Rendering with Billion-Scale 3D Gaussians
Bingling Li, Shengyi Chen, Luchao Wang, Kaimin He, Sijie Yan, Yuanjun Xiong
arXiv preprint, 17 Jun 2024
[arXiv]

On Scaling Up 3D Gaussian Splatting Training
Hexu Zhao, Haoyang Weng, Daohan Lu, Ang Li, Jinyang Li, Aurojit Panda, Saining Xie
arXiv preprint, 26 Jun 2024
[arXiv] [Project] [Code]

3DGS Quality Enhancement

:fire:Mip-Splatting: Alias-free 3D Gaussian Splatting
Zehao Yu, Anpei Chen, Binbin Huang, Torsten Sattler, Andreas Geiger
arXiv preprint, 27 Nov 2023

Abstract Recently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, \eg, by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.

[arXiv] [Project]

Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering
Zhiwen Yan, Weng Fei Low, Yu Chen, Gim Hee Lee
arXiv preprint, 28 Nov 2023
[arXiv] [Project] [Code] [Video]

:fire:Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering
Tao Lu, Mulin Yu, Linning Xu, Yuanbo Xiangli, Limin Wang, Dahua Lin, Bo Dai
arXiv preprint, 30 Nov 2023

Abstract Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.

[arXiv] [Project]

Gaussian Splitting Algorithm with Color and Opacity Depended on Viewing Direction
Dawid Malarz, Weronika Smolak, Jacek Tabor, Sławomir Tadeja, Przemysław Spurek
arXiv preprint, 21 Dec 2023
[arXiv]

:fire:TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
Linus Franke, Darius Rückert, Laura Fink, Marc Stamminger
Eurographics 2024, 11 Jan 2024

Abstract Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [Rückert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage. The project page is located at: this https URL

[arXiv] [Project] [Code] [Video]

On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy
Letian Huang, Jiayang Bai, Jie Guo, Yanwen Guo
ECCV 2024, 1 Feb 2024
[arXiv] [Project] [Code]

FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization
Jiahui Zhang, Fangneng Zhan, Muyu Xu, Shijian Lu, Eric Xing
CVPR 2024, 11 Mar 2024
[arXiv] [Project]

:fire:Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
Zhihao Liang, Qi Zhang, Wenbo Hu, Ying Feng, Lei Zhu, Kui Jia
ECCV 2024, 16 Mar 2024

Abstract The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.

[arXiv] [Project] [Code]

:fire:Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians
Guangchi Fang, Bing Wang
ECCV 2024, 21 Mar 2024

Abstract In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through intersection preserving and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our Mini-Splatting integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works. \href{this https URL}{Code is available}.

[arXiv] [Code]

:fire:Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting
Zheng Zhang, Wenbo Hu, Yixing Lao, Tong He, Hengshuang Zhao
ECCV 2024, 22 Mar 2024

Abstract 3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results while advancing real-time rendering performance. However, it relies heavily on the quality of the initial point cloud, resulting in blurring and needle-like artifacts in areas with insufficient initializing points. This is mainly attributed to the point cloud growth condition in 3DGS that only considers the average gradient magnitude of points from observable views, thereby failing to grow for large Gaussians that are observable for many viewpoints while many of them are only covered in the boundaries. To this end, we propose a novel method, named Pixel-GS, to take into account the number of pixels covered by the Gaussian in each view during the computation of the growth condition. We regard the covered pixel numbers as the weights to dynamically average the gradients from different views, such that the growth of large Gaussians can be prompted. As a result, points within the areas with insufficient initializing points can be grown more effectively, leading to a more accurate and detailed reconstruction. In addition, we propose a simple yet effective strategy to scale the gradient field according to the distance to the camera, to suppress the growth of floaters near the camera. Extensive experiments both qualitatively and quantitatively demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time rendering speed, on the challenging Mip-NeRF 360 and Tanks & Temples datasets.

[arXiv] [Project] [Code]

:fire:SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing
Xiaowei Song, Jv Zheng, Shiran Yuan, Huan-ang Gao, Jingwei Zhao, Xiang He, Weihao Gu, Hao Zhao
arXiv preprint, 28 Mar 2024

Abstract In this paper, we present a Scale-adaptive method for Anti-aliasing Gaussian Splatting (SA-GS). While the state-of-the-art method Mip-Splatting needs modifying the training procedure of Gaussian splatting, our method functions at test-time and is training-free. Specifically, SA-GS can be applied to any pretrained Gaussian splatting field as a plugin to significantly improve the field's anti-alising performance. The core technique is to apply 2D scale-adaptive filters to each Gaussian during test time. As pointed out by Mip-Splatting, observing Gaussians at different frequencies leads to mismatches between the Gaussian scales during training and testing. Mip-Splatting resolves this issue using 3D smoothing and 2D Mip filters, which are unfortunately not aware of testing frequency. In this work, we show that a 2D scale-adaptive filter that is informed of testing frequency can effectively match the Gaussian scale, thus making the Gaussian primitive distribution remain consistent across different testing frequencies. When scale inconsistency is eliminated, sampling rates smaller than the scene frequency result in conventional jaggedness, and we propose to integrate the projected 2D Gaussian within each pixel during testing. This integration is actually a limiting case of super-sampling, which significantly improves anti-aliasing performance over vanilla Gaussian Splatting. Through extensive experiments using various settings and both bounded and unbounded scenes, we show SA-GS performs comparably with or better than Mip-Splatting. Note that super-sampling and integration are only effective when our scale-adaptive filtering is activated. Our codes, data and models are available at this https URL.

[arXiv] [Project] [Code]

Robust Gaussian Splatting
François Darmon, Lorenzo Porzi, Samuel Rota-Bulò, Peter Kontschieder
arXiv preprint, 5 Apr 2024
[arXiv]

Revising Densification in Gaussian Splatting
Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder
arXiv preprint, 9 Apr 2024
[arXiv]

EGGS: Edge Guided Gaussian Splatting for Radiance Fields
Yuanhao Gong
arXiv preprint, 14 Apr 2024
[arXiv]

:fire:3D Gaussian Splatting as Markov Chain Monte Carlo
Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Weiwei Sun, Jeff Tseng, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, Kwang Moo Yi
arXiv preprint, 15 Apr 2024

Abstract While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.

[arXiv] [Project] [Code]

AbsGS: Recovering Fine Details for 3D Gaussian Splatting
Zongxin Ye, Wenyu Li, Sidun Liu, Peng Qiao, Yong Dou
arXiv preprint, 16 Apr 2024
[arXiv] [Project] [Code]

Gaussian Splatting Decoder for 3D-aware Generative Adversarial Networks
Florian Barthel, Arian Beckmann, Wieland Morgenstern, Anna Hilsmann, Peter Eisert
CVPRW 2024, 16 Apr 2024
[arXiv]

Does Gaussian Splatting need SFM Initialization?
Yalda Foroutan, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi
arXiv preprint, 18 Apr 2024
[arXiv] [Project]

Bootstrap 3D Reconstructed Scenes from 3D Gaussian Splatting
Yifei Gao, Jie Ou, Lei Wang, Jun Cheng
arXiv preprint, 29 Apr 2024
[arXiv]

Feature Splatting for Better Novel View Synthesis with Low Overlap
T. Berriel Martins, Javier Civera
arXiv preprint, 24 May 2024
[arXiv] [Code]

NegGS: Negative Gaussian Splatting
Artur Kasymov, Bartosz Czekaj, Marcin Mazur, Przemysław Spurek
arXiv preprint, 28 May 2024
[arXiv]

3D-HGS: 3D Half-Gaussian Splatting
Haolin Li, Jinyang Liu, Mario Sznaier, Octavia Camps
arXiv preprint, 4 Jun 2024
[arXiv]

Gaussian Splatting with Localized Points Management
Haosen Yang, Chenhao Zhang, Wenqing Wang, Marco Volino, Adrian Hilton, Li Zhang, Xiatian Zhu
arXiv preprint, 6 Jun 2024
[arXiv] [Code]

Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting
Junha Hyung, Susung Hong, Sungwon Hwang, Jaeseong Lee, Jaegul Choo, Jin-Hwa Kim
arXiv preprint, 17 Jun 2024
[arXiv] [Project]

Taming 3DGS: High-Quality Radiance Fields with Limited Resources
Saswat Subhajyoti Mallick, Rahul Goel, Bernhard Kerbl, Francisco Vicente Carrasco, Markus Steinberger, Fernando De La Torre
arXiv preprint, 21 Jun 2024
[arXiv]

SpotlessSplats: Ignoring Distractors in 3D Gaussian Splatting
Sara Sabour, Lily Goli, George Kopanas, Mark Matthews, Dmitry Lagun, Leonidas Guibas, Alec Jacobson, David J. Fleet, Andrea Tagliasacchi
arXiv preprint, 28 Jun 2024
[arXiv]

Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity
Zhentao Huang, Minglun Gong
arXiv preprint, 13 Jul 2024
[arXiv]

Splatfacto-W: A Nerfstudio Implementation of Gaussian Splatting for Unconstrained Photo Collections
Congrong Xu, Justin Kerr, Angjoo Kanazawa
arXiv preprint, 17 Jul 2024
[arXiv] [Code]

MVG-Splatting: Multi-View Guided Gaussian Splatting with Adaptive Quantile-Based Geometric Consistency Densification
Zhuoxiao Li, Shanliang Yao, Yijie Chu, Angel F. Garcia-Fernandez, Yong Yue, Eng Gee Lim, Xiaohui Zhu
arXiv preprint, 16 Jul 2024
[arXiv] [Project]

3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting
Zhe Jun Tang, Tat-Jen Cham
ECCV 2024, 7 Aug 2024
[arXiv]

Mipmap-GS: Let Gaussians Deform with Scale-specific Mipmap for Anti-aliasing Rendering
Jiameng Li, Yue Shi, Jiezhang Cao, Bingbing Ni, Wenjun Zhang, Kai Zhang, Luc Van Gool
arXiv preprint, 12 Aug 2024
[arXiv]

FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering
Yunji Seo, Young Sun Choi, Hyun Seung Son, Youngjung Uh
arXiv preprint, 23 Aug 2024
[arXiv] [Project] [Code]

Robust 3D Gaussian Splatting for Novel View Synthesis in Presence of Distractors
Paul Ungermann, Armin Ettenhofer, Matthias Nießner, Barbara Roessle
GCPR 2024, 21 Aug 2024
[arXiv] [Project] [Video] [Code]

Implicit Gaussian Splatting with Efficient Multi-Level Tri-Plane Representation
Minye Wu, Tinne Tuytelaars
arXiv preprint, 19 Aug 2024
[arXiv]

Correspondence-Guided SfM-Free 3D Gaussian Splatting for NVS
Wei Sun, Xiaosong Zhang, Fang Wan, Yanzhao Zhou, Yuan Li, Qixiang Ye, Jianbin Jiao
arXiv preprint, 16 Aug 2024
[arXiv]

Sources of Uncertainty in 3D Scene Reconstruction
Marcus Klasson, Riccardo Mereu, Juho Kannala, Arno Solin
ECCV 2024, 10 Sep 2024
[arXiv] [Project] [Code]

Spectral-GS: Taming 3D Gaussian Splatting with Spectral Entropy
Letian Huang, Jie Guo, Jialin Dan, Ruoyu Fu, Shujie Wang, Yuanqi Li, Yanwen Guo
arXiv preprint, 19 Sep 2024
[arXiv]

GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling
Victor Rong, Jingxiang Chen, Sherwin Bahmani, Kiriakos N. Kutulakos, David B. Lindell
arXiv preprint, 19 Sep 2024
[arXiv] [Project]

Frequency-based View Selection in Gaussian Splatting Reconstruction
Monica M.Q. Li, Pierre-Yves Lajoie, Giovanni Beltrame
arXiv preprint, 24 Sep 2024
[arXiv]

MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis
Xiaobiao Du, Yida Wang, Xin Yu
arXiv preprint, 2 Oct 2024
[arXiv] [Project] [Code]

6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
Zhongpai Gao, Benjamin Planche, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Ziyan Wu
arXiv preprint, 7 Oct 2024
[arXiv] [Project]

PH-Dropout: Prctical Epistemic Uncertainty Quantification for View Synthesis
Chuanhao Sun, Thanos Triantafyllou, Anthos Makris, Maja Drmač, Kai Xu, Luo Mai, Mahesh K. Marina
arXiv preprint, 7 Oct 2024
[arXiv]

Variational Bayes Gaussian Splatting
Toon Van de Maele, Ozan Catal, Alexander Tschantz, Christopher L. Buckley, Tim Verbelen
arXiv preprint, 4 Oct 2024
[arXiv]

VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points
Linus Franke, Laura Fink, Marc Stamminger
arXiv preprint, 23 Oct 2024
[arXiv] [Project]

ODGS: 3D Scene Reconstruction from Omnidirectional Images with 3D Gaussian Splattings
Suyoung Lee, Jaeyoung Chung, Jaeyoo Huh, Kyoung Mu Lee
arXiv preprint, 28 Oct 2024
[arXiv] [Code]

Projecting Gaussian Ellipsoids While Avoiding Affine Projection Approximation
Han Qi, Tao Cai, Xiyue Han
arXiv preprint, 12 Nov 2024
[arXiv]

SplatFormer: Point Transformer for Robust 3D Gaussian Splatting
Yutong Chen, Marko Mihajlovic, Xiyi Chen, Yiming Wang, Sergey Prokudin, Siyu Tang
arXiv preprint, 10 Nov 2024
[arXiv] [Project] [Code]

BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis
David Svitov, Pietro Morerio, Lourdes Agapito, Alessio Del Bue
arXiv preprint, 13 Nov 2024
[arXiv] [Project] [Video] [Code]

Mini-Splatting2: Building 360 Scenes within Minutes via Aggressive Gaussian Densification
Guangchi Fang, Bing Wang
19 Nov 2024
[arXiv]

Beyond Gaussians: Fast and High-Fidelity 3D Splatting with Linear Kernels
Haodong Chen, Runnan Chen, Qiang Qu, Zhaoqing Wang, Tongliang Liu, Xiaoming Chen, Yuk Ying Chung
19 Nov 2024
[arXiv] [Project]

Textured Gaussians for Enhanced 3D Scene Appearance Modeling
Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang, Johannes Kopf, Gordon Wetzstein, Changil Kim
27 Nov 2024
[arXiv] [Project]

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
Jan Held, Renaud Vandeghen, Abdullah Hamdi, Adrien Deliege, Anthony Cioppa, Silvio Giancola, Andrea Vedaldi, Bernard Ghanem, Marc Van Droogenbroeck
22 Nov 2024
[arXiv] [Project] [Video] [Code]

Deformable Radial Kernel Splatting
Yi-Hua Huang, Ming-Xian Lin, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, Xiaojuan Qi
16 Dec 2024
[arXiv]

Pushing Rendering Boundaries: Hard Gaussian Splatting
Qingshan Xu, Jiequan Cui, Xuanyu Yi, Yuxuan Wang, Yuan Zhou, Yew-Soon Ong, Hanwang Zhang
6 Dec 2024
[arXiv]

ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery
Yanzhe Lyu, Kai Cheng, Xin Kang, Xuejin Chen
10 Dec 2024
[arXiv]

GS-ProCams: Gaussian Splatting-based Projector-Camera Systems
Qingyue Deng, Jijiang Li, Haibin Ling, Bingyao Huang
16 Dec 2024
[arXiv]

GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting
Hanqing Jiang, Xiaojun Xiang, Han Sun, Hongjie Li, Liyang Zhou, Xiaoyu Zhang, Guofeng Zhang
22 Dec 2024
[arXiv]

Topology-Aware 3D Gaussian Splatting: Leveraging Persistent Homology for Optimized Structural Integrity
Tianqi Shen, Shaohua Liu, Jiaqi Feng, Ziye Ma, Ning An
21 Dec 2024
[arXiv]

EasySplat: View - Adaptive Learning makes 3D Gaussian Splatting Easy
Ao Gao, Luosong Guo, Tao Chen, Zhao Wang, Ying Tai, Jian Yang, Zhenyu Zhang
2 Jan 2025
[arXiv]

3DGS Quality Assessment

Evaluating Human Perception of Novel View Synthesis: Subjective Quality Assessment of GaussianSplatting and NeRF in Dynamic Scenes
Yuhang Zhang, Joshua Maraval, Zhengyu Zhang, Nicolas Ramin, Shishun Tian, Lu Zhang
13 Jan 2025
[arXiv]

NVS-SQA: Exploring Self-Supervised Quality Representation Learning for Neurally Synthesized Scenes without References
Qiang Qu, Yiran Shen, Xiaoming Chen, Yuk Ying Chung, Weidong Cai, Tongliang Liu
11 Jan 2025
[arXiv]

3DGS with Lower Memory Footprint

:fire:Spectrally Pruned Gaussian Fields with Neural Compensation
Runyi Yang, Zhenxin Zhu, Zhou Jiang, Baijun Ye, Xiaoxue Chen, Yifei Zhang, Yuantao Chen, Jian Zhao, Hao Zhao
arXiv preprint, 1 May 2024

Abstract Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at this https URL.

[arXiv] [Project] [Code]

PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting
Alex Hanson, Allen Tu, Vasu Singla, Mayuka Jayawardhana, Matthias Zwicker, Tom Goldstein
arXiv preprint, 14 Jun 2024
[arXiv]

Object-Centric 2D GaussianSplatting: Background Removal and Occlusion-Aware Pruning for Compact Object Models
Marcel Rogge, Didier Stricker
ICPRAM 2025, 14 Jan 2025
[arXiv]

MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting
Sangwoon Kwak, Joonsoo Kim, Jun Young Jeong, Won-Sik Cheong, Jihyong Oh, Munchurl Kim
7 Jan 2025
[arXiv] [Project] [Video]

3DGS with Ray Tracing

Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
Jorge Condor, Sebastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrian Jarabo
arXiv preprint, 24 May 2024
[arXiv]

Unified Gaussian Primitives for Scene Representation and Rendering
Yang Zhou, Songyin Wu, Ling-Qi Yan
arXiv preprint, 14 Jun 2024
[arXiv]

3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Nicolas Moenne-Loccoz, Ashkan Mirzaei, Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, Zan Gojcic
arXiv preprint, 9 Jul 2024
[arXiv]

RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis
Hugo Blanc, Jean-Emmanuel Deschaud, Alexis Paljic
arXiv preprint, 6 Aug 2024
[arXiv] [Project]

:fire:EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
Alexander Mai, Peter Hedman, George Kopanas, Dor Verbin, David Futschik, Qiangeng Xu, Falko Kuester, Jon Barron, Yinda Zhang
arXiv preprint, 2 Oct 2024

Abstract We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of ∼30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.

[arXiv] [Project] [Video]

3DGS Acceleration

EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS
Sharath Girish, Kamal Gupta, Abhinav Shrivastava
arXiv preprint, 7 Dec, 2023
[arXiv] [Project] [Code]

:fire:StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering
Lukas Radl, Michael Steiner, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus Steinberger
SIGGRAPH 2024, 1 Feb 2024

Abstract Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single view-space depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements.

[arXiv] [Project] [Code] [Video]

GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering
Abdullah Hamdi, Luke Melas-Kyriazi, Guocheng Qian, Jinjie Mai, Ruoshi Liu, Carl Vondrick, Bernard Ghanem, Andrea Vedaldi
CVPR 2024, 15 Feb 2024
[arXiv] [Project] [Code] [Video]

OmniGS: Omnidirectional Gaussian Splatting for Fast Radiance Field Reconstruction using Omnidirectional Images
Longwei Li, Huajian Huang, Sai-Kit Yeung, Hui Cheng
arXiv preprint, 4 Apr 2024
[arXiv]

Hash3D: Training-free Acceleration for 3D Generation
Xingyi Yang, Xinchao Wang
arXiv preprint, 9 Apr 2024
[arXiv] [Project] [Code]

I3DGS: Improve 3D Gaussian Splatting from Multiple Dimensions
Jinwei Lin
arXiv preprint, 10 May 2024
[arXiv]

RTGS: Enabling Real-TimeGaussianSplatting on Mobile Devices Using Efficiency-Guided Pruning and Foveated Rendering
Weikai Lin, Yu Feng, Yuhao Zhu
arXiv preprint, 29 Jun 2024
[arXiv] [Code]

3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt
Lukas Höllein, Aljaž Božič, Michael Zollhöfer, Matthias Nießner
arXiv preprint, 19 Sep 2024
[arXiv] [Project] [Video] [Code]

Low Latency Point Cloud Rendering with Learned Splatting
Yueyu Hu, Ran Gong, Qi Sun, Yao Wang
CVPR 2024 Workshop on AIS, 24 Sep 2024
[arXiv] [Code]

Sort-free Gaussian Splatting via Weighted Sum Rendering
Qiqi Hou, Randall Rauwendaal, Zifeng Li, Hoang Le, Farzad Farhadzadeh, Fatih Porikli, Alexei Bourd, Amir Said
arXiv preprint, 24 Oct 2024
[arXiv]

Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives
Alex Hanson, Allen Tu, Geng Lin, Vasu Singla, Matthias Zwicker, Tom Goldstein
30 Nov 2024
[arXiv]

Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
Cheng Sun, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang
5 Dec 2024
[arXiv]

Volumetrically Consistent 3D Gaussian Rasterization
Chinmay Talegaonkar, Yash Belhe, Ravi Ramamoorthi, Nicholas Antipa
4 Dec 2024
[arXiv]

Faster and Better 3D Splatting via Group Training
Chengbo Wang, Guozheng Ma, Yifei Xue, Yizhen Lao
10 Dec 2024
[arXiv]

Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields
Tao Lu, Ankit Dhiman, R Srinath, Emre Arslan, Angela Xing, Yuanbo Xiangli, R Venkatesh Babu, Srinath Sridhar
18 Dec 2024
[arXiv]

Balanced 3DGS: Gaussian-wise Parallelism Rendering with Fine-Grained Tiling
Hao Gui, Lin Hu, Rui Chen, Mingxiao Huang, Yuxin Yin, Jin Yang, Yong Wu
23 Dec 2024
[arXiv]

SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians
Yiwen Wang, Siyuan Chen, Ran Yi
31 Dec 2024
[arXiv]

3DGS Geometry Reconstruction

SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering
Antoine Guédon, Vincent Lepetit
arXiv preprint, 21 Nov 2023
[arXiv] [Project]

NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance
Hanlin Chen, Chen Li, Gim Hee Lee
arXiv preprint, 1 Dec, 2023
[arXiv]

AtomGS: Atomizing Gaussian Splatting for High-Fidelity Radiance Field
Rong Liu, Rui Xu, Yue Hu, Meida Chen, Andrew Feng
BMVC 2024, 20 May 2024
[arXiv] [Project] [Code] [Video]

:fire:2D Gaussian Splatting for Geometrically Accurate Radiance Fields
Binbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger, Shenghua Gao
SIGGRAPH 2024, 26 Mar 2024

Abstract 3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-correct 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering.

[arXiv] [Project] [Code] [Video]

GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction
Mulin Yu, Tao Lu, Linning Xu, Lihan Jiang, Yuanbo Xiangli, Bo Dai
arXiv preprint, 25 Mar 2024
[arXiv] [Project] [Code]

Modeling uncertainty for Gaussian Splatting
Luca Savant, Diego Valsesia, Enrico Magli
arXiv preprint, 27 Mar 2024
[arXiv]

Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
Yaniv Wolf, Amit Bracha, Ron Kimmel
arXiv preprint, 2 Apr 2024
[arXiv] [Project]

Gaussian Opacity Fields: Efficient and Compact Surface Reconstruction in Unbounded Scenes
Zehao Yu, Torsten Sattler, Andreas Geiger
arXiv preprint, 16 Apr 2024
[arXiv] [Project] [Code]

Dynamic Gaussians Mesh: Consistent Mesh Reconstruction from Monocular Videos
Isabella Liu, Hao Su, Xiaolong Wang
arXiv preprint, 18 Apr 2024
[arXiv] [Project]

Direct Learning of Mesh and Appearance via 3D Gaussian Splatting
Ancheng Lin, Jun Li
arXiv preprint, 11 May 2024
[arXiv]

TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes
Minghao Guo, Bohan Wang, Kaiming He, Wojciech Matusik
arXiv preprint, 30 May 2024
[arXiv]

Tetrahedron Splatting for 3D Generation
Chun Gu, Zeyu Yang, Zijie Pan, Xiatian Zhu, Li Zhang
arXiv preprint, 3 Jun 2024
[arXiv] [Code]

RaDe-GS: Rasterizing Depth in Gaussian Splatting
Baowen Zhang, Chuan Fang, Rakesh Shrestha, Yixun Liang, Xiaoxiao Long, Ping Tan
arXiv preprint, 3 Jun 2024
[arXiv]

Trim 3D Gaussian Splatting for Accurate Geometry Representation
Lue Fan, Yuxue Yang, Minxing Li, Hongsheng Li, Zhaoxiang Zhang
arXiv preprint, 11 Jun 2024
[arXiv] [Project] [Code]

:fire:PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction
Danpeng Chen, Hai Li, Weicai Ye, Yifan Wang, Weijian Xie, Shangjin Zhai, Nan Wang, Haomin Liu, Hujun Bao, Guofeng Zhang
arXiv prepreint, 10 Jun 2024

Abstract Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that our method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods.

[arXiv] [Project] [Code]

VCR-GauS: View Consistent Depth-Normal Regularizer for Gaussian Surface Reconstruction
Hanlin Chen, Fangyin Wei, Chen Li, Tianxin Huang, Yunsong Wang, Gim Hee Lee
arXiv preprint, 9 Jun 2024
[arXiv]

Projecting Radiance Fields to Mesh Surfaces
Adrian Xuan Wei Lim, Lynnette Hui Xian Ng, Nicholas Kyger, Tomo Michigami, Faraz Baghernezhad
SIGGRAPH Poster 2024, 17 Jun 2024
[arXiv]

GS-Octree: Octree-based 3D Gaussian Splatting for Robust Object-level 3D Reconstruction Under Strong Lighting
Jiaze Li, Zhengyu Wen, Luo Zhang, Jiangbei Hu, Fei Hou, Zhebin Zhang, Ying He
arXiv preprint, 26 Jun 2024
[arXiv]

2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Reconstruction
Ruihan Yu, Tianyu Huang, Jingwang Ling, Feng Xu
arXiv preprint, 30 Aug 2024
[arXiv]

Spurfies: Sparse Surface Reconstruction using Local Geometry Priors
Kevin Raj, Christopher Wewer, Raza Yunus, Eddy Ilg, Jan Eric Lenssen
arXiv preprint, 29 Aug 2024
[arXiv] [Project]

Spiking GS: Towards High-Accuracy and Low-Cost Surface Reconstruction via Spiking Neuron-based Gaussian Splatting
Weixing Zhang, Zongrui Li, De Ma, Huajin Tang, Xudong Jiang, Qian Zheng, Gang Pan
arXiv preprint, 9 Oct 2024
[arXiv] [Code]

Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering
Meng Wei, Qianyi Wu, Jianmin Zheng, Hamid Rezatofighi, Jianfei Cai
NeurIPS 2024, 27 Oct 2024
[arXiv]

:fire:GVKF: Gaussian Voxel Kernel Functions for Highly Efficient Surface Reconstruction in Open Scenes
Gaochao Song, Chong Cheng, Hao Wang
NeurIPS 2024, 4 Nov 2024

Abstract In this paper we present a novel method for efficient and effective 3D surface reconstruction in open scenes. Existing Neural Radiance Fields (NeRF) based works typically require extensive training and rendering time due to the adopted implicit representations. In contrast, 3D Gaussian splatting (3DGS) uses an explicit and discrete representation, hence the reconstructed surface is built by the huge number of Gaussian primitives, which leads to excessive memory consumption and rough surface details in sparse Gaussian areas. To address these issues, we propose Gaussian Voxel Kernel Functions (GVKF), which establish a continuous scene representation based on discrete 3DGS through kernel regression. The GVKF integrates fast 3DGS rasterization and highly effective scene implicit representations, achieving high-fidelity open scene surface reconstruction. Experiments on challenging scene datasets demonstrate the efficiency and effectiveness of our proposed GVKF, featuring with high reconstruction quality, real-time rendering speed, significant savings in storage and training memory consumption.

[arXiv]

DyGASR: Dynamic Generalized Exponential Splatting with Surface Alignment for Accelerated 3D Mesh Reconstruction
Shengchao Zhao, Yundong Li
arXiv preprint, 14 Nov 2024
[arXiv]

Quadratic Gaussian Splatting for Efficient and Detailed Surface Reconstruction
Ziyu Zhang, Binbin Huang, Hanqing Jiang, Liyang Zhou, Xiaojun Xiang, Shunhan Shen
25 Nov 2024
[arXiv]

Geometry Field Splatting with Gaussian Surfels
Kaiwen Jiang, Venkataram Sivaram, Cheng Peng, Ravi Ramamoorthi
26 Nov 2024
[arXiv]

G2SDF: Surface Reconstruction from Explicit Gaussians with Implicit SDFs
Kunyi Li, Michael Niemeyer, Zeyu Chen, Nassir Navab, Federico Tombari
25 Nov 2024
[arXiv]

GSurf: 3D Reconstruction via Signed Distance Fields with Direct Gaussian Supervision
Xu Baixin, Hu Jiangbei, Li Jiaze, He Ying
24 Nov 2024
[arXiv] [Code]

SplatSDF: Boosting Neural Implicit SDF via Gaussian Splatting Fusion
Runfa Blark Li, Keito Suzuki, Bang Du, Ki Myung Brian Le, Nikolay Atanasov, Truong Nguyen
23 Nov 2024
[arXiv]

HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering
Yunzhou Song, Heguang Lin, Jiahui Lei, Lingjie Liu, Kostas Daniilidis
2 Dec 2024
[arXiv] [Project] [[Code])(https://github.com/TimSong412/HDGS)]

Ref-GS: Directional Factorization for 2D Gaussian Splatting
Youjia Zhang, Anpei Chen, Yumin Wan, Zikai Song, Junqing Yu, Yawei Luo, Wei Yang
1 Dec 2024
[arXiv] [Project]

GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction
Jiepeng Wang, Yuan Liu, Peng Wang, Cheng Lin, Junhui Hou, Xin Li, Taku Komura, Wenping Wang
29 Nov 2024
[arXiv] [Project] [Code]

3D Gaussian Splatting with Normal Information for Mesh Extraction and Improved Rendering
Meenakshi Krishnan, Liam Fowl, Ramani Duraiswami
ICASSP, 14 Jan 2025
[arXiv]

Gaussian Building Mesh (GBM): Extract a Building's 3D Mesh with Google Earth and Gaussian Splatting
Kyle Gao, Liangzhi Li, Hongjie He, Dening Lu, Linlin Xu, Jonathan Li
31 Dec 2024
[arXiv]

3DGS+Mesh For Reconstruction

Integrating Meshes and 3D Gaussians for Indoor Scene Reconstruction with SAM Mask Guidance
Jiyeop Kim, Jongwoo Lim
arXiv preprint, 23 Jul 2024
[arXiv]

Enhancement of 3D Gaussian Splatting using Raw Mesh for Photorealistic Recreation of Architectures
Ruizhe Wang, Chunliang Hua, Tomakayev Shingys, Mengyuan Niu, Qingxin Yang, Lizhong Gao, Yi Zheng, Junyan Yang, Qiao Wang
arXiv preprint, 22 Jul 2024
[arXiv]

3DGS Based Dynamic Scene

Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
Jonathon Luiten, Georgios Kopanas, Bastian Leibe, Deva Ramanan
arXiv preprint, 18 Aug 2023
[arXiv] [Project] [Github]

:fire:Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, Xiaogang Jin
arXiv preprint, 22 Sep 2023

Abstract Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.

[arXiv]

4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, Xinggang Wang
arXiv preprint, 12 Oct 2023
[arXiv] [Project] [Github]

Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Zeyu Yang, Hongye Yang, Zijie Pan, Xiatian Zhu, Li Zhang
arXiv preprint, 16 Oct 2023
[arXiv]

Neural Parametric Gaussians for Monocular Non-Rigid Object Reconstruction
Devikalyan Das, Christopher Wewer, Raza Yunus, Eddy Ilg, Jan Eric Lenssen
arXiv preprint, 2 Dec 2023
[arXiv]

Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle
Youtian Lin, Zuozhuo Dai, Siyu Zhu, Yao Yao
arXiv preprint, 6 Dec 2023
[arXiv]

CoGS: Controllable Gaussian Splatting
Heng Yu, Joel Julin, Zoltán Á. Milacski, Koichiro Niinuma, László A. Jeni
CVPR 2024, 9 Dec 2023
[arXiv]

GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
Yiqing Liang, Numair Khan, Zhengqin Li, Thu Nguyen-Phuoc, Douglas Lanman, James Tompkin, Lei Xiao
arXiv preprint, 18 Dec 2023
[arXiv] [Project]

:fire:SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
Yi-Hua Huang, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, Xiaojuan Qi
CVPR 2024, 4 Dec 2023

Abstract Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: this https URL

[arXiv] [Project] [Code] [Video]

Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
Zhan Li, Zhang Chen, Zhong Li, Yi Xu
CVPR 2024, 28 Dec 2023
[arXiv] [Project] [Code] [Video]

4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes
Yuanxing Duan, Fangyin Wei, Qiyu Dai, Yuhang He, Wenzheng Chen, Baoquan Chen
arXiv preprint, 5 Feb 2024
[arXiv] [Code]

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Lin Gao, Jie Yang, Bo-Tao Zhang, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu, Yu-Kun Lai
arXiv preprint, 7 Feb 2024
[arXiv]

GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation
Quankai Gao, Qiangeng Xu, Zhe Cao, Ben Mildenhall, Wenchao Ma, Le Chen, Danhang Tang, Ulrich Neumann
arXiv preprint, 19 Mar 2024
[arXiv] [Project] [Code] [Video]

Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting
Jeongmin Bae, Seoha Kim, Youngsik Yun, Hahyun Lee, Gun Bang, Youngjung Uh
arXiv preprint, 4 Apr 2024
[arXiv] [Project] [Code]

3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis
Zhicheng Lu, Xiang Guo, Le Hui, Tianrui Chen, Min Yang, Xiao Tang, Feng Zhu, Yuchao Dai
CVPR 2024, 9 Apr 2024
[arXiv] [Project]

Gaussian Time Machine: A Real-Time Rendering Methodology for Time-Variant Appearances
Licheng Shen, Ho Ngai Chow, Lingyun Wang, Tong Zhang, Mengqiu Wang, Yuxing Han
arXiv preprint, 22 May 2024
[arXiv]

MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
Jiahui Lei, Yijia Weng, Adam Harley, Leonidas Guibas, Kostas Daniilidis
arXiv preprint, 27 May 2024
[arXiv] [Project] [Video]

GSDeformer: Direct Cage-based Deformation for 3D Gaussian Splatting
Jiajun Huang, Hongchuan Yu
arXiv preprint, 24 May 2024
[arXiv] [Project] [Video]

GFlow: Recovering 4D World from Monocular Video
Shizun Wang, Xingyi Yang, Qiuhong Shen, Zhenxiang Jiang, Xinchao Wang
arXiv preprint, 28 May 2024
[arXiv] [Project]

A Refined 3D Gaussian Representation for High-Quality Dynamic Scene Reconstruction
Bin Zhang, Bi Zeng, Zexin Peng
arXiv preprint, 28 May 2024
[arXiv]

Object-centric Reconstruction and Tracking of Dynamic Unknown Objects using 3D Gaussian Splatting
Kuldeep R Barad, Antoine Richard, Jan Dentler, Miguel Olivares-Mendez, Carol Martinez
IEEE Space Robotics 2024, 30 May 2024
[arXiv]

GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis
Boming Zhao, Yuan Li, Ziyu Sun, Lin Zeng, Yujun Shen, Rui Ma, Yinda Zhang, Hujun Bao, Zhaopeng Cui
SIGGRAPH 2024, 30 May 2024
[arXiv] [Project]

Reconstructing and Simulating Dynamic 3D Objects with Mesh-adsorbed Gaussian Splatting
Shaojie Ma, Yawei Luo, Yi Yang
arXiv preprint, 3 Jun 2024
[arXiv] [Project] [Code]

Self-Calibrating 4D Novel View Synthesis from Monocular Videos Using Gaussian Splatting
Fang Li, Hao Zhang, Narendra Ahuja
arXiv preprint, 3 Jun 2024
[arXiv] [Code]

:fire:Superpoint Gaussian Splatting for Real-Time High-Fidelity Dynamic Scene Reconstruction
Diwen Wan, Ruijie Lu, Gang Zeng
ICML 2024, 6 Jun 2024

Abstract Rendering novel view images in dynamic scenes is a crucial yet challenging task. Current methods mainly utilize NeRF-based methods to represent the static scene and an additional time-variant MLP to model scene deformations, resulting in relatively low rendering quality as well as slow inference speed. To tackle these challenges, we propose a novel framework named Superpoint Gaussian Splatting (SP-GS). Specifically, our framework first employs explicit 3D Gaussians to reconstruct the scene and then clusters Gaussians with similar properties (e.g., rotation, translation, and location) into superpoints. Empowered by these superpoints, our method manages to extend 3D Gaussian splatting to dynamic scenes with only a slight increase in computational expense. Apart from achieving state-of-the-art visual quality and real-time rendering under high resolutions, the superpoint representation provides a stronger manipulation capability. Extensive experiments demonstrate the practicality and effectiveness of our approach on both synthetic and real-world datasets. Please see our project page at this https URL.

[arXiv] [Project] [Code]

MoDGS: Dynamic Gaussian Splatting from Causually-captured Monocular Videos
Qingming Liu, Yuan Liu, Jiepeng Wang, Xianqiang Lv, Peng Wang, Wenping Wang, Junhui Hou
arXiv preprint, 1 Jun 2024
[arXiv]

DGD: Dynamic 3D Gaussians Distillation
Isaac Labe, Noam Issachar, Itai Lang, Sagie Benaim
arXiv preprint, 29 May 2024
[arXiv] [Project] [Code]

Modeling Ambient Scene Dynamics for Free-view Synthesis
Meng-Li Shih, Jia-Bin Huang, Changil Kim, Rajvi Shah, Johannes Kopf, Chen Gao
SIGGRAPH 2024, 13 Jun 2024
[arXiv] [Project]

Dynamic Gaussian Marbles for Novel View Synthesis of Casual Monocular Videos
Colton Stearns, Adam Harley, Mikaela Uy, Florian Dubost, Federico Tombari, Gordon Wetzstein, Leonidas Guibas
arXiv preprint, 26 Jun 2024
[arXiv]

Gaussian Splatting LK
Liuyue Xie, Joel Julin, Koichiro Niinuma, Laszlo A. Jeni
arXiv preprint, 16 Jul 2024
[arXiv]

S4D: Streaming 4D Real-World Reconstruction with Gaussians and 3D Control Points
Bing He, Yunuo Chen, Guo Lu, Li Song, Wenjun Zhang
arXiv preprint, 23 Aug 2024
[arXiv]

SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstruction
Marko Mihajlovic, Sergey Prokudin, Siyu Tang, Robert Maier, Federica Bogo, Tony Tung, Edmond Boyer
ECCV 2024, 17 Sep 2024
[arXiv]

MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting
Ruijie Zhu, Yanzhe Liang, Hanzhi Chang, Jiacheng Deng, Jiahao Lu, Wenfei Yang, Tianzhu Zhang, Yongdong Zhang
NeurIPS 2024, 10 Oct 2024
[arXiv] [Project]

DN-4DGS: Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering
Jiahao Lu, Jiacheng Deng, Ruijie Zhu, Yanzhe Liang, Wenfei Yang, Tianzhu Zhang, Xu Zhou
NeurIPS 2024, 17 Oct 2024
[arXiv]

MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenes
Xinjie Zhang, Zhening Liu, Yifan Zhang, Xingtong Ge, Dailan He, Tongda Xu, Yan Wang, Zehong Lin, Shuicheng Yan, Jun Zhang
arXiv preprint, 17 Oct 2024
[arXiv]

Fully Explicit Dynamic Gaussian Splatting
Junoh Lee, Chang-Yeon Won, Hyunjun Jung, Inhwan Bae, Hae-Gon Jeon
NeurIPS 2024, 21 Oct 2024
[arXiv]

FreeGaussian: Guidance-free Controllable 3D Gaussian Splats with Flow Derivatives
Qizhi Chen, Delin Qu, Yiwen Tang, Haoming Song, Yiting Zhang, Dong Wang, Bin Zhao, Xuelong Li
arXiv preprint, 29 Oct 2024
[arXiv] [Project] [Code]

Grid4D: 4D Decomposed Hash Encoding for High-fidelity Dynamic Gaussian Splatting
Jiawei Xu, Zexin Fan, Jian Yang, Jin Xie
NeurIPS 2024, 28 Oct 2024
[arXiv]

HiCoM: Hierarchical Coherent Motion for Streamable Dynamic Scene with 3D Gaussian Splatting
Qiankun Gao, Jiarui Meng, Chengxiang Wen, Jie Chen, Jian Zhang
NeurIPS 2024, 12 Nov 2024
[arXiv] [Code]

Adaptive and Temporally Consistent Gaussian Surfels for Multi-view Dynamic Reconstruction
Decai Chen, Brianne Oberson, Ingo Feldmann, Oliver Schreer, Anna Hilsmann, Peter Eisert
arXiv preprint, 10 Nov 2024
[arXiv] [Project]

4D Gaussian Splatting in the Wild with Uncertainty-Aware Regularization
Mijeong Kim, Jongwoo Lim, Bohyung Han
NeurIPS 2024, 13 Nov 2024
[arXiv]

Sketch-guided Cage-based 3D Gaussian Splatting Deformation
Tianhao Xie, Noam Aigerman, Eugene Belilovsky, Tiberiu Popa
arXiv preprint, 19 Nov 2024
[arXiv]

TimeFormer: Capturing Temporal Relationships of Deformable 3D Gaussians for Robust Reconstruction
DaDong Jiang, Zhihui Ke, Xiaobo Zhou, Zhi Hou, Xianghui Yang, Wenbo Hu, Tie Qiu, Chunchao Guo
18 Nov 2024
[arXiv] [Project]

4D Scaffold Gaussian Splatting for Memory Efficient Dynamic Scene Reconstruction
Woong Oh Cho, In Cho, Seoha Kim, Jeongmin Bae, Youngjung Uh, Seon Joo Kim
26 Nov 2024
[arXiv]

Event-boosted Deformable 3D Gaussians for Fast Dynamic Scene Reconstruction
Wenhao Xu, Wenming Weng, Yueyi Zhang, Ruikang Xu, Zhiwei Xiong
25 Nov 2024
[arXiv]

RelayGS: Reconstructing Dynamic Scenes with Large-Scale and Complex Motions via Relay Gaussians
Qiankun Gao, Yanmin Wu, Chengxiang Wen, Jiarui Meng, Luyang Tang, Jie Chen, Ronggang Wang, Jian Zhang
3 Dec 2024
[arXiv] [Code]

Monocular Dynamic Gaussian Splatting is Fast and Brittle but Smooth Motion Helps
Yiqing Liang, Mikhail Okunev, Mikaela Angelina Uy, Runfeng Li, Leonidas Guibas, James Tompkin, Adam W. Harley
5 Dec 2024
[arXiv] [Project] [Code]

Urban4D: Semantic-Guided 4D Gaussian Splatting for Urban Scene Reconstruction
Ziwen Li, Jiaxin Huang, Runnan Chen, Yunlong Che, Yandong Guo, Tongliang Liu, Fakhri Karray, Mingming Gong
4 Dec 2024
[arXiv]

HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting
*Jingyu Lin, Jiaqi Gu, Lubin Fan, Bojian Wu, Yujing Lou, Renjie Chen, Ligang Liu, Jieping *
5 Dec 2024
[arXiv] [Project] [Code]

Template-free Articulated Gaussian Splatting for Real-time Reposable Dynamic View Synthesis
Diwen Wan, Yuxiang Wang, Ruijie Lu, Gang Zeng
NeurIPS 2024, 7 Dec 2024
[arXiv]

4D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenes
Jinbo Yan, Rui Peng, Luyang Tang, Ronggang Wang
9 Dec 2024
[arXiv] [Project]

Deblur4DGS: 4D Gaussian Splatting from Blurry Monocular Video
Renlong Wu, Zhilu Zhang, Mingyang Chen, Xiaopeng Fan, Zifei Yan, Wangmeng Zuo
9 Dec 2024
[arXiv] [Code]

SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video
Jongmin Park, Minh-Quan Viet Bui, Juan Luis Gonzalez Bello, Jaeho Moon, Jihyong Oh, Munchurl Kim
13 Dec 2024
[arXiv]

GaussianVideo: Efficient Video Representation via Hierarchical Gaussian Splatting
Andrew Bond, Jui-Hsien Wang, Long Mai, Erkut Erdem, Aykut Erdem
8 Jan 2025
[arXiv]

GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking
Weikang Bian, Zhaoyang Huang, Xiaoyu Shi, Yijin Li, Fu - Yun Wang, Hongsheng Li
5 Jan 2025
[arXiv] [Project]

3DGS + Depth

:fire:DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization
Jiahe Li, Jiawei Zhang, Xiao Bai, Jin Zheng, Xin Ning, Jun Zhou, Lin Gu
CVPR 2024, 11 Mar 2024

Abstract Radiance fields have demonstrated impressive performance in synthesizing novel views from sparse input views, yet prevailing methods suffer from high training costs and slow inference speed. This paper introduces DNGaussian, a depth-regularized framework based on 3D Gaussian radiance fields, offering real-time and high-quality few-shot novel view synthesis at low costs. Our motivation stems from the highly efficient representation and surprising quality of the recent 3D Gaussian Splatting, despite it will encounter a geometry degradation when input views decrease. In the Gaussian radiance fields, we find this degradation in scene geometry primarily lined to the positioning of Gaussian primitives and can be mitigated by depth constraint. Consequently, we propose a Hard and Soft Depth Regularization to restore accurate scene geometry under coarse monocular depth supervision while maintaining a fine-grained color appearance. To further refine detailed geometry reshaping, we introduce Global-Local Depth Normalization, enhancing the focus on small local depth changes. Extensive experiments on LLFF, DTU, and Blender datasets demonstrate that DNGaussian outperforms state-of-the-art methods, achieving comparable or better results with significantly reduced memory cost, a 25× reduction in training time, and over 3000× faster rendering speed.

[arXiv] [Project] [Code] [Video]

:fire:DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing
Matias Turkulainen, Xuqian Ren, Iaroslav Melekhov, Otto Seiskari, Esa Rahtu, Juho Kannala
arXiv preprint, 26 Mar 2024

Abstract High-fidelity 3D reconstruction of common indoor scenes is crucial for VR and AR applications. 3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. In this work, we explore the use of readily accessible geometric cues to enhance Gaussian splatting optimization in challenging, ill-posed, and textureless scenes. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use off-the-shelf monocular networks to achieve better alignment with the true scene geometry. We propose an adaptive depth loss based on the gradient of color images, improving depth estimation and novel view synthesis results over various baselines. Our simple yet effective regularization technique enables direct mesh extraction from the Gaussian representation, yielding more physically accurate reconstructions of indoor scenes.

[arXiv]

HoloGS: Instant Depth-based 3D Gaussian Splatting with Microsoft HoloLens 2
Miriam Jäger, Theodor Kapler, Michael Feßenbecker, Felix Birkelbach, Markus Hillemann, Boris Jutzi
arXiv preprint, 3 May 2024
[arXiv]

Self-Evolving Depth-Supervised 3D Gaussian Splatting from Rendered Stereo Pairs
Sadra Safadoust, Fabio Tosi, Fatma Güney, Matteo Poggi
BMVC 2024, 11 Sep 2024
[arXiv] [Project] [Code]

3DGS Based Depth Estimation

Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus
Jinchang Zhang, Ningning Xu, Hao Zhang, Guoyu Lu
arXiv preprint, 18 Sep 2024
[arXiv]

3DGS Few-shot Reconstruction

Depth-Regularized Optimization for 3D Gaussian Splatting in Few-Shot Images
Jaeyoung Chung, Jeongtaek Oh, Kyoung Mu Lee
arXiv preprint, 22 Nov 2023
[arXiv]

FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting
Zehao Zhu, Zhiwen Fan, Yifan Jiang, Zhangyang Wang
arXiv preprint, 1 Dec 2023
[arXiv] [Project]

Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers
Zi-Xin Zou, Zhipeng Yu, Yuan-Chen Guo, Yangguang Li, Ding Liang, Yan-Pei Cao, Song-Hai Zhang
arXiv preprint, 14 Dec 2023
[arXiv] [Project] [Code]

pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction
David Charatan, Sizhe Li, Andrea Tagliasacchi, Vincent Sitzmann
arXiv preprint, 19 Dec 2023
[arXiv] [Project] [Code]

AGG: Amortized Generative 3D Gaussians for Single Image to 3D
Dejia Xu, Ye Yuan, Morteza Mardani, Sifei Liu, Jiaming Song, Zhangyang Wang, Arash Vahdat
arXiv preprint, 8 Jan 2024
[arXiv] [Project]

GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting
Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi Tian
arXiv preprint, 15 Feb 2024
[arXiv] [Project]

FDGaussian: Fast Gaussian Splatting from Single Image via Geometric-aware Diffusion Model
Qijun Feng, Zhen Xing, Zuxuan Wu, Yu-Gang Jiang
arXiv preprint, 15 Mar 2024
[arXiv] [Project]

Gamba: Marry Gaussian Splatting with Mamba for single view 3D reconstruction
Qiuhong Shen, Xuanyu Yi, Zike Wu, Pan Zhou, Hanwang Zhang, Shuicheng Yan, Xinchao Wang
arXiv preprint, 27 Mar 2024
[arXiv] [Project]

:fire:InstantSplat: Unbounded Sparse-view Pose-free Gaussian Splatting in 40 Seconds
Zhiwen Fan, Wenyan Cong, Kairun Wen, Kevin Wang, Jian Zhang, Xinghao Ding, Danfei Xu, Boris Ivanovic, Marco Pavone, Georgios Pavlakos, Zhangyang Wang, Yue Wang
arXiv preprint, 29 Mar 2024

Abstract While novel view synthesis (NVS) from a sparse set of images has advanced significantly in 3D computer vision, it relies on precise initial estimation of camera parameters using Structure-from-Motion (SfM). For instance, the recently developed Gaussian Splatting depends heavily on the accuracy of SfM-derived points and poses. However, SfM processes are time-consuming and often prove unreliable in sparse-view scenarios, where matched features are scarce, leading to accumulated errors and limited generalization capability across datasets. In this study, we introduce a novel and efficient framework to enhance robust NVS from sparse-view images. Our framework, InstantSplat, integrates multi-view stereo(MVS) predictions with point-based representations to construct 3D Gaussians of large-scale scenes from sparse-view data within seconds, addressing the aforementioned performance and efficiency issues by SfM. Specifically, InstantSplat generates densely populated surface points across all training views and determines the initial camera parameters using pixel-alignment. Nonetheless, the MVS points are not globally accurate, and the pixel-wise prediction from all views results in an excessive Gaussian number, yielding a overparameterized scene representation that compromises both training speed and accuracy. To address this issue, we employ a grid-based, confidence-aware Farthest Point Sampling to strategically position point primitives at representative locations in parallel. Next, we enhance pose accuracy and tune scene parameters through a gradient-based joint optimization framework from self-supervision. By employing this simplified framework, InstantSplat achieves a substantial reduction in training time, from hours to mere seconds, and demonstrates robust performance across various numbers of views in diverse datasets.

[arXiv] [Project] [Video]

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
Avinash Paliwal, Wei Ye, Jinhui Xiong, Dmytro Kotovenko, Rakesh Ranjan, Vikas Chandra, Nima Khademi Kalantari
arXiv preprint, 28 Mar 2024
[arXiv] [Project]

Guess The Unseen: Dynamic 3D Scene Reconstruction from Partial 2D Glimpses
Inhee Lee, Byungjun Kim, Hanbyul Joo
arXiv preprint, 22 Apr 2024
[arXiv] [Project]

GDGS: Gradient Domain Gaussian Splatting for Sparse Representation of Radiance Fields
Yuanhao Gong
arXiv preprint, 8 May 2024
[arXiv]

CoR-GS: Sparse-View 3D Gaussian Splatting via Co-Regularization
Jiawei Zhang, Jiahe Li, Xiaohan Yu, Lei Huang, Lin Gu, Jin Zheng, Xiao Bai
arXiv preprint, 20 May 2024
[arXiv] [Project] [Video]

Sp2360: Sparse-view 360 Scene Reconstruction using Cascaded 2D Diffusion Priors
Soumava Paul, Christopher Wewer, Bernt Schiele, Jan Eric Lenssen
arXiv preprint, 26 May 2024
[arXiv]

A Pixel Is Worth More Than One 3D Gaussians in Single-View 3D Reconstruction
Jianghao Shen, Tianfu Wu
arXiv preprint, 30 May 2024
[arXiv]

GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
Yuxuan Mu, Xinxin Zuo, Chuan Guo, Yilin Wang, Juwei Lu, Xiaofeng Wu, Songcen Xu, Peng Dai, Youliang Yan, Li Cheng
ECCV 2024, 5 Jul 2024
[arXiv]

Self-augmented Gaussian Splatting with Structure-aware Masks for Sparse-view 3D Reconstruction
Lingbei Meng, Bi'an Du, Wei Hu
arXiv preprint, 9 Aug 2024
[arXiv]

:fire:ReconX: Reconstruct Any Scene from Sparse Views with Video Diffusion Model
Fangfu Liu, Wenqiang Sun, Hanyang Wang, Yikai Wang, Haowen Sun, Junliang Ye, Jun Zhang, Yueqi Duan
arXiv preprint, 29 Aug 2024

Abstract Advancements in 3D scene reconstruction have transformed 2D images from the real world into 3D models, producing realistic 3D results from hundreds of input photos. Despite great success in dense-view reconstruction scenarios, rendering a detailed scene from insufficient captured views is still an ill-posed optimization problem, often resulting in artifacts and distortions in unseen areas. In this paper, we propose ReconX, a novel 3D scene reconstruction paradigm that reframes the ambiguous reconstruction challenge as a temporal generation task. The key insight is to unleash the strong generative prior of large pre-trained video diffusion models for sparse-view reconstruction. However, 3D view consistency struggles to be accurately preserved in directly generated video frames from pre-trained models. To address this, given limited input views, the proposed ReconX first constructs a global point cloud and encodes it into a contextual space as the 3D structure condition. Guided by the condition, the video diffusion model then synthesizes video frames that are both detail-preserved and exhibit a high degree of 3D consistency, ensuring the coherence of the scene from various perspectives. Finally, we recover the 3D scene from the generated video through a confidence-aware 3D Gaussian Splatting optimization scheme. Extensive experiments on various real-world datasets show the superiority of our ReconX over state-of-the-art methods in terms of quality and generalizability.

[arXiv] [Project] [Video] [Code]

:fire:ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Wangbo Yu, Jinbo Xing, Li Yuan, Wenbo Hu, Xiaoyu Li, Zhipeng Huang, Xiangjun Gao, Tien-Tsin Wong, Ying Shan, Yonghong Tian
arXiv preprint, 3 Sep 2024

Abstract Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose \textbf{ViewCrafter}, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.

[arXiv] [Project] [Video] [Code]

LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors
Hanyang Yu, Xiaoxiao Long, Ping Tan
arXiv preprint, 5 Sep 2024
[arXiv] [Project] [Video] [Code]

Optimizing 3D Gaussian Splatting for Sparse Viewpoint Scene Reconstruction
Shen Chen, Jiale Zhou, Lei Li
arXiv preprint, 5 Sep 2024
[arXiv]

Object Gaussian for Monocular 6D Pose Estimation from Sparse Views
Luqing Luo, Shichu Sun, Jiangang Yang, Linfang Zheng, Jinwei Du, Jian Liu
arXiv preprint, 4 Sep 2024
[arXiv]

Single-View 3D Reconstruction via SO(2)-Equivariant Gaussian Sculpting Networks
Ruihan Xu, Anthony Opipari, Joshua Mah, Stanley Lewis, Haoran Zhang, Hanzhe Guo, Odest Chadwicke Jenkins
RSS 2024, 11 Sep 2024
[arXiv]

Vista3D: Unravel the 3D Darkside of a Single Image
Qiuhong Shen, Xingyi Yang, Michael Bi Mi, Xinchao Wang
ECCV 2024, 18 Sep 2024
[arXiv] [Code]

MVPGS: Excavating Multi-view Priors for Gaussian Splatting from Sparse Input Views
Wangze Xu, Huachen Gao, Shihe Shen, Rui Peng, Jianbo Jiao, Ronggang Wang
ECCV 2024, 22 Sep 2024
[arXiv] [Project] [Code]

HiSplat: Hierarchical 3D Gaussian Splatting for Generalizable Sparse-View Reconstruction
Shengji Tang, Weicai Ye, Peng Ye, Weihao Lin, Yang Zhou, Tao Chen, Wanli Ouyang
arXiv preprint, 8 Oct 2024
[arXiv] [Project] [Code]

MCGS: Multiview Consistency Enhancement for Sparse-View 3D Gaussian Radiance Fields
Yuru Xiao, Deming Zhai, Wenbo Zhao, Kui Jiang, Junjun Jiang, Xianming Liu
arXiv preprint, 15 Oct 2024
[arXiv]

Few-shot Novel View Synthesis using Depth Aware 3D Gaussian Splatting
Raja Kumar, Vanshika Vats
ECCV 2024 Workshop S3DSGR, 14 Oct 2024
[arXiv] [Code]

3DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priors
Xi Liu, Chaoyi Zhou, Siyu Huang
NeurIPS 2024, 21 Oct 2024
[arXiv] [Project]

Binocular-Guided 3D Gaussian Splatting with View Consistency for Sparse View Synthesis
Liang Han, Junsheng Zhou, Yu-Shen Liu, Zhizhong Han
NeurIPS 2024, 24 Oct 2024
[arXiv] [Project] [Code]

Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis
Rui Peng, Wangze Xu, Luyang Tang, Liwei Liao, Jianbo Jiao, Ronggang Wang
NeurIPS 2024, 6 Nov 2024
[arXiv] [Code]

FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training
Ruihong Yin, Vladimir Yugay, Yue Li, Sezer Karaoglu, Theo Gevers
NeurIPS 2024, 4 Nov 2024
[arXiv]

GBR: Generative Bundle Refinement for High-fidelity Gaussian Splatting and Meshing
Jianing Zhang, Yuchao Zheng, Ziwei Li, Qionghai Dai, Xiaoyun Yuan
8 Dec 2024
[arXiv]

TSGaussian: Semantic and Depth-Guided Target-Specific Gaussian Splatting from Sparse Views
Liang Zhao, Zehan Bao, Yi Xie, Hong Chen, Yaohui Chen, Weifu Li
13 Dec 2024
[arXiv] [Code]

SolidGS: Consolidating Gaussian Surfel Splatting for Sparse-View Surface Reconstruction
Zhuowen Shen, Yuan Liu, Zhang Chen, Zhong Li, Jiepeng Wang, Yongqing Liang, Zhengming Yu, Jingdong Zhang, Yi Xu, Scott Schaefer, Xin Li, Wenping Wang
19 Dec 2024
[arXiv] [Project] )]

Improving Geometry in Sparse-View 3DGS via Reprojection-based DoF Separation
Yongsung Kim, Minjun Park, Jooyoung Choi, Sungroh Yoon
19 Dec 2024
[arXiv]

FatesGS: Fast and Accurate Sparse-View Surface Reconstruction using Gaussian Splatting with Depth-Feature Consistency
Han Huang, Yulun Wu, Chao Deng, Ge Gao, Ming Gu, Yu-Shen Liu
AAAI 2025, 8 Jan 2025
[arXiv] [Project]

3DGS Weak Camera Pose

COLMAP-Free 3D Gaussian Splatting
Yang Fu, Sifei Liu, Amey Kulkarni, Jan Kautz, Alexei A. Efros, Xiaolong Wang
CVPR 2024, 12 Dec 2023
[arXiv] [Project] [Video]

iComMa: Inverting 3D Gaussians Splatting for Camera Pose Estimation via Comparing and Matching
Yuan Sun, Xuan Wang, Yunfan Zhang, Jie Zhang, Caigui Jiang, Yu Guo, Fei Wang
arXiv preprint, 14 Dec 2023
[arXiv]

A Construct-Optimize Approach to Sparse View Synthesis without Camera Pose
Kaiwen Jiang, Yang Fu, Mukund Varma T, Yash Belhe, Xiaolong Wang, Hao Su, Ravi Ramamoorthi
arXiv preprint, 6 May 2024
[arXiv]

:fire:6DGS: 6D Pose Estimation from a Single Image and a 3D Gaussian Splatting Model
Matteo Bortolon, Theodore Tsesmelis, Stuart James, Fabio Poiesi, Alessio Del Bue
ECCV 2024, 22 Jul 2024

Abstract We propose 6DGS to estimate the camera pose of a target RGB image given a 3D Gaussian Splatting (3DGS) model representing the scene. 6DGS avoids the iterative process typical of analysis-by-synthesis methods (e.g. iNeRF) that also require an initialization of the camera pose in order to converge. Instead, our method estimates a 6DoF pose by inverting the 3DGS rendering process. Starting from the object surface, we define a radiant Ellicell that uniformly generates rays departing from each ellipsoid that parameterize the 3DGS model. Each Ellicell ray is associated with the rendering parameters of each ellipsoid, which in turn is used to obtain the best bindings between the target image pixels and the cast rays. These pixel-ray bindings are then ranked to select the best scoring bundle of rays, which their intersection provides the camera center and, in turn, the camera rotation. The proposed solution obviates the necessity of an "a priori" pose for initialization, and it solves 6DoF pose estimation in closed form, without the need for iterations. Moreover, compared to the existing Novel View Synthesis (NVS) baselines for pose estimation, 6DGS can improve the overall average rotational accuracy by 12% and translation accuracy by 22% on real scenes, despite not requiring any initialization pose. At the same time, our method operates near real-time, reaching 15fps on consumer hardware.

[arXiv] [Project] [Code] [Video]

GSLoc: Efficient Camera Pose Refinement via 3D Gaussian Splatting
Changkun Liu, Shuai Chen, Yash Bhalgat, Siyan Hu, Zirui Wang, Ming Cheng, Victor Adrian Prisacariu, Tristan Braud
arXiv preprint, 20 Aug 2024
[arXiv]

Splatt3R: Zero-shot Gaussian Splatting from Uncalibrated Image Pairs
Brandon Smart, Chuanxia Zheng, Iro Laina, Victor Adrian Prisacariu
arXiv preprint, 25 Aug 2024
[arXiv] [Project] [Code]

HGSLoc: 3DGS-based Heuristic Camera Pose Refinement
Zhongyan Niu, Zhen Tan
arXiv preprint, 17 Sep 2024
[arXiv]

GSplatLoc: Grounding Keypoint Descriptors into 3D Gaussian Splatting for Improved Visual Localization
Gennady Sidorov, Malik Mohrat, Ksenia Lebedeva, Ruslan Rakhimov, Sergey Kolyubin
arXiv preprint, 24 Sep 2024
[arXiv] [Project] [Video] [Code]

SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality
Hongjia Zhai, Xiyu Zhang, Boming Zhao, Hai Li, Yijia He, Zhaopeng Cui, Hujun Bao, Guofeng Zhang
arXiv preprint, 21 Sep 2024
[arXiv] [Project] [Code]

Generating 3D-Consistent Videos from Unposed Internet Photos
Gene Chou, Kai Zhang, Sai Bi, Hao Tan, Zexiang Xu, Fujun Luan, Bharath Hariharan, Noah Snavely
arXiv preprint, 20 Nov 2024
[arXiv]

ZeroGS: Training 3D Gaussian Splatting from Unposed Images
Yu Chen, Rolandos Alexandros Potamias, Evangelos Ververas, Jifei Song, Jiankang Deng, Gim Hee Lee
24 Nov 2024
[arXiv] [Project] [Code]

SfM-Free 3D Gaussian Splatting via Hierarchical Training
Bo Ji, Angela Yao
2 Dec 2024
[arXiv] [Code]

DynSUP: Dynamic Gaussian Splatting from An Unposed Image Pair
Weihang Li, Weirong Chen, Shenhan Qian, Jiajie Chen, Daniel Cremers, Haoang Li
1 Sec 2024
[arXiv] [Project]

3DGS Object Pose Estimation/Tracking/Detection

Object Pose Estimation Using Implicit Representation For Transparent Objects
Varun Burde, Artem Moroz, Vit Zeman, Pavel Burget
arXiv preprint, 17 Oct 2024
[arXiv]

GS2Pose: Tow-stage 6D Object Pose Estimation Guided by Gaussian Splatting
Jilan Mei, Junbo Li, Cai Meng
arXiv preprint, 6 Nov 2024
[arXiv]

GSGTrack: Gaussian Splatting-Guided Object Pose Tracking from RGB Videos
Zhiyuan Chen, Fan Lu, Guo Yu, Bin Li, Sanqing Qu, Yuan Huang, Changhong Fu, Guang Chen
3 Dec 2024
[arXiv]

6DOPE-GS: Online 6D Object Pose Estimation using Gaussian Splatting
Yufeng Jin, Vignesh Prasad, Snehal Jauhri, Mathias Franzius, Georgia Chalvatzaki
2 Dec 2024
[arXiv]

GFreeDet: Exploiting Gaussian Splatting and Foundation Models for Model-free Unseen Object Detection in the BOP Challenge 2024
Xingyu Liu, Yingyue Li, Chengxi Li, Gu Wang, Chenyangguang Zhang, Ziqin Huang, Xiangyang Ji
2 Dec 2024
[arXiv]

3DGS-NeRF Transfer

NeRFs to Gaussian Splats, and Back
Siming He, Zach Osman, Pratik Chaudhari
arXiv preprint, 15 May 2024
[arXiv] [Code]

3DGS Generalization

GGRt: Towards Generalizable 3D Gaussians without Pose Priors in Real-Time
Hao Li, Yuanyuan Gao, Dingwen Zhang, Chenming Wu, Yalun Dai, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang, Junwei Han
arXiv preprint, 15 Mar 2024
[arXiv] [Project]

latentSplat: Autoencoding Variational Gaussians for Fast Generalizable 3D Reconstruction
Christopher Wewer, Kevin Raj, Eddy Ilg, Bernt Schiele, Jan Eric Lenssen
arXiv preprint, 24 Mar 2024
[arXiv] [Project]

Fast Generalizable Gaussian Splatting Reconstruction from Multi-View Stereo
Tianqi Liu, Guangcong Wang, Shoukang Hu, Liao Shen, Xinyi Ye, Yuhang Zang, Zhiguo Cao, Wei Li, Ziwei Liu
arXiv preprint, 20 May 2024
[arXiv] [Project] [Code] [Video]

GS-Net: Generalizable Plug-and-Play 3D Gaussian Splatting Module
Yichen Zhang, Zihan Wang, Jiali Han, Peilin Li, Jiaxun Zhang, Jianqiang Wang, Lei He, Keqiang Li
arXiv preprint, 17 Sep 2024
[arXiv]

DepthSplat: Connecting Gaussian Splatting and Depth
Haofei Xu, Songyou Peng, Fangjinhua Wang, Hermann Blum, Daniel Barath, Andreas Geiger, Marc Pollefeys
arXiv preprint, 17 Oct 2024
[arXiv] [Project] [Code]

[arXiv] [Project] [Code]

Epipolar-Free 3D Gaussian Splatting for Generalizable Novel View Synthesis
Zhiyuan Min, Yawei Luo, Jianwen Sun, Yi Yang
NeurIPS 2024, 30 Oct 2024
[arXiv] [Project]

GPS-Gaussian+: Generalizable Pixel-wise 3D Gaussian Splatting for Real-Time Human-Scene Rendering from Sparse Views
Boyao Zhou, Shunyuan Zheng, Hanzhang Tu, Ruizhi Shao, Boning Liu, Shengping Zhang, Liqiang Nie, Yebin Liu
CVPR 2024, 18 Nov 2024
[arXiv] [Project]

SmileSplat: Generalizable Gaussian Splats for Unconstrained Sparse Images
Yanyan Li, Yixin Fang, Federico Tombari, Gim Hee Lee
27 Nov 2024
[arXiv]

Distractor-free Generalizable 3D Gaussian Splatting
Yanqi Bao, Jing Liao, Jing Huo, Yang Gao
26 Nov 2024
[arXiv] [Code]

SelfSplat: Pose-Free and 3D Prior-Free Generalizable 3D Gaussian Splatting
Gyeongjin Kang, Jisang Yoo, Jihyeon Park, Seungtae Nam, Hyeonsoo Im, Sangheon Shin, Sangpil Kim, Eunbyung Park
26 Nov 2024
[arXiv] [Project] [Code]

**Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstruction **
Seungtae Nam, Xiangyu Sun, Gyeongjin Kang, Younggeun Lee, Seungjun Oh, Eunbyung Park
9 Dec 2024
[arXiv] [Project] [Code]

Splatter-360: Generalizable 360∘ Gaussian Splatting for Wide-baseline Panoramic Images
Zheng Chen, Chenming Wu, Zhelun Shen, Chen Zhao, Weicai Ye, Haocheng Feng, Errui Ding, Song-Hai Zhang
9 Dec 2024
[arXiv] [Project] [Code]

GEAL: Generalizable 3D Affordance Learning with Cross-Modal Consistency
Dongyue Lu, Lingdong Kong, Tianxin Huang, Gim Hee Lee
12 Dec 2024
[arXiv] [Project] [Code]

Generalizable 3DGS with Feed-forward Networks

DUSt3R: Geometric 3D Vision Made Easy
Shuzhe Wang, Vincent Leroy, Yohann Cabon, Boris Chidlovskii, Jerome Revaud
21 Dec 2023

Abstract Multi-view stereo reconstruction (MVS) in the wild requires to first estimate the camera parameters e.g. intrinsic and extrinsic parameters. These are usually tedious and cumbersome to obtain, yet they are mandatory to triangulate corresponding pixels in 3D space, which is the core of all best performing MVS algorithms. In this work, we take an opposite stance and introduce DUSt3R, a radically novel paradigm for Dense and Unconstrained Stereo 3D Reconstruction of arbitrary image collections, i.e. operating without prior information about camera calibration nor viewpoint poses. We cast the pairwise reconstruction problem as a regression of pointmaps, relaxing the hard constraints of usual projective camera models. We show that this formulation smoothly unifies the monocular and binocular reconstruction cases. In the case where more than two images are provided, we further propose a simple yet effective global alignment strategy that expresses all pairwise pointmaps in a common reference frame. We base our network architecture on standard Transformer encoders and decoders, allowing us to leverage powerful pretrained models. Our formulation directly provides a 3D model of the scene as well as depth information, but interestingly, we can seamlessly recover from it, pixel matches, relative and absolute camera. Exhaustive experiments on all these tasks showcase that the proposed DUSt3R can unify various 3D vision tasks and set new SoTAs on monocular/multi-view depth estimation as well as relative pose estimation. In summary, DUSt3R makes many geometric 3D vision tasks easy.

[arXiv]

Flash3D: Feed-Forward Generalisable 3D Scene Reconstruction from a Single Image
Stanislaw Szymanowicz, Eldar Insafutdinov, Chuanxia Zheng, Dylan Campbell, João F. Henriques, Christian Rupprecht, Andrea Vedaldi
arXiv preprint, 6 Jun 2024
[arXiv] [Project]

PF3plat: Pose-Free Feed-Forward 3D Gaussian Splatting
Sunghwan Hong, Jaewoo Jung, Heeseong Shin, Jisang Han, Jiaolong Yang, Chong Luo, Seungryong Kim
arXiv preprint, 29 Oct 2024
[arXiv] [Project] [Code]

:fire:No Pose, No Problem: Surprisingly Simple 3D Gaussian Splats from Sparse Unposed Images
Botao Ye, Sifei Liu, Haofei Xu, Xueting Li, Marc Pollefeys, Ming-Hsuan Yang, Songyou Peng
arXiv preprint, 31 Oct 2024

Abstract We introduce NoPoSplat, a feed-forward model capable of reconstructing 3D scenes parameterized by 3D Gaussians from \textit{unposed} sparse multi-view images. Our model, trained exclusively with photometric loss, achieves real-time 3D Gaussian reconstruction during inference. To eliminate the need for accurate pose input during reconstruction, we anchor one input view's local camera coordinates as the canonical space and train the network to predict Gaussian primitives for all views within this space. This approach obviates the need to transform Gaussian primitives from local coordinates into a global coordinate system, thus avoiding errors associated with per-frame Gaussians and pose estimation. To resolve scale ambiguity, we design and compare various intrinsic embedding methods, ultimately opting to convert camera intrinsics into a token embedding and concatenate it with image tokens as input to the model, enabling accurate scene scale prediction. We utilize the reconstructed 3D Gaussians for novel view synthesis and pose estimation tasks and propose a two-stage coarse-to-fine pipeline for accurate pose estimation. Experimental results demonstrate that our pose-free approach can achieve superior novel view synthesis quality compared to pose-required methods, particularly in scenarios with limited input image overlap. For pose estimation, our method, trained without ground truth depth or explicit matching loss, significantly outperforms the state-of-the-art methods with substantial improvements. This work makes significant advances in pose-free generalizable 3D reconstruction and demonstrates its applicability to real-world scenarios. Code and trained models are available at this https URL.

[arXiv] [Project] [Code]

MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
Yuedong Chen, Chuanxia Zheng, Haofei Xu, Bohan Zhuang, Andrea Vedaldi, Tat-Jen Cham, Jianfei Cai
NeurIPS 2024, 7 Nov 2024
[arXiv] [Project] [Code]

NovelGS: Consistent Novel-view Denoising via Large Gaussian Reconstruction Model
Jinpeng Liu, Jiale Xu, Weihao Cheng, Yiming Gao, Xintao Wang, Ying Shan, Yansong Tang
25 Nov 2024
[arXiv]

PreF3R: Pose-Free Feed-Forward 3D Gaussian Splatting from Variable-length Image Sequence
Zequn Chen, Jiezhi Yang, Heng Yang
25 Nov 2024
[arXiv] [Project] [Code]

Wonderland: Navigating 3D Scenes from a Single Image
Hanwen Liang, Junli Cao, Vidit Goel, Guocheng Qian, Sergei Korolev, Demetri Terzopoulos, Konstantinos N. Plataniotis, Sergey Tulyakov, Jian Ren
16 Dec 2024
[arXiv] [Project]

PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting
Cheng Zhang, Haofei Xu, Qianyi Wu, Camilo Cruz Gambardella, Dinh Phung, Jianfei Cai
16 Dec 2024
[arXiv] [Code]

MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds
Zhenggang Tang, Yuchen Fan, Dilin Wang, Hongyu Xu, Rakesh Ranjan, Alexander Schwing, Zhicheng Yan
9 Dec 2024
[arXiv]

FreeSplatter: Pose-free Gaussian Splatting for Sparse-view 3D Reconstruction
Jiale Xu, Shenghua Gao, Ying Shan
12 Dec 2024
[arXiv] [Project] [Code]

LiftImage3D: Lifting Any Single Image to 3D Gaussians with Video Generation Priors
Yabo Chen, Chen Yang, Jiemin Fang, Xiaopeng Zhang, Lingxi Xie, Wei Shen, Wenrui Dai, Hongkai Xiong, Qi Tian
12 Dec 2024
[arXiv] [Project]

CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image
Wonseok Roh, Hwanhee Jung, Jong Wook Kim, Seunggwan Lee, Innfarn Yoo, Andreas Lugmayr, Seunggeun Chi, Karthik Ramani, Sangpil Kim
17 Dec 2024
[arXiv]

OmniSplat: Taming Feed-Forward 3D Gaussian Splatting for Omnidirectional Images with Editable Capabilities
Suyoung Lee, Jaeyoung Chung, Kihoon Kim, Jaeyoo Huh, Gunhee Lee, Minsoo Lee, Kyoung Mu Lee
21 Dec 2024
[arXiv]

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Consistent Gaussian Splatting
Yuxin Wang, Qianyi Wu, Dan Xu
12 Jan 2025
[arXiv] [Project] [Code]

3DGS Indoor Scene Reconstruction

360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
Jiayang Bai, Letian Huang, Jie Guo, Wen Gong, Yuanqi Li, Yanwen Guo
arXiv preprint, 1 Feb 2024
[arXiv]

MonoSelfRecon: Purely Self-Supervised Explicit Generalizable 3D Reconstruction of Indoor Scenes from Monocular RGB Views
Runfa Li, Upal Mahbub, Vasudev Bhaskaran, Truong Nguyen
arXiv preprint, 10 Apr 2024
[arXiv]

FreeSplat: Generalizable 3D Gaussian Splatting Towards Free-View Synthesis of Indoor Scenes
Yunsong Wang, Tianxin Huang, Hanlin Chen, Gim Hee Lee
arXiv preprint, 28 May 2024
[arXiv]

Scalable Indoor Novel-View Synthesis using Drone-Captured 360 Imagery with 3D Gaussian Splatting
Yuanbo Chen, Chengyu Zhang, Jason Wang, Xuefan Gao, Avideh Zakhor
ECCV 2024 Workshop S3DSGR, 15 Oct 2024
[arXiv]

2DGS-Room: Seed-Guided 2D Gaussian Splatting with Geometric Constrains for High-Fidelity Indoor Scene Reconstruction
Wanting Zhang, Haodong Xiang, Zhichao Liao, Xiansong Lai, Xinghui Li, Long Zeng
4 Dec 2024
[arXiv]

3DGS Based Wild Scene Reconstruction

SWAG: Splatting in the Wild images with Appearance-conditioned Gaussians
Hiba Dahmani, Moussab Bennehar, Nathan Piasco, Luis Roldao, Dzmitry Tsishkou
arXiv preprint, 15 Mar 2024
[arXiv]

Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collections
Dongbin Zhang, Chuming Wang, Weitao Wang, Peihao Li, Minghan Qin, Haoqian Wang
arXiv preprint, 23 Mar 2024
[arXiv]

WE-GS: An In-the-wild Efficient 3D Gaussian Representation for Unconstrained Photo Collections
Yuze Wang, Junyi Wang, Yue Qi
arXiv preprint, 4 Jun 2024
[arXiv] [Project]

Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections
Jiacong Xu, Yiqun Mei, Vishal M. Patel
arXiv preprint, 14 Jun 2024
[arXiv]

:fire:WildGaussians: 3D Gaussian Splatting in the Wild
Jonas Kulhanek, Songyou Peng, Zuzana Kukelova, Marc Pollefeys, Torsten Sattler
NeurIPS 2024, 11 Jul 2024

Abstract While the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework.

[arXiv] [Project] [Code]

3DGS Based Large Scene Reconstruction

Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering
Yurui Chen, Chun Gu, Junzhe Jiang, Xiatian Zhu, Li Zhang
arXiv preprint, 30 Nov 2023
[arXiv] [Project]

GauU-Scene: A Scene Reconstruction Benchmark on Large Scale 3D Reconstruction Dataset Using Gaussian Splatting
Butian Xiong, Zhuo Li, Zhen Li
arXiv preprint, 25 Jan 2024
[arXiv]

GaussianPro: 3D Gaussian Splatting with Progressive Propagation
Kai Cheng, Xiaoxiao Long, Kaizhi Yang, Yao Yao, Wei Yin, Yuexin Ma, Wenping Wang, Xuejin Chen
arXiv preprint, 22 Feb 2024
[arXiv] [Project] [Code]

:fire:VastGaussian: Vast 3D Gaussians for Large Scene
Jiaqi Lin, Zhihao Li, Xiao Tang, Jianzhuang Liu, Shiyong Liu, Jiayue Liu, Yangdi Lu, Xiaofei Wu, Songcen Xu, Youliang Yan, Wenming Yang
CVPR 2024, 27 Feb, 2024

Abstract Existing NeRF-based methods for large scene reconstruction often have limitations in visual quality and rendering speed. While the recent 3D Gaussian Splatting works well on small-scale and object-centric scenes, scaling it up to large scenes poses challenges due to limited video memory, long optimization time, and noticeable appearance variations. To address these challenges, we present VastGaussian, the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting. We propose a progressive partitioning strategy to divide a large scene into multiple cells, where the training cameras and point cloud are properly distributed with an airspace-aware visibility criterion. These cells are merged into a complete scene after parallel optimization. We also introduce decoupled appearance modeling into the optimization process to reduce appearance variations in the rendered images. Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets, enabling fast optimization and high-fidelity real-time rendering.

[arXiv] [Project]

:fire:Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
Kerui Ren, Lihan Jiang, Tao Lu, Mulin Yu, Linning Xu, Zhangkai Ni, Bo Dai
arXiv preprint, 26 Mar 2024

Abstract The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.

[arXiv] [Project] [Code]

SGD: Street View Synthesis with Gaussian Splatting and Diffusion Prior
Zhongrui Yu, Haoran Wang, Jinze Yang, Hanzhang Wang, Zeke Xie, Yunfeng Cai, Jiale Cao, Zhong Ji, Mingming Sun
arXiv preprint, 29 Mar 2024
[arXiv]

HO-Gaussian: Hybrid Optimization of 3D Gaussian Splatting for Urban Scenes
Zhuopeng Li, Yilin Zhang, Chenming Wu, Jianke Zhu, Liangjun Zhang
arXiv preprint, 29 Mar 2024
[arXiv]

:fire:CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians
Yang Liu, He Guan, Chuanchen Luo, Lue Fan, Junran Peng, Zhaoxiang Zhang
ECCV 2024, 1 Apr 2024

Abstract The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at this https URL.

[arXiv] [Project] [Code]

LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitives
Jiadi Cui, Junming Cao, Yuhui Zhong, Liao Wang, Fuqiang Zhao, Penghao Wang, Yifan Chen, Zhipeng He, Lan Xu, Yujiao Shi, Yingliang Zhang, Jingyi Yu
arXiv preprint, 15 Apr 2024
[arXiv] [Project]

GS-LRM: Large Reconstruction Model for 3D Gaussian Splatting
Kai Zhang, Sai Bi, Hao Tan, Yuanbo Xiangli, Nanxuan Zhao, Kalyan Sunkavalli, Zexiang Xu
arXiv preprint, 30 Apr 2024
[arXiv] [Project]

DoGaussian: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus
Yu Chen, Gim Hee Lee
arXiv preprint, 22 May 2024
[arXiv] [Project] [Code]

PyGS: Large-scale Scene Representation with Pyramidal 3D Gaussian Splatting
Zipeng Wang, Dan Xu
arXiv preprint, 27 May 2024
[arXiv]

GaussianFormer: Scene as Gaussians for Vision-Based 3D Semantic Occupancy Prediction
Yuanhui Huang, Wenzhao Zheng, Yunpeng Zhang, Jie Zhou, Jiwen Lu
arXiv preprint, 27 May 2024
[arXiv] [Code]

3D StreetUnveiler with Semantic-Aware 2DGS
Jingwei Xu, Yikai Wang, Yiqun Zhao, Yanwei Fu, Shenghua Gao
arXiv preprint, 28 May 2024
[arXiv] [Project] [Code]

A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets
Bernhard Kerbl, Andréas Meuleman, Georgios Kopanas, Michael Wimmer, Alexandre Lanvin, George Drettakis
arXiv preprint, 17 Jun 2024
[arXiv] [Project]

VEGS: View Extrapolation of Urban Scenes in 3D Gaussian Splatting using Learned Priors
Sungwon Hwang, Min-Jung Kim, Taewoong Kang, Jayeon Kang, Jaegul Choo
arXiv preprint, 3 Jul 2024
[arXiv] [Project]

FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering
Guofeng Feng, Siyan Chen, Rong Fu, Zimu Liao, Yi Wang, Tao Liu, Zhilin Pei, Hengjie Li, Xingcheng Zhang, Bo Dai
arXiv preprint, 15 Aug 2024
[arXiv]

GigaGS: Scaling up Planar-Based 3D Gaussians for Large Scene Surface Reconstruction
Junyi Chen, Weicai Ye, Yifan Wang, Danpeng Chen, Di Huang, Wanli Ouyang, Guofeng Zhang, Yu Qiao, Tong He
arXiv preprint, 10 Sep 2024
[arXiv]

LI-GS: Gaussian Splatting with LiDAR Incorporated for Accurate Large-Scale Reconstruction
Changjian Jiang, Ruilan Gao, Kele Shao, Yue Wang, Rong Xiong, Yu Zhang
arXiv preprint, 19 Sep 2024
[arXiv]

GaRField++: Reinforced Gaussian Radiance Fields for Large-Scale 3D Scene Reconstruction
Hanyue Zhang, Zhiliu Yang, Xinhe Zuo, Yuxin Tong, Ying Long, Chen Liu
arXiv preprint, 19 Sep 2024
[arXiv]

DENSER: 3D Gaussians Splatting for Scene Reconstruction of Dynamic Urban Environments
Mahmud A. Mohamad, Gamal Elghazaly, Arthur Hubert, Raphael Frank
arXiv preprint, 16 Sep 2024
[arXiv] [Code]

StreetSurfGS: Scalable Urban Street Surface Reconstruction with Planar-based Gaussian Splatting
Xiao Cui, Weicai Ye, Yifan Wang, Guofeng Zhang, Wengang Zhou, Tong He, Houqiang Li
arXiv preprint, 6 Oct 2024
[arXiv]

Long-LRM: Long-sequence Large Reconstruction Model for Wide-coverage Gaussian Splats
Chen Ziwen, Hao Tan, Kai Zhang, Sai Bi, Fujun Luan, Yicong Hong, Li Fuxin, Zexiang Xu
arXiv preprint, 16 Oct 2024
[arXiv] [Project]

:fire:SCube: Instant Large-Scale Scene Reconstruction using VoxSplats Xuanchi Ren, Yifan Lu, Hanxue Liang, Zhangjie Wu, Huan Ling, Mike Chen, Sanja Fidler, Francis Williams, Jiahui Huang
NeurIPS 2024, 26 Oct 2024

Abstract We present SCube, a novel method for reconstructing large-scale 3D scenes (geometry, appearance, and semantics) from a sparse set of posed images. Our method encodes reconstructed scenes using a novel representation VoxSplat, which is a set of 3D Gaussians supported on a high-resolution sparse-voxel scaffold. To reconstruct a VoxSplat from images, we employ a hierarchical voxel latent diffusion model conditioned on the input images followed by a feedforward appearance prediction model. The diffusion model generates high-resolution grids progressively in a coarse-to-fine manner, and the appearance network predicts a set of Gaussians within each voxel. From as few as 3 non-overlapping input images, SCube can generate millions of Gaussians with a 1024^3 voxel grid spanning hundreds of meters in 20 seconds. Past works tackling scene reconstruction from images either rely on per-scene optimization and fail to reconstruct the scene away from input views (thus requiring dense view coverage as input) or leverage geometric priors based on low-resolution models, which produce blurry results. In contrast, SCube leverages high-resolution sparse networks and produces sharp outputs from few views. We show the superiority of SCube compared to prior art using the Waymo self-driving dataset on 3D reconstruction and demonstrate its applications, such as LiDAR simulation and text-to-scene generation.

[arXiv] [Project] [Code] [Video]

ULSR-GS: Ultra Large-scale Surface Reconstruction Gaussian Splatting with Multi-View Geometric Consistency
Zhuoxiao Li, Shanliang Yao, Qizhong Gao, Angel F. Garcia-Fernandez, Yong Yue, Xiaohui Zhu
2 Dec 2024
[arXiv] [Project]

Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction
Jixuan Fan, Wanhua Li, Yifei Han, Yansong Tang
6 Dec 2024
[arXiv] [Project] [Code]

Radiant: Large-scale 3D Gaussian Rendering based on Hierarchical Framework
Haosong Peng, Tianyu Qi, Yufeng Zhan, Hao Li, Yalun Dai, Yuanqing Xia
7 Dec 2024
[arXiv]

Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Yixuan Li, Xingjian Ran, Linning Xu, Tao Lu, Mulin Yu, Zhenzhi Wang, Yuanbo Xiangli, Dahua Lin, Bo Dai
10 Dec 2024
[arXiv] [Project] [Code]

CoSurfGS:Collaborative 3D Surface Gaussian Splatting with Distributed Learning for Large Scene Reconstruction
Yuanyuan Gao, Yalun Dai, Hao Li, Weicai Ye, Junyi Chen, Danpeng Chen, Dingwen Zhang, Tong He, Guofeng Zhang, Junwei Han
23 Dec 2024
[arXiv] [Project]

CrossView-GS: Cross-view Gaussian Splatting For Large-scale Scene Reconstruction
Chenhao Zhang, Yuanping Cao, Lei Zhang
3 Jan 2025
[arXiv]

PG-SAG: Parallel Gaussian Splatting for Fine-Grained Large-Scale Urban Buildings Reconstruction via Semantic-Aware Grouping
Tengfei Wang, Xin Wang, Yongmao Hou, Yiwei Xu, Wendi Zhang, Zongqian Zhan
3 Jan 2025
[arXiv] [Code]

3DGS Autonomous Driving

DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes
Xiaoyu Zhou, Zhiwei Lin, Xiaojun Shan, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang
CVPR 2024, 13 Dec 2023
[arXiv] [Code]

Street Gaussians for Modeling Dynamic Urban Scenes
Yunzhi Yan, Haotong Lin, Chenxu Zhou, Weijie Wang, Haiyang Sun, Kun Zhan, Xianpeng Lang, Xiaowei Zhou, Sida Peng
arXiv preprint, 2 Jan 2024
[arXiv] [Project] [Code]

TCLC-GS: Tightly Coupled LiDAR-Camera Gaussian Splatting for Surrounding Autonomous Driving Scenes
Cheng Zhao, Su Sun, Ruoyu Wang, Yuliang Guo, Jun-Jun Wan, Zhou Huang, Xinyu Huang, Yingjie Victor Chen, Liu Ren
arXiv preprint, 3 Apr, 2024
[arXiv]

S^3 Gaussian: Self-Supervised Street Gaussians for Autonomous Driving
Nan Huang, Xiaobao Wei, Wenzhao Zheng, Pengju An, Ming Lu, Wei Zhan, Masayoshi Tomizuka, Kurt Keutzer, Shanghang Zhang
arXiv preprint, 30 May 2024
[arXiv] [Code]

VDG: Vision-Only Dynamic Gaussian for Driving Simulation
Hao Li, Jingfeng Li, Dingwen Zhang, Chenming Wu, Jieqi Shi, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang, Junwei Han
arXiv preprint, 26 Jun 2024
[arXiv] [Project]

AutoSplat: Constrained Gaussian Splatting for Autonomous Driving Scene Reconstruction
Mustafa Khan, Hamidreza Fazlali, Dhruv Sharma, Tongtong Cao, Dongfeng Bai, Yuan Ren, Bingbing Liu
arXiv preprint, 2 Jul 2024
[arXiv] [Project]

DHGS: Decoupled Hybrid Gaussian Splatting for Driving Scene
Xi Shi, Lingli Chen, Peng Wei, Xi Wu, Tian Jiang, Yonggang Luo, Lecheng Xie
arXiv preprint, 23 Jul 2024
[arXiv] [Project]

GaussianBeV: 3D Gaussian Representation meets Perception Models for BeV Segmentation
Florian Chabot, Nicolas Granger, Guillaume Lapouge
arXiv preprint, 19 Jul 2024
[arXiv]

:fire:OmniRe: Omni Urban Scene Reconstruction
Ziyu Chen, Jiawei Yang, Jiahui Huang, Riccardo de Lutio, Janick Martinez Esturo, Boris Ivanovic, Or Litany, Zan Gojcic, Sanja Fidler, Marco Pavone, Li Song, Yue Wang
arXiv preprint, 29 Aug 2024

Abstract We introduce OmniRe, a holistic approach for efficiently reconstructing high-fidelity dynamic urban scenes from on-device logs. Recent methods for modeling driving sequences using neural radiance fields or Gaussian Splatting have demonstrated the potential of reconstructing challenging dynamic scenes, but often overlook pedestrians and other non-vehicle dynamic actors, hindering a complete pipeline for dynamic urban scene reconstruction. To that end, we propose a comprehensive 3DGS framework for driving scenes, named OmniRe, that allows for accurate, full-length reconstruction of diverse dynamic objects in a driving log. OmniRe builds dynamic neural scene graphs based on Gaussian representations and constructs multiple local canonical spaces that model various dynamic actors, including vehicles, pedestrians, and cyclists, among many others. This capability is unmatched by existing methods. OmniRe allows us to holistically reconstruct different objects present in the scene, subsequently enabling the simulation of reconstructed scenarios with all actors participating in real-time (~60Hz). Extensive evaluations on the Waymo dataset show that our approach outperforms prior state-of-the-art methods quantitatively and qualitatively by a large margin. We believe our work fills a critical gap in driving reconstruction.

[arXiv] [Project]

Drone-assisted Road Gaussian Splatting with Cross-view Uncertainty
Saining Zhang, Baijun Ye, Xiaoxue Chen, Yuantao Chen, Zongzheng Zhang, Cheng Peng, Yongliang Shi, Hao Zhao
BMVC 2024, 27 Aug 2024
[arXiv] [Project] [Code]

GGS: Generalizable Gaussian Splatting for Lane Switching in Autonomous Driving
Huasong Han, Kaixuan Zhou, Xiaoxiao Long, Yusen Wang, Chunxia Xiao
arXiv preprint, 4 Sep 2024
[arXiv]

DrivingForward: Feed-forward 3D Gaussian Splatting for Driving Scene Reconstruction from Flexible Surround-view Input
Qijian Tian, Xin Tan, Yuan Xie, Lizhuang Ma
arXiv preprint, 19 Sep 2024
[arXiv] [Project] [Code]

RenderWorld: World Model with Self-Supervised 3D Label
Ziyang Yan, Wenzhen Dong, Yihua Shao, Yuhang Lu, Liu Haiyang, Jingwen Liu, Haozhe Wang, Zhe Wang, Yan Wang, Fabio Remondino, Yuexin Ma
arXiv preprint, 17 Sep 2024
[arXiv]

UniBEVFusion: Unified Radar-Vision BEVFusion for 3D Object Detection
Haocheng Zhao, Runwei Guan, Taoyu Wu, Ka Lok Man, Limin Yu, Yutao Yue
arXiv preprint, 23 Sep 2024
[arXiv]

GSPR: Multimodal Place Recognition Using 3D Gaussian Splatting for Autonomous Driving
Zhangshuo Qi, Junyi Ma, Jingyi Xu, Zijie Zhou, Luqi Cheng, Guangming Xiong
arXiv preprint, 1 Oct 2024
[arXiv]

LiDAR-GS:Real-time LiDAR Re-Simulation using Gaussian Splatting
Qifeng Chen, Sheng Yang, Sicong Du, Tao Tang, Peng Chen, Yuchi Huo
arXiv preprint, 7 Oct 2024
[arXiv]

DriveDreamer4D: World Models Are Effective Data Machines for 4D Driving Scene Representation
Guosheng Zhao, Chaojun Ni, Xiaofeng Wang, Zheng Zhu, Guan Huang, Xinze Chen, Boyuan Wang, Youyi Zhang, Wenjun Mei, Xingang Wang
arXiv preprint, 17 Oct 2024
[arXiv] [Project] [Code]

DeSiRe-GS: 4D Street Gaussians for Static-Dynamic Decomposition and Surface Reconstruction for Urban Driving Scenes
Chensheng Peng, Chengwei Zhang, Yixiao Wang, Chenfeng Xu, Yichen Xie, Wenzhao Zheng, Kurt Keutzer, Masayoshi Tomizuka, Wei Zhan
18 Nov 2024
[arXiv] [Code]

GaussianPretrain: A Simple Unified 3D Gaussian Representation for Visual Pre-training in Autonomous Driving
Shaoqing Xu, Fang Li, Shengyin Jiang, Ziying Song, Li Liu, Zhi-xin Yang
19 Nov 2024
[arXiv] [Code]

SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving
Georg Hess, Carl Lindström, Maryam Fatemi, Christoffer Petersson, Lennart Svensson
25 Nov 2024
[arXiv] [Project]

EMD: Explicit Motion Modeling for High-Quality Street Gaussian Splatting
Xiaobao Wei, Qingpo Wuwu, Zhongyu Zhao, Zhuangzhe Wu, Nan Huang, Ming Lu, Ningning MA, Shanghang Zhang
23 Nov 2024
[arXiv] [Project]

SplatFlow: Self-Supervised Dynamic Gaussian Splatting in Neural Motion Flow Field for Autonomous Driving
Su Sun, Cheng Zhao, Zhuoyang Sun, Yingjie Victor Chen, Mei Chen
23 Nov 2024
[arXiv]

HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving
Hongyu Zhou, Longzhong Lin, Jiabao Wang, Yichong Lu, Dongfeng Bai, Bingbing Liu, Yue Wang, Andreas Geiger, Yiyi Liao
2 Dec 2024
[arXiv] [Project] [Code]

Driving Scene Synthesis on Free-form Trajectories with Generative Prior
Zeyu Yang, Zijie Pan, Yuankun Yang, Xiatian Zhu, Li Zhang
2 Dec 2024
[arXiv]

GSRender: Deduplicated Occupancy Prediction via Weakly Supervised 3D Gaussian Splatting
Qianpu Sun, Changyong Shu, Sifan Zhou, Zichen Yu, Yan Chen, Dawei Yang, Yuan Chun
19 Dec 2024
[arXiv]

EGSRAL: An Enhanced 3D Gaussian Splatting based Renderer with Automated Labeling for Large-Scale Driving Scene
Yixiong Huo, Guangfeng Jiang, Hongyang Wei, Ji Liu, Song Zhang, Han Liu, Xingliang Huang, Mingjie Lu, Jinzhang Peng, Dong Li, Lu Tian, Emad Barsoum
AAAI 2025, 20 Dec 2024
[arXiv]

LiHi-GS: LiDAR-Supervised Gaussian Splatting for Highway Driving Scene Reconstruction
Pou - Chun Kung, Xianling Zhang, Katherine A. Skinner, Nikita Jaipuria
19 Dec 2024
[arXiv]

NeRF-To-Real Tester: Neural Radiance Fields as Test Image Generators for Vision of Autonomous Systems
Laura Weihl, Bilal Wehbe, Andrzej Wąsowski
20 Dec 2024
[arXiv]

MapGS: Generalizable Pretraining and Data Augmentation for Online Mapping via Novel View Synthesis
Hengyuan Zhang, David Paz, Yuliang Guo, Xinyu Huang, Henrik I. Christensen, Liu Ren
11 Jan 2025
[arXiv] [Project]

DreamDrive: Generative 4D Scene Modeling from Street View Images
Jiageng Mao, Boyi Li, Boris Ivanovic, Yuxiao Chen, Yan Wang, Yurong You, Chaowei Xiao, Danfei Xu, Marco Pavone, Yue Wang
31 Dec 2024
[arXiv] [Project]

3DGS Based Occupancy Prediction

GaussianOcc: Fully Self-supervised and Efficient 3D Occupancy Estimation with Gaussian Splatting
Wanshui Gan, Fang Liu, Hongbin Xu, Ningkai Mo, Naoto Yokoya
arXiv preprint, 21 Aug 2024
[arXiv] [Code]

3DGS Based on Diffusion

L3DG: Latent 3D Gaussian Diffusion
Barbara Roessle, Norman Müller, Lorenzo Porzi, Samuel Rota Bulò, Peter Kontschieder, Angela Dai, Matthias Nießner
SIGGRAPH Asis 2024, 17 Oct 2024
[arXiv] [Project] [Video]

A Lesson in Splats: Teacher-Guided Diffusion for 3D Gaussian Splats Generation with 2D Supervision
Chensheng Peng, Ido Sobol, Masayoshi Tomizuka, Kurt Keutzer, Chenfeng Xu, Or Litany
1 Dec 2024
[arXiv]

How to Use Diffusion Priors under Sparse Views?
Qisen Wang, Yifan Zhao, Jiawei Ma, Jia Li
3 Dec 2024
[arXiv] [Code]

3DGS Based AIGC

GaussianDiffusion: 3D Gaussian Splatting for Denoising Diffusion Probabilistic Models with Structured Noise
Xinhai Li, Huaibin Wang, Kuo-Kun Tseng
arXiv preprint, 19 Nov 2023
[arXiv]

LucidDreamer: Towards High-Fidelity Text-to-3D Generation via Interval Score Matching
Yixun Liang, Xin Yang, Jiantao Lin, Haodong Li, Xiaogang Xu, Yingcong Chen
arXiv preprint, 19 Nov 2023
[arXiv] [Github]

LucidDreamer: Domain-free Generation of 3D Gaussian Splatting Scenes
Jaeyoung Chung, Suyoung Lee, Hyeongjin Nam, Jaerin Lee, Kyoung Mu Lee
arXiv preprint, 22 Nov 2023
[arXiv] [Project]

DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation
Jiaxiang Tang, Jiawei Ren, Hang Zhou, Ziwei Liu, Gang Zeng
arXiv preprint, 28 Sep 2023
[arXiv] [Project] [Github]

Text-to-3D using Gaussian Splatting
Zilong Chen, Feng Wang, Huaping Liu
arXiv preprint, 29 Sep 2023
[arXiv] [Project] [Github]

GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
Taoran Yi, Jiemin Fang, Guanjun Wu, Lingxi Xie, Xiaopeng Zhang, Wenyu Liu, Qi Tian, Xinggang Wang
arXiv preprint, 12 Oct 2023
[arXiv] [Project] [Github]

CG3D: Compositional Generation for Text-to-3D via Gaussian Splatting
Alexander Vilesov, Pradyumna Chari, Achuta Kadambi
arXiv preprint, 29 Nov 2023
[arXiv]

Text2Immersion: Generative Immersive Scene with 3D Gaussians
Hao Ouyang, Kathryn Heal, Stephen Lombardi, Tiancheng Sun
arXiv preprint, 14 Dec 2023
[arXiv] [Project]

Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models
Huan Ling, Seung Wook Kim, Antonio Torralba, Sanja Fidler, Karsten Kreis
CVPR 2024, 21 Dec 2023
[arXiv] [Project]

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency
Yuyang Yin, Dejia Xu, Zhangyang Wang, Yao Zhao, Yunchao Wei
arXiv preprint, 28 Dec 2023
[arXiv] [Project] [Code]

DreamGaussian4D: Generative 4D Gaussian Splatting
Jiawei Ren, Liang Pan, Jiaxiang Tang, Chi Zhang, Ang Cao, Gang Zeng, Ziwei Liu
arXiv preprint, 28 Dec 2023
[arXiv] [Project] [Code]

IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
Luke Melas-Kyriazi, Iro Laina, Christian Rupprecht, Natalia Neverova, Andrea Vedaldi, Oran Gafni, Filippos Kokkinos
arXiv preprint, 13 Feb 2024
[arXiv]

GALA3D: Towards Text-to-3D Complex Scene Generation via Layout-guided Generative Gaussian Splatting
Xiaoyu Zhou, Xingjian Ran, Yajiao Xiong, Jinlin He, Zhiwei Lin, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang
arXiv preprint, 11 Feb 2024
[arXiv]

GVGEN: Text-to-3D Generation with Volumetric Representation
Xianglong He, Junyi Chen, Sida Peng, Di Huang, Yangguang Li, Xiaoshui Huang, Chun Yuan, Wanli Ouyang, Tong He
arXiv preprint, 19 Mar 2024
[arXiv] [Project]

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
Lutao Jiang, Lin Wang
arXiv preprint, 17 Mar 2024
[arXiv] [Project] [Code]

DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
Yuanze Lin, Ronald Clark, Philip Torr
arXiv preprint, 25 Mar 2024
[arXiv] [Project] [Code]

GaussianCube: Structuring Gaussian Splatting using Optimal Transport for 3D Generative Modeling
Bowen Zhang, Yiji Cheng, Jiaolong Yang, Chunyu Wang, Feng Zhao, Yansong Tang, Dong Chen, Baining Guo
arXiv preprint, 28 Mar 2024
[arXiv] [Prject] [Code]

RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
Jaidev Shriram, Alex Trevithick, Lingjie Liu, Ravi Ramamoorthi
arXiv preprint, 10 Apr 2024
[arXiv] [Project]

DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
Shijie Zhou, Zhiwen Fan, Dejia Xu, Haoran Chang, Pradyumna Chari, Tejas Bharadwaj, Suya You, Zhangyang Wang, Achuta Kadambi
arXiv preprint, 10 Apr 2024
[arXiv] [Project]

DreamScape: 3D Scene Creation via Gaussian Splatting joint Correlation Modeling
Xuening Yuan, Hongyu Yang, Yueming Zhao, Di Huang
arXiv preprint, 14 Apr 2024
[arXiv]

DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling
Haoran Li, Haolin Shi, Wenli Zhang, Wenjun Wu, Yong Liao, Lin Wang, Lik-hang Lee, Pengyuan Zhou
arXiv preprint, 4 Apr 2024
[arXiv]

Interactive3D: Create What You Want by Interactive 3D Generation
Shaocong Dong, Lihe Ding, Zhanpeng Huang, Zibin Wang, Tianfan Xue, Dan Xu
arXiv prepring, 25 Apr 2024 [arXiv] [Project] [Code]

FastScene: Text-Driven Fast 3D Indoor Scene Generation via Panoramic Gaussian Splatting
Yikun Ma, Dandan Zhan, Zhi Jin
IJCAI 2024, 9 May 2024
[arXiv]

MagicDrive3D: Controllable 3D Generation for Any-View Rendering in Street Scenes
Ruiyuan Gao, Kai Chen, Zhihao Li, Lanqing Hong, Zhenguo Li, Qiang Xu
arXiv preprint, 23 May 2024
[arXiv]

Dreamer XL: Towards High-Resolution Text-to-3D Generation via Trajectory Score Matching
Xingyu Miao, Haoran Duan, Varun Ojha, Jun Song, Tejal Shah, Yang Long, Rajiv Ranjan
arXiv preprint, 18 May 2024
[arXiv] [Code]

EG4D: Explicit Generation of 4D Object without Score Distillation
Qi Sun, Zhiyang Guo, Ziyu Wan, Jing Nathan Yan, Shengming Yin, Wengang Zhou, Jing Liao, Houqiang Li
arXiv preprint, 28 May 2024
[arXiv] [Code]

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting
Qiaowei Miao, Yawei Luo, Yi Yang
arXiv preprint, 30 May 2024
[arXiv] [Project]

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Sangeek Hyun, Jae-Pil Heo
arXiv preprint, 5 Jun 2024
[arXiv] [Project]

Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion
Fangfu Liu, Hanyang Wang, Shunyu Yao, Shengjun Zhang, Jie Zhou, Yueqi Duan
arXiv preprint, 6 Jun 2024
[arXiv] [Project]

GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation
Haozhe Xie, Zhaoxi Chen, Fangzhou Hong, Ziwei Liu
arXiv preprint, 10 Jun 2024
[arXiv]

MVGamba: Unify 3D Content Generation as State Space Sequence Modeling
Xuanyu Yi, Zike Wu, Qiuhong Shen, Qingshan Xu, Pan Zhou, Joo-Hwee Lim, Shuicheng Yan, Xinchao Wang, Hanwang Zhang
arXiv preprint, 10 Jun 2024
[arXiv]

L4GM: Large 4D Gaussian Reconstruction Model
Jiawei Ren, Kevin Xie, Ashkan Mirzaei, Hanxue Liang, Xiaohui Zeng, Karsten Kreis, Ziwei Liu, Antonio Torralba, Sanja Fidler, Seung Wook Kim, Huan Ling
arXiv preprint, 14 Jun 2024
[arXiv] [Project]

GradeADreamer: Enhanced Text-to-3D Generation Using Gaussian Splatting and Multi-View Diffusion
Trapoom Ukarapol, Kevin Pruvost
arXiv preprint, 14 Jun 2024
[arXiv] [Code]

ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians
Yufei Liu, Junshu Tang, Chu Zheng, Shijie Zhang, Jinkun Hao, Junwei Zhu, Dongjin Huang
arXiv preprint, 24 Jun 2024
[arXiv] [Project]

GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality
Taoran Yi, Jiemin Fang, Zanwei Zhou, Junjie Wang, Guanjun Wu, Lingxi Xie, Xiaopeng Zhang, Wenyu Liu, Xinggang Wang, Qi Tian
arXiv preprint, 26 Jun 2024
[arXiv] [Project] [Code]

TrAME: Trajectory-Anchored Multi-View Editing for Text-Guided 3D Gaussian Splatting Manipulation
Chaofan Luo, Donglin Di, Yongjia Ma, Zhou Xue, Chen Wei, Xun Yang, Yebin Liu
arXiv preprint, 2 Jul 2024
[arXiv]

HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions
Haiyang Zhou, Xinhua Cheng, Wangbo Yu, Yonghong Tian, Li Yuan
arXiv preprint, 21 Jul 2024
[arXiv] [Project]

Connecting Consistency Distillation to Score Distillation for Text-to-3D Generation
Zongrui Li, Minghui Hu, Qian Zheng, Xudong Jiang
ECCV 2024, 18 Jul 2024
[arXiv] [Code]

SV4D: Dynamic 3D Content Generation with Multi-Frame and Multi-View Consistency
Yiming Xie, Chun-Han Yao, Vikram Voleti, Huaizu Jiang, Varun Jampani
arXiv preprint, 24 Jul 2024
[arXiv] [Project] [Code]

DreamCouple: Exploring High Quality Text-to-3D Generation Via Rectified Flow
Hangyu Li, Xiangxiang Chu, Dingyuan Shi
arXiv preprint, 9 Aug 2024
[arXiv]

Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Haibo Yang, Yang Chen, Yingwei Pan, Ting Yao, Zhineng Chen, Chong-Wah Ngo, Tao Mei
ACMMM 2024, 11 Sep 2024
[arXiv] [Code]

DreamMapping: High-Fidelity Text-to-3D Generation via Variational Distribution Mapping
Zeyu Cai, Duotun Wang, Yixun Liang, Zhijing Shao, Ying-Cong Chen, Xiaohang Zhan, Zeyu Wang
arXiv preprint, 8 Sep 2024
[arXiv]

DreamHOI: Subject-Driven Generation of 3D Human-Object Interactions with Diffusion Priors
Thomas Hanwen Zhu, Ruining Li, Tomas Jakab
arXiv preprint, 12 Sep 2024
[arXiv]

DreamMesh: Jointly Manipulating and Texturing Triangle Meshes for Text-to-3D Generation
Haibo Yang, Yang Chen, Yingwei Pan, Ting Yao, Zhineng Chen, Zuxuan Wu, Yu-Gang Jiang, Tao Mei
ECCV 2024, 11 Sep 2024
[arXiv] [Project]

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Zhiqi Li, Yiming Chen, Peidong Liu
NeurIPS 2024, 9 Oct 2024
[arXiv]

RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image
Xiaoxue Chen, Jv Zheng, Hao Huang, Haoran Xu, Weihao Gu, Kangliang Chen, He xiang, Huan-ang Gao, Hao Zhao, Guyue Zhou, Yaqin Zhang
arXiv preprint, 10 Oct 2024
[arXiv]

DreamSat: Towards a General 3D Model for Novel View Synthesis of Space Objects
Nidhi Mathihalli, Audrey Wei, Giovanni Lavezzi, Peng Mun Siew, Victor Rodriguez-Fernandez, Hodei Urrutxua, Richard Linares
arXiv preprint, 7 Oct 2024
[arXiv] [Code]

Enhancing Single Image to 3D Generation using Gaussian Splatting and Hybrid Diffusion Priors
Hritam Basak, Hadi Tabatabaee, Shreekant Gayaka, Ming-Feng Li, Xin Yang, Cheng-Hao Kuo, Arnie Sen, Min Sun, Zhaozheng Yin
arXiv preprint, 12 Oct 2024
[arXiv]

3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation
Hansheng Chen, Bokui Shen, Yulin Liu, Ruoxi Shi, Linqi Zhou, Connor Z. Lin, Jiayuan Gu, Hao Su, Gordon Wetzstein, Leonidas Guibas
arXiv preprint, 24 Oct 2024
[arXiv] [Project] [Code]

CompGS: Unleashing 2D Compositionality for Compositional Text-to-3D via Dynamically Optimizing 3D Gaussians
Chongjian Ge, Chenfeng Xu, Yuanfeng Ji, Chensheng Peng, Masayoshi Tomizuka, Ping Luo, Mingyu Ding, Varun Jampani, Wei Zhan
arXiv preprint, 28 Oct 2024
[arXiv] [Project]]

DiffGS: Functional Gaussian Splatting Diffusion
Junsheng Zhou, Weiqi Zhang, Yu-Shen Liu
NeurIPS 2024, 25 Oct 2024
[arXiv] [Project] [Code]

Baking Gaussian Splatting into Diffusion Denoiser for Fast and Scalable Single-stage Image-to-3D Generation
Yuanhao Cai, He Zhang, Kai Zhang, Yixun Liang, Mengwei Ren, Fujun Luan, Qing Liu, Soo Ye Kim, Jianming Zhang, Zhifei Zhang, Yuqian Zhou, Zhe Lin, Alan Yuille
arXiv preprint, 21 Nov 2024
[arXiv] [Project]

Direct and Explicit 3D Generation from a Single Image
Haoyu Wu, Meher Gitika Karumuri, Chuhang Zou, Seungbae Bang, Yuelong Li, Dimitris Samaras, Sunil Hadap
3DV 2025, 17 Nov 2024
[arXiv] [Project] [Video]

PhyCAGE: Physically Plausible Compositional 3D Asset Generation from a Single Image
Han Yan, Mingrui Zhang, Yang Li, Chao Ma, Pan Ji
27 Nov 2024
[arXiv] [Project] [Video]

Turbo3D: Ultra-fast Text-to-3D Generation
Hanzhe Hu, Tianwei Yin, Fujun Luan, Yiwei Hu, Hao Tan, Zexiang Xu, Sai Bi, Shubham Tulsiani, Kai Zhang
5 Dec 2024
[arXiv] [Project]

Text-to-3D Gaussian Splatting with Physics-Grounded Motion Generation
Wenqing Wang, Yun Fu
7 Dec 2024
[arXiv]

DSplats: 3D Generation by Denoising Splats-Based Multiview Diffusion Models
Kevin Miao, Harsh Agrawal, Qihang Zhang, Federico Semeraro, Marco Cavallo, Jiatao Gu, Alexander Toshev
11 Dec 2024
[arXiv]

Interactive Scene Authoring with Specialized Generative Primitives
Clément Jambon, Changwoon Choi, Dongsu Zhang, Olga Sorkine-Hornung, Young Min Kim
20 Dec 2024
[arXiv]

Zero-1-to-G: Taming Pretrained 2D Diffusion Model for Direct 3D Generation
Xuyi Meng, Chen Wang, Jiahui Lei, Kostas Daniilidis, Jiatao Gu, Lingjie Liu
9 Jan 2025
[arXiv]

3DGS Model Compression

3DGS Model Compression Surveys

3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods
Milena T. Bagdasarian, Paul Knoll, Florian Barthel, Anna Hilsmann, Peter Eisert, Wieland Morgenstern
arXiv preprint, 17 Jun 2024
[arXiv] [Project]

3DGS Model Compression Progresses

LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS
Zhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu, Dejia Xu, Zhangyang Wang
arXiv preprint, 28 Nov 2023
[arXiv] [Project] [Video]

Identifying Unnecessary 3D Gaussians using Clustering for Fast Rendering of 3D Gaussian Splatting
Joongho Jo, Hyeongwon Kim, Jongsun Park
arXiv preprint, 21 Feb 2024
[arXiv]

:fire:HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression
Yihang Chen, Qianyi Wu, Weiyao Lin, Mehrtash Harandi, Jianfei Cai
ECCV 2024, 21 Mar 2024

Abstract 3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To address this, we make use of the relations between the unorganized anchors and the structured hash grid, leveraging their mutual information for context modeling, and propose a Hash-grid Assisted Context (HAC) framework for highly compact 3DGS representation. Our approach introduces a binary hash grid to establish continuous spatial consistencies, allowing us to unveil the inherent spatial relations of anchors through a carefully designed context model. To facilitate entropy coding, we utilize Gaussian distributions to accurately estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Additionally, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Importantly, our work is the pioneer to explore context-based compression for 3DGS representation, resulting in a remarkable size reduction of over 75× compared to vanilla 3DGS, while simultaneously improving fidelity, and achieving over 11× size reduction over SOTA 3DGS compression approach Scaffold-GS. Our code is available here: this https URL

[arXiv] [Project] [Code]

CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting
Xiangrui Liu, Xinju Wu, Pingping Zhang, Shiqi Wang, Zhu Li, Sam Kwong
arXiv preprint, 15 Apr 2024
[arXiv]

F-3DGS: Factorized Coordinates and Representations for 3D Gaussian Splatting
Xiangyu Sun, Joo Chan Lee, Daniel Rho, Jong Hwan Ko, Usman Ali, Eunbyung Park
arXiv preprint, 27 May 2024
[arXiv] [Project] [Code]

LP-3DGS: Learning to Prune 3D Gaussian Splatting
Zhaoliang Zhang, Tianchen Song, Yongjae Lee, Li Yang, Cheng Peng, Rama Chellappa, Deliang Fan
arXiv preprint, 29 May 2024
[arXiv]

ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model
Yufei Wang, Zhihao Li, Lanqing Guo, Wenhan Yang, Alex C. Kot, Bihan Wen
arXiv preprint, 31 May 2024
[arXiv]

Gaussian-Forest: Hierarchical-Hybrid 3D Gaussian Splatting for Compressed Scene Modeling
Fengyi Zhang, Tianjun Zhang, Lin Zhang, Helen Huang, Yadan Luo
arXiv preprint, 13 Jun 2024
[arXiv]

:fire:Reducing the Memory Footprint of 3D Gaussian Splatting
Panagiotis Papantonakis, Georgios Kopanas, Bernhard Kerbl, Alexandre Lanvin, George Drettakis
arXiv preprint, 24 Jun 2024

Abstract 3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and real-time rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a 27 reduction in overall size on disk on the standard datasets we tested, along with a 1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device.

[arXiv] [Project]

Lightweight Predictive 3D Gaussian Splats
Junli Cao, Vidit Goel, Chaoyang Wang, Anil Kag, Ju Hu, Sergei Korolev, Chenfanfu Jiang, Sergey Tulyakov, Jian Ren
arXiv preprint, 27 Jun 2024
[arXiv] [Project]

Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning
Muhammad Salman Ali, Maryam Qamar, Sung-Ho Bae, Enzo Tartaglione
arXiv preprint, 26 Jun 2024
[arXiv]

A Benchmark for Gaussian Splatting Compression and Quality Assessment Study
Qi Yang, Kaifa Yang, Yuke Xing, Yiling Xu, Zhu Li
arXiv preprint, 19 Jul 2024
[arXiv] [Code]

Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields
Joo Chan Lee, Daniel Rho, Xiangyu Sun, Jong Hwan Ko, Eunbyung Park
arXiv preprint, 7 Aug 2024
[arXiv]

MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation
Shuzhao Xie, Weixiang Zhang, Chen Tang, Yunpeng Bai, Rongwei Lu, Shijia Ge, Zhi Wang
ECCV 2024, 15 Sep 2024
[arXiv]

Fast Feedforward 3D Gaussian Splatting Compression
Yihang Chen, Qianyi Wu, Mengyao Li, Weiyao Lin, Mehrtash Harandi, Jianfei Cai
arXiv preprint, 10 Oct 2024
[arXiv] [Project] [Code]

ELMGS: Enhancing memory and computation scaLability through coMpression for 3D Gaussian Splatting
Muhammad Salman Ali, Sung-Ho Bae, Enzo Tartaglione
arXiv preprint, 30 Oct 2024
[arXiv]

A Hierarchical Compression Technique for 3D Gaussian Splatting Compression
He Huang, Wenjie Huang, Qi Yang, Yiling Xu, Zhu li
arXiv preprint, 11 Nov 2024
[arXiv]

HEMGS: A Hybrid Entropy Model for 3D Gaussian Splatting Data Compression
Lei Liu, Zhenghao Chen, Dong Xu
27 Nov 2024
[arXiv]

Temporally Compressed 3D Gaussian Splatting for Dynamic Scenes
Saqib Javed, Ahmad Jarrar Khan, Corentin Dumery, Chen Zhao, Mathieu Salzmann
7 Dec 2024
[arXiv]

Locality-aware Gaussian Compression for Fast and High-quality Rendering
Seungjoo Shin, Jaesik Park, Sunghyun Cho
10 Jan 2025
[arXiv]

Compression of 3D Gaussian Splatting with Optimized Feature Planes and Standard Video Codecs
Soonbin Lee, Fangwen Shu, Yago Sanchez, Thomas Schierl, Cornelius Hellge
6 Jan 2025
[arXiv] [Project]

3DGS Streaming

3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos
Jiakai Sun, Han Jiao, Guangyuan Li, Zhanjie Zhang, Lei Zhao, Wei Xing
CVPR 2024, 3 Mar 2024
[arXiv] [Project] [Code]

HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression
Yihang Chen, Qianyi Wu, Jianfei Cai, Mehrtash Harandi, Weiyao Lin
arXiv preprint, 12 Mar 2024
[arXiv] [Project] [Code]

LapisGS: Layered Progressive 3D Gaussian Splatting for Adaptive Streaming
Yuang Shi, Simone Gasparini, Géraldine Morin, Wei Tsang Ooi
arXiv preprint, 27 Aug 2024
[arXiv]

PRoGS: Progressive Rendering of Gaussian Splats
Brent Zoomers, Maarten Wijnants, Ivan Molenaers, Joni Vanherck, Jeroen Put, Lode Jorissen, Nick Michiels
arXiv preprint, 3 Sep 2024
[arXiv]

SwinGS: Sliding Window Gaussian Splatting for Volumetric Video Streaming with Arbitrary Length
Bangya Liu, Suman Banerjee
[arXiv]

QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos
Sharath Girish, Tianye Li, Amrita Mazumdar, Abhinav Shrivastava, David Luebke, Shalini De Mello
NeurIPS 2024, 5 Dec 2024
[arXiv] [Project]

3DGS Based Relighting

Subsurface Scattering for 3D Gaussian Splatting
Jan-Niklas Dihlmann, Arjun Majumdar, Andreas Engelhardt, Raphael Braun, Hendrik P.A. Lensch
arXiv preprint, 22 Aug 2024
[arXiv] [Project] [Code]

3DGS Robotics

3DGS Robotics Surveys

3D Gaussian Splatting in Robotics: A Survey
Siting Zhu, Guangming Wang, Dezhi Kong, Hesheng Wang
arXiv preprint, 16 Oct 2024
[arXiv]

Neural Fields in Robotics: A Survey
Muhammad Zubair Irshad, Mauro Comi, Yen-Chen Lin, Nick Heppert, Abhinav Valada, Rares Ambrus, Zsolt Kira, Jonathan Tremblay
arXiv preprint, 26 Oct 2024
[arXiv] [Project]

3DGS Robotics Progresses

Splat-Nav: Safe Real-Time Robot Navigation in Gaussian Splatting Maps
Timothy Chen, Ola Shorinwa, Weijia Zeng, Joseph Bruno, Philip Dames, Mac Schwager
arXiv preprint, 5 Mar 2023
[arXiv]

ManiGaussian: Dynamic Gaussian Splatting for Multi-task Robotic Manipulation
Guanxing Lu, Shiyi Zhang, Ziwei Wang, Changliu Liu, Jiwen Lu, Yansong Tang
arXiv preprint, 13 Mar 2024
[arXiv]

Splat-MOVER: Multi-Stage, Open-Vocabulary Robotic Manipulation via Editable Gaussian Splatting
Ola Shorinwa, Johnathan Tucker, Aliyah Smith, Aiden Swann, Timothy Chen, Roya Firoozi, Monroe Kennedy III, Mac Schwager
arXiv preprint, 7 Mar 2024
[arXiv]

Query-based Semantic Gaussian Field for Scene Representation in Reinforcement Learning
Jiaxu Wang, Ziyi Zhang, Qiang Zhang, Jia Li, Jingkai Sun, Mingyuan Sun, Junhao He, Renjing Xu
arXiv preprint, 4 Jun 2024
[arXiv]

Gaussian Splatting to Real World Flight Navigation Transfer with Liquid Networks
Alex Quach, Makram Chahine, Alexander Amini, Ramin Hasani, Daniela Rus
arXiv preprint, 21 Jun 2024
[arXiv]

Robo-GS: A Physics Consistent Spatial-Temporal Model for Robotic Arm with Hybrid Representation
Haozhe Lou, Yurong Liu, Yike Pan, Yiran Geng, Jianteng Chen, Wenlong Ma, Chenglong Li, Lin Wang, Hengzhen Feng, Lu Shi, Liyi Luo, Yongliang Shi
arXiv preprint, 27 Aug 2024
[arXiv] [Project] [Video]

GaussianPU: A Hybrid 2D-3D Upsampling Framework for Enhancing Color Point Clouds via 3D Gaussian Splatting
Zixuan Guo, Yifan Xie, Weijing Xie, Peng Huang, Fei Ma, Fei Richard Yu
arXiv preprint, 3 Sep 2024
[arXiv]

GraspSplats: Efficient Manipulation with 3D Feature Splatting
Mazeyu Ji, Ri-Zhao Qiu, Xueyan Zou, Xiaolong Wang
arXiv preprint, 3 Sep 2024
[arXiv] [Project] [Video] [Code]

SplatSim: Zero-Shot Sim2Real Transfer of RGB Manipulation Policies Using Gaussian Splatting
Mohammad Nomaan Qureshi, Sparsh Garg, Francisco Yandun, David Held, George Kantor, Abhishesh Silwal
arXiv preprint, 16 Sep 2024
[arXiv]

BEINGS: Bayesian Embodied Image-goal Navigation with Gaussian Splatting
Wugang Meng, Tianfu Wu, Huan Yin, Fumin Zhang
arXiv preprint, 16 Sep 2024
[arXiv]

SAFER-Splat: A Control Barrier Function for Safe Navigation with Online Gaussian Splatting Maps
Timothy Chen, Aiden Swann, Javier Yu, Ola Shorinwa, Riku Murai, Monroe Kennedy III, Mac Schwager
arXiv preprint, 15 Sep 2024
[arXiv] [Project]

RT-GuIDE: Real-Time Gaussian splatting for Information-Driven Exploration
Yuezhan Tao, Dexter Ong, Varun Murali, Igor Spasojevic, Pratik Chaudhari, Vijay Kumar
arXiv preprint, 26 Sep 2024
[arXiv] [Project] [Video]

Language-Embedded Gaussian Splats (LEGS): Incrementally Building Room-Scale Representations with a Mobile Robot
Justin Yu, Kush Hari, Kishore Srinivas, Karim El-Refai, Adam Rashid, Chung Min Kim, Justin Kerr, Richard Cheng, Muhammad Zubair Irshad, Ashwin Balakrishna, Thomas Kollar, Ken Goldberg
arXiv preprint, 26 Sep 2024
[arXiv]

HGS-Planner: Hierarchical Planning Framework for Active Scene Reconstruction Using 3D Gaussian Splatting
Zijun Xu, Rui Jin, Ke Wu, Yi Zhao, Zhiwei Zhang, Jieru Zhao, Zhongxue Gan, Wenchao Ding
arXiv preprint, 26 Sep 2024
[arXiv]

Let's Make a Splan: Risk-Aware Trajectory Optimization in a Normalized Gaussian Splat
Jonathan Michaux, Seth Isaacson, Challen Enninful Adu, Adam Li, Rahul Kashyap Swayampakula, Parker Ewen, Sean Rice, Katherine A. Skinner, Ram Vasudevan
arXiv preprint, 26 Sep 2024
[arXiv]

RL-GSBridge: 3D Gaussian Splatting Based Real2Sim2Real Method for Robotic Manipulation Learning
Yuxuan Wu, Lei Pan, Wenhua Wu, Guangming Wang, Yanzi Miao, Hesheng Wang
arXiv preprint, 30 Sep 2024
[arXiv]

SplaTraj: Camera Trajectory Generation with Semantic Gaussian Splatting
Xinyi Liu, Tianyi Zhang, Matthew Johnson-Roberson, Weiming Zhi
arXiv preprint, 8 Oct 2024
[arXiv]

Next Best Sense: Guiding Vision and Touch with FisherRF for 3D Gaussian Splatting
Matthew Strong, Boshu Lei, Aiden Swann, Wen Jiang, Kostas Daniilidis, Monroe Kennedy III
arXiv preprint, 7 Oct 2024
[arXiv] [Project] [Video] [Code]

Mode-GS: Monocular Depth Guided Anchored 3D Gaussian Splatting for Robust Ground-View Scene Rendering
Yonghan Lee, Jaehoon Choi, Dongki Jung, Jaeseong Yun, Soohyun Ryu, Dinesh Manocha, Suyong Yeon
arXiv preprint, 6 Oct 2024
[arXiv]

PhotoReg: Photometrically Registering 3D Gaussian Splatting Models
Ziwen Yuan, Tianyi Zhang, Matthew Johnson-Roberson, Weiming Zhi
arXiv preprint, 7 Oct 2024
[arXiv] [Project] [Video] [Code]

L-VITeX: Light-weight Visual Intuition for Terrain Exploration
Antar Mazumder, Zarin Anjum Madhiha
arXiv preprint, 10 Oct 2024
[arXiv]

Gaussian Splatting Visual MPC for Granular Media Manipulation
Wei-Cheng Tseng, Ellina Zhang, Krishna Murthy Jatavallabhula, Florian Shkurti
arXiv preprint, 13 Oct 2024
[arXiv] [Project]

Differentiable Robot Rendering
Ruoshi Liu, Alper Canberk, Shuran Song, Carl Vondrick
arXiv preprint, 17 Oct 2024
[arXiv] [Project] [Video] [Code]

MSGField: A Unified Scene Representation Integrating Motion, Semantics, and Geometry for Robotic Manipulation
Yu Sheng, Runfeng Lin, Lidian Wang, Quecheng Qiu, YanYong Zhang, Yu Zhang, Bei Hua, Jianmin Ji
arXiv preprint, 21 Oct 2024
[arXiv] [Project] [Code]

Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling
Mingtong Zhang, Kaifeng Zhang, Yunzhu Li
arXiv preprint, 24 Oct 2024
[arXiv] [Project] [Code]

E-3DGS: Gaussian Splatting with Exposure and Motion Events
Xiaoting Yin, Hao Shi, Yuhan Bao, Zhenshan Bing, Yiyi Liao, Kailun Yang, Kaiwei Wang
arXiv preprint, 22 Oct 2024
[arXiv] [Code]

ActiveSplat: High-Fidelity Scene Reconstruction through Active Gaussian Splatting
Yuetao Li, Zijia Kuang, Ting Li, Guyue Zhou, Shaohui Zhang, Zike Yan
arXiv preprint, 29 Oct 2024
[arXiv] [Project] [Video]

Get a Grip: Multi-Finger Grasp Evaluation at Scale Enables Robust Sim-to-Real Transfer
Tyler Ga Wei Lum, Albert H. Li, Preston Culbertson, Krishnan Srinivasan, Aaron D. Ames, Mac Schwager, Jeannette Bohg
arXiv preprint, 31 Oct 2024
[arXiv] [Project] [Video]

3DGS-CD: 3D Gaussian Splatting-based Change Detection for Physical Object Rearrangement
Ziqi Lu, Jianbo Ye, John Leonard
arXiv preprint, 6 Nov 2024
[arXiv] [Code]

Object and Contact Point Tracking in Demonstrations Using 3D Gaussian Splatting
Michael Büttner, Jonathan Francis, Helge Rhodin, Andrew Melnik
CoRL 2024, 5 Nov 2024
[arXiv]

Modeling Uncertainty in 3D Gaussian Splatting through Continuous Semantic Splatting
Joey Wilson, Marcelino Almeida, Min Sun, Sachit Mahajan, Maani Ghaffari, Parker Ewen, Omid Ghasemalizadeh, Cheng-Hao Kuo, Arnie Sen
arXiv preprint, 4 Nov 2024
[arXiv]

Through the Curved Cover: Synthesizing Cover Aberrated Scenes with Refractive Field
Liuyue Xie, Jiancong Guo, Laszlo A. Jeni, Zhiheng Jia, Mingyang Li, Yunwen Zhou, Chao Guo
WACV 2025, 10 Nov 2024
[arXiv]

SplatR : Experience Goal Visual Rearrangement with 3D Gaussian Splatting and Dense Feature Matching
Arjun P S, Andrew Melnik, Gora Chand Nandi
arXiv preprint, 21 Nov 2024
[arXiv]

RoboGSim: A Real2Sim2Real Robotic Gaussian Splatting Simulator
Xinhai Li, Jialin Li, Ziheng Zhang, Rui Zhang, Fan Jia, Tiancai Wang, Haoqiang Fan, Kuo-Kun Tseng, Ruiping Wang
18 Nov 2024
[arXiv] [Project]

Multi-robot autonomous 3D reconstruction using Gaussian splatting with Semantic guidance
Jing Zeng, Qi Ye, Tianle Liu, Yang Xu, Jin Li, Jinming Xu, Liang Li, Jiming Chen
3 Dec 2024
[arXiv]

SparseGrasp: Robotic Grasping via 3D Semantic Gaussian Splatting from Sparse Multi-View RGB Images
Junqiu Yu, Xinlin Ren, Yongchong Gu, Haitao Lin, Tianyu Wang, Yi Zhu, Hang Xu, Yu-Gang Jiang, Xiangyang Xue, Yanwei Fu
3 Dec 2024
[arXiv]

ActiveGS: Active Scene Reconstruction using Gaussian Splatting
Liren Jin, Xingguang Zhong, Yue Pan, Jens Behley, Cyrill Stachniss, Marija Popović
23 Dec 2024
[arXiv]

Dream to Manipulate: Compositional World Models Empowering Robot Imitation Learning with Imagination
Leonardo Barcellona, Andrii Zadaianchuk, Davide Allegro, Samuele Papa, Stefano Ghidoni, Efstratios Gavves
19 Dec 2024
[arXiv] [Project]

CityLoc: 6 DoF Localization of Text Descriptions in Large-Scale Scenes with Gaussian Representation
Qi Ma, Runyi Yang, Bin Ren, Ender Konukoglu, Luc Van Gool, Danda Pani Paudel
15 Jan 2025
[arXiv]

HOGSA: Bimanual Hand-Object Interaction Understanding with 3D Gaussian Splatting Based Data Augmentation
Wentian Qu, Jiahe Li, Jian Cheng, Jian Shi, Chenyu Meng, Cuixia Ma, Hongan Wang, Xiaoming Deng, Yinda Zhang
6 Jan 2025
[arXiv]

EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation
Siyuan Huang, Liliang Chen, Pengfei Zhou, Shengcong Chen, Zhengkai Jiang, Yue Hu, Peng Gao, Hongsheng Li, Maoqing Yao, Guanghui Ren
3 Jan 2025
[arXiv] [Project]

3DGS Avatar Generation

3DGS Avatar Generation Survey

A Survey on 3D Human Avatar Modeling -- From Reconstruction to Generation
Ruihe Wang, Yukang Cao, Kai Han, Kwan-Yee K. Wong
arXiv preprint, 6 Jun 2024
[arXiv]

3DGS Avatar Generation Progresses

Animatable 3D Gaussian: Fast and High-Quality Reconstruction of Multiple Human Avatars
Yang Liu, Xiang Huang, Minghan Qin, Qinwei Lin, Haoqian Wang
arXiv preprint, 27 Nov 2023
[arXiv] [Project]

HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting
Xian Liu, Xiaohang Zhan, Jiaxiang Tang, Ying Shan, Gang Zeng, Dahua Lin, Xihui Liu, Ziwei Liu
arXiv preprint, 28 Nov 2023
[arXiv] [Project]

HUGS: Human Gaussian Splats
Muhammed Kocabas, Jen-Hao Rick Chang, James Gabriel, Oncel Tuzel, Anurag Ranjan
arXiv preprint, 29 Nov 2023
[arXiv]

Gaussian Shell Maps for Efficient 3D Human Generation
Rameen Abdal, Wang Yifan, Zifan Shi, Yinghao Xu, Ryan Po, Zhengfei Kuang, Qifeng Chen, Dit-Yan Yeung, Gordon Wetzstein
arXiv preprint, 29 Nov 2023
[arXiv]

GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
Shunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu, Shengping Zhang, Liqiang Nie, Yebin Liu
arXiv preprint, 4 Dec 2023
[arXiv] [Project]

GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians
Liangxiao Hu, Hongwen Zhang, Yuxiang Zhang, Boyao Zhou, Boning Liu, Shengping Zhang, Liqiang Nie
arXiv preprint, 4 Dec 2023
[arXiv] [Project]

**GaussianAvatars: Photorealistic Head Avata

Truncated — view the full README on GitHub.

Contributors

yangjiheng

86 commits

yangjiheng/3DGS_and_Beyond_Docs

This is a collective repository for all 3DGS related progresses in research and industry world

726

86 commits

updated Jan 19, 2025

See the code

README

3DGS and Beyond Docs

This is a collection of documents and topics NeRF/3DGS & Beyond channel accumulated, as well as papers in literaure. Since there are lots of papers out there, so we split them into two seperate repositories: NeRF and Beyond Docs and 3DGS and Beyond Docs. Please choose accordingly recarding to your preference.

Some papers we discussed in the group, will be added to the back of the paper with a Notes link. You can follow the link to check whether there is topic you are interested in. If not, welcome to join us and ask the question to the crowd. The mighty community might have your answers.

We are actively maintaining this page trying to stay up-to-date and gather important works in a daily basis. We would also like to put as many notes as possible to some works, trying to make it easier to catch up.

Please feel free to join us on WeChat group or start a discussion topic here.

NeRF/3DGS Book

I have recently published a book with PHEI(Publishing House of Electronics Industry) on NeRF/3DGS. This would not have been possible without the help of the whole 3D vision community. It is now available on jd.com (Checkout here) and it should be suitable as a reference handbook for NeRF/3DGS beginners or engineers in related areas. I sincerely hope the book can be helpful in any perspective.

For those of you who have already purchased the book, all references can be downloaded HERE. If you experience any issue reading the book or have any suggestions to improve it, please contact me through my email address: jiheng.yang@gmail.com, or directly concact me on WeChat: jiheng_yang. I'm looking forward to talk to anyone reaching out to me, thanks in advance.

How to join us

For now, you can join us in the following ways

  • Bilibili Channel where we post near daily updates (primarily) on NeRF.
  • WeChat group, due to the limitation of WeChat group, you can add my personal account: jiheng_yang, and I will add you to the chat groups.
  • If you want to view this from a timeline perspective, please refer to this ProcessOn Diagram
  • If you think something is not correct or you think we could do better in some way, please write to us through all possible channels or drop an issue. All suggestions are appreciated!
  • For other discussed techniques that's related to 3D reconstruction and NeRF, please refer to link, we are constantly trying to add more resource to this document.

NeRF Progresses

For NeRF related progress, you can refer to NeRF and Beyond Docs

Table of Content

3DGS Original Paper

:fire:3D Gaussian Splatting for Real-Time Radiance Field Rendering
Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis
ACM ToG 2023, 8 August, 2023

Abstract The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.

[arXiv] [Project] [Github]

3DGS Surveys

A Survey on 3D Gaussian Splatting
Guikun Chen, Wenguan Wang
arXiv preprint, 8 Jan 2024
[arXiv]

3D Gaussian as a New Vision Era: A Survey
Ben Fei, Jingyi Xu, Rui Zhang, Qingyuan Zhou, Weidong Yang, Ying He
arXiv preprint, 11 Feb 2024
[arXiv]

:fire:Recent Advances in 3D Gaussian Splatting
Tong Wu, Yu-Jie Yuan, Ling-Xiao Zhang, Jie Yang, Yan-Pei Cao, Ling-Qi Yan, Lin Gao
arXiv preprint, 17 Mar 2024

Abstract The emergence of 3D Gaussian Splatting (3DGS) has greatly accelerated the rendering speed of novel view synthesis. Unlike neural implicit representations like Neural Radiance Fields (NeRF) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian Splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from the fast rendering speed, the explicit representation of 3D Gaussian Splatting facilitates editing tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid change and growing number of works in this field, we present a literature review of recent 3D Gaussian Splatting methods, which can be roughly classified into 3D reconstruction, 3D editing, and other downstream applications by functionality. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian Splatting are also illustrated for a better understanding of this technique. This survey aims to help beginners get into this field quickly and provide experienced researchers with a comprehensive overview, which can stimulate the future development of the 3D Gaussian Splatting representation.

[arXiv]

Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review
Anurag Dalal, Daniel Hagen, Kjell G. Robbersmyr, Kristian Muri Knausgård
arXiv preprint, 6 May 2024
[arXiv]

Survey on Fundamental Deep Learning 3D Reconstruction Techniques
Yonge Bai, LikHang Wong, TszYin Twan
arXiv preprint, 11 Jul 2024
[arXiv]

3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities
Yanqi Bao, Tianyu Ding, Jing Huo, Yaoli Liu, Yuxin Li, Wenbin Li, Yang Gao, Jiebo Luo
arXiv preprint, 24 Jul 2024
[arXiv]

3D Representation Methods: A Survey
Zhengren Wang
arXiv preprint, 9 Oct 2024
[arXiv]

3DGS Frameworks

:fire:GauStudio: A Modular Framework for 3D Gaussian Splatting and Beyond
Chongjie Ye, Yinyu Nie, Jiahao Chang, Yuantao Chen, Yihao Zhi, Xiaoguang Han
arXiv preprint, 28 Mar 2024

Abstract We present GauStudio, a novel modular framework for modeling 3D Gaussian Splatting (3DGS) to provide standardized, plug-and-play components for users to easily customize and implement a 3DGS pipeline. Supported by our framework, we propose a hybrid Gaussian representation with foreground and skyball background models. Experiments demonstrate this representation reduces artifacts in unbounded outdoor scenes and improves novel view synthesis. Finally, we propose Gaussian Splatting Surface Reconstruction (GauS), a novel render-then-fuse approach for high-fidelity mesh reconstruction from 3DGS inputs without fine-tuning. Overall, our GauStudio framework, hybrid representation, and GauS approach enhance 3DGS modeling and rendering capabilities, enabling higher-quality novel view synthesis and surface reconstruction.

[arXiv] [Code]

gsplat: An Open-Source Library for Gaussian Splatting
Vickie Ye, Ruilong Li, Justin Kerr, Matias Turkulainen, Brent Yi, Zhuoyang Pan, Otto Seiskari, Jianbo Ye, Jeffrey Hu, Matthew Tancik, Angjoo Kanazawa
arXiv preprint, 10 Sep 2024
[arXiv]

SuperSplat - 3D Gaussian Splat Editor
PlayCanvas
[Code]

3DGS Profiling

NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods
Jonas Kulhanek, Torsten Sattler
arXiv preprint, 25 Jun 2024
[arXiv] [Project]

3DGS Distributed Training

RetinaGS: Scalable Training for Dense Scene Rendering with Billion-Scale 3D Gaussians
Bingling Li, Shengyi Chen, Luchao Wang, Kaimin He, Sijie Yan, Yuanjun Xiong
arXiv preprint, 17 Jun 2024
[arXiv]

On Scaling Up 3D Gaussian Splatting Training
Hexu Zhao, Haoyang Weng, Daohan Lu, Ang Li, Jinyang Li, Aurojit Panda, Saining Xie
arXiv preprint, 26 Jun 2024
[arXiv] [Project] [Code]

3DGS Quality Enhancement

:fire:Mip-Splatting: Alias-free 3D Gaussian Splatting
Zehao Yu, Anpei Chen, Binbin Huang, Torsten Sattler, Andreas Geiger
arXiv preprint, 27 Nov 2023

Abstract Recently, 3D Gaussian Splatting has demonstrated impressive novel view synthesis results, reaching high fidelity and efficiency. However, strong artifacts can be observed when changing the sampling rate, \eg, by changing focal length or camera distance. We find that the source for this phenomenon can be attributed to the lack of 3D frequency constraints and the usage of a 2D dilation filter. To address this problem, we introduce a 3D smoothing filter which constrains the size of the 3D Gaussian primitives based on the maximal sampling frequency induced by the input views, eliminating high-frequency artifacts when zooming in. Moreover, replacing 2D dilation with a 2D Mip filter, which simulates a 2D box filter, effectively mitigates aliasing and dilation issues. Our evaluation, including scenarios such a training on single-scale images and testing on multiple scales, validates the effectiveness of our approach.

[arXiv] [Project]

Multi-Scale 3D Gaussian Splatting for Anti-Aliased Rendering
Zhiwen Yan, Weng Fei Low, Yu Chen, Gim Hee Lee
arXiv preprint, 28 Nov 2023
[arXiv] [Project] [Code] [Video]

:fire:Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering
Tao Lu, Mulin Yu, Linning Xu, Yuanbo Xiangli, Limin Wang, Dahua Lin, Bo Dai
arXiv preprint, 30 Nov 2023

Abstract Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.

[arXiv] [Project]

Gaussian Splitting Algorithm with Color and Opacity Depended on Viewing Direction
Dawid Malarz, Weronika Smolak, Jacek Tabor, Sławomir Tadeja, Przemysław Spurek
arXiv preprint, 21 Dec 2023
[arXiv]

:fire:TRIPS: Trilinear Point Splatting for Real-Time Radiance Field Rendering
Linus Franke, Darius Rückert, Laura Fink, Marc Stamminger
Eurographics 2024, 11 Jan 2024

Abstract Point-based radiance field rendering has demonstrated impressive results for novel view synthesis, offering a compelling blend of rendering quality and computational efficiency. However, also latest approaches in this domain are not without their shortcomings. 3D Gaussian Splatting [Kerbl and Kopanas et al. 2023] struggles when tasked with rendering highly detailed scenes, due to blurring and cloudy artifacts. On the other hand, ADOP [Rückert et al. 2022] can accommodate crisper images, but the neural reconstruction network decreases performance, it grapples with temporal instability and it is unable to effectively address large gaps in the point cloud. In this paper, we present TRIPS (Trilinear Point Splatting), an approach that combines ideas from both Gaussian Splatting and ADOP. The fundamental concept behind our novel technique involves rasterizing points into a screen-space image pyramid, with the selection of the pyramid layer determined by the projected point size. This approach allows rendering arbitrarily large points using a single trilinear write. A lightweight neural network is then used to reconstruct a hole-free image including detail beyond splat resolution. Importantly, our render pipeline is entirely differentiable, allowing for automatic optimization of both point sizes and positions. Our evaluation demonstrate that TRIPS surpasses existing state-of-the-art methods in terms of rendering quality while maintaining a real-time frame rate of 60 frames per second on readily available hardware. This performance extends to challenging scenarios, such as scenes featuring intricate geometry, expansive landscapes, and auto-exposed footage. The project page is located at: this https URL

[arXiv] [Project] [Code] [Video]

On the Error Analysis of 3D Gaussian Splatting and an Optimal Projection Strategy
Letian Huang, Jiayang Bai, Jie Guo, Yanwen Guo
ECCV 2024, 1 Feb 2024
[arXiv] [Project] [Code]

FreGS: 3D Gaussian Splatting with Progressive Frequency Regularization
Jiahui Zhang, Fangneng Zhan, Muyu Xu, Shijian Lu, Eric Xing
CVPR 2024, 11 Mar 2024
[arXiv] [Project]

:fire:Analytic-Splatting: Anti-Aliased 3D Gaussian Splatting via Analytic Integration
Zhihao Liang, Qi Zhang, Wenbo Hu, Ying Feng, Lei Zhu, Kui Jia
ECCV 2024, 16 Mar 2024

Abstract The 3D Gaussian Splatting (3DGS) gained its popularity recently by combining the advantages of both primitive-based and volumetric 3D representations, resulting in improved quality and efficiency for 3D scene rendering. However, 3DGS is not alias-free, and its rendering at varying resolutions could produce severe blurring or jaggies. This is because 3DGS treats each pixel as an isolated, single point rather than as an area, causing insensitivity to changes in the footprints of pixels. Consequently, this discrete sampling scheme inevitably results in aliasing, owing to the restricted sampling bandwidth. In this paper, we derive an analytical solution to address this issue. More specifically, we use a conditioned logistic function as the analytic approximation of the cumulative distribution function (CDF) in a one-dimensional Gaussian signal and calculate the Gaussian integral by subtracting the CDFs. We then introduce this approximation in the two-dimensional pixel shading, and present Analytic-Splatting, which analytically approximates the Gaussian integral within the 2D-pixel window area to better capture the intensity response of each pixel. Moreover, we use the approximated response of the pixel window integral area to participate in the transmittance calculation of volume rendering, making Analytic-Splatting sensitive to the changes in pixel footprint at different resolutions. Experiments on various datasets validate that our approach has better anti-aliasing capability that gives more details and better fidelity.

[arXiv] [Project] [Code]

:fire:Mini-Splatting: Representing Scenes with a Constrained Number of Gaussians
Guangchi Fang, Bing Wang
ECCV 2024, 21 Mar 2024

Abstract In this study, we explore the challenge of efficiently representing scenes with a constrained number of Gaussians. Our analysis shifts from traditional graphics and 2D computer vision to the perspective of point clouds, highlighting the inefficient spatial distribution of Gaussian representation as a key limitation in model performance. To address this, we introduce strategies for densification including blur split and depth reinitialization, and simplification through intersection preserving and sampling. These techniques reorganize the spatial positions of the Gaussians, resulting in significant improvements across various datasets and benchmarks in terms of rendering quality, resource consumption, and storage compression. Our Mini-Splatting integrates seamlessly with the original rasterization pipeline, providing a strong baseline for future research in Gaussian-Splatting-based works. \href{this https URL}{Code is available}.

[arXiv] [Code]

:fire:Pixel-GS: Density Control with Pixel-aware Gradient for 3D Gaussian Splatting
Zheng Zhang, Wenbo Hu, Yixing Lao, Tong He, Hengshuang Zhao
ECCV 2024, 22 Mar 2024

Abstract 3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis results while advancing real-time rendering performance. However, it relies heavily on the quality of the initial point cloud, resulting in blurring and needle-like artifacts in areas with insufficient initializing points. This is mainly attributed to the point cloud growth condition in 3DGS that only considers the average gradient magnitude of points from observable views, thereby failing to grow for large Gaussians that are observable for many viewpoints while many of them are only covered in the boundaries. To this end, we propose a novel method, named Pixel-GS, to take into account the number of pixels covered by the Gaussian in each view during the computation of the growth condition. We regard the covered pixel numbers as the weights to dynamically average the gradients from different views, such that the growth of large Gaussians can be prompted. As a result, points within the areas with insufficient initializing points can be grown more effectively, leading to a more accurate and detailed reconstruction. In addition, we propose a simple yet effective strategy to scale the gradient field according to the distance to the camera, to suppress the growth of floaters near the camera. Extensive experiments both qualitatively and quantitatively demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time rendering speed, on the challenging Mip-NeRF 360 and Tanks & Temples datasets.

[arXiv] [Project] [Code]

:fire:SA-GS: Scale-Adaptive Gaussian Splatting for Training-Free Anti-Aliasing
Xiaowei Song, Jv Zheng, Shiran Yuan, Huan-ang Gao, Jingwei Zhao, Xiang He, Weihao Gu, Hao Zhao
arXiv preprint, 28 Mar 2024

Abstract In this paper, we present a Scale-adaptive method for Anti-aliasing Gaussian Splatting (SA-GS). While the state-of-the-art method Mip-Splatting needs modifying the training procedure of Gaussian splatting, our method functions at test-time and is training-free. Specifically, SA-GS can be applied to any pretrained Gaussian splatting field as a plugin to significantly improve the field's anti-alising performance. The core technique is to apply 2D scale-adaptive filters to each Gaussian during test time. As pointed out by Mip-Splatting, observing Gaussians at different frequencies leads to mismatches between the Gaussian scales during training and testing. Mip-Splatting resolves this issue using 3D smoothing and 2D Mip filters, which are unfortunately not aware of testing frequency. In this work, we show that a 2D scale-adaptive filter that is informed of testing frequency can effectively match the Gaussian scale, thus making the Gaussian primitive distribution remain consistent across different testing frequencies. When scale inconsistency is eliminated, sampling rates smaller than the scene frequency result in conventional jaggedness, and we propose to integrate the projected 2D Gaussian within each pixel during testing. This integration is actually a limiting case of super-sampling, which significantly improves anti-aliasing performance over vanilla Gaussian Splatting. Through extensive experiments using various settings and both bounded and unbounded scenes, we show SA-GS performs comparably with or better than Mip-Splatting. Note that super-sampling and integration are only effective when our scale-adaptive filtering is activated. Our codes, data and models are available at this https URL.

[arXiv] [Project] [Code]

Robust Gaussian Splatting
François Darmon, Lorenzo Porzi, Samuel Rota-Bulò, Peter Kontschieder
arXiv preprint, 5 Apr 2024
[arXiv]

Revising Densification in Gaussian Splatting
Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder
arXiv preprint, 9 Apr 2024
[arXiv]

EGGS: Edge Guided Gaussian Splatting for Radiance Fields
Yuanhao Gong
arXiv preprint, 14 Apr 2024
[arXiv]

:fire:3D Gaussian Splatting as Markov Chain Monte Carlo
Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Weiwei Sun, Jeff Tseng, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, Kwang Moo Yi
arXiv preprint, 15 Apr 2024

Abstract While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which can lead to poor-quality renderings, and reliance on a good initialization. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene-in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) updates by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the 'cloning' of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce a regularizer that promotes the removal of unused Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization.

[arXiv] [Project] [Code]

AbsGS: Recovering Fine Details for 3D Gaussian Splatting
Zongxin Ye, Wenyu Li, Sidun Liu, Peng Qiao, Yong Dou
arXiv preprint, 16 Apr 2024
[arXiv] [Project] [Code]

Gaussian Splatting Decoder for 3D-aware Generative Adversarial Networks
Florian Barthel, Arian Beckmann, Wieland Morgenstern, Anna Hilsmann, Peter Eisert
CVPRW 2024, 16 Apr 2024
[arXiv]

Does Gaussian Splatting need SFM Initialization?
Yalda Foroutan, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi
arXiv preprint, 18 Apr 2024
[arXiv] [Project]

Bootstrap 3D Reconstructed Scenes from 3D Gaussian Splatting
Yifei Gao, Jie Ou, Lei Wang, Jun Cheng
arXiv preprint, 29 Apr 2024
[arXiv]

Feature Splatting for Better Novel View Synthesis with Low Overlap
T. Berriel Martins, Javier Civera
arXiv preprint, 24 May 2024
[arXiv] [Code]

NegGS: Negative Gaussian Splatting
Artur Kasymov, Bartosz Czekaj, Marcin Mazur, Przemysław Spurek
arXiv preprint, 28 May 2024
[arXiv]

3D-HGS: 3D Half-Gaussian Splatting
Haolin Li, Jinyang Liu, Mario Sznaier, Octavia Camps
arXiv preprint, 4 Jun 2024
[arXiv]

Gaussian Splatting with Localized Points Management
Haosen Yang, Chenhao Zhang, Wenqing Wang, Marco Volino, Adrian Hilton, Li Zhang, Xiatian Zhu
arXiv preprint, 6 Jun 2024
[arXiv] [Code]

Effective Rank Analysis and Regularization for Enhanced 3D Gaussian Splatting
Junha Hyung, Susung Hong, Sungwon Hwang, Jaeseong Lee, Jaegul Choo, Jin-Hwa Kim
arXiv preprint, 17 Jun 2024
[arXiv] [Project]

Taming 3DGS: High-Quality Radiance Fields with Limited Resources
Saswat Subhajyoti Mallick, Rahul Goel, Bernhard Kerbl, Francisco Vicente Carrasco, Markus Steinberger, Fernando De La Torre
arXiv preprint, 21 Jun 2024
[arXiv]

SpotlessSplats: Ignoring Distractors in 3D Gaussian Splatting
Sara Sabour, Lily Goli, George Kopanas, Mark Matthews, Dmitry Lagun, Leonidas Guibas, Alec Jacobson, David J. Fleet, Andrea Tagliasacchi
arXiv preprint, 28 Jun 2024
[arXiv]

Textured-GS: Gaussian Splatting with Spatially Defined Color and Opacity
Zhentao Huang, Minglun Gong
arXiv preprint, 13 Jul 2024
[arXiv]

Splatfacto-W: A Nerfstudio Implementation of Gaussian Splatting for Unconstrained Photo Collections
Congrong Xu, Justin Kerr, Angjoo Kanazawa
arXiv preprint, 17 Jul 2024
[arXiv] [Code]

MVG-Splatting: Multi-View Guided Gaussian Splatting with Adaptive Quantile-Based Geometric Consistency Densification
Zhuoxiao Li, Shanliang Yao, Yijie Chu, Angel F. Garcia-Fernandez, Yong Yue, Eng Gee Lim, Xiaohui Zhu
arXiv preprint, 16 Jul 2024
[arXiv] [Project]

3iGS: Factorised Tensorial Illumination for 3D Gaussian Splatting
Zhe Jun Tang, Tat-Jen Cham
ECCV 2024, 7 Aug 2024
[arXiv]

Mipmap-GS: Let Gaussians Deform with Scale-specific Mipmap for Anti-aliasing Rendering
Jiameng Li, Yue Shi, Jiezhang Cao, Bingbing Ni, Wenjun Zhang, Kai Zhang, Luc Van Gool
arXiv preprint, 12 Aug 2024
[arXiv]

FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering
Yunji Seo, Young Sun Choi, Hyun Seung Son, Youngjung Uh
arXiv preprint, 23 Aug 2024
[arXiv] [Project] [Code]

Robust 3D Gaussian Splatting for Novel View Synthesis in Presence of Distractors
Paul Ungermann, Armin Ettenhofer, Matthias Nießner, Barbara Roessle
GCPR 2024, 21 Aug 2024
[arXiv] [Project] [Video] [Code]

Implicit Gaussian Splatting with Efficient Multi-Level Tri-Plane Representation
Minye Wu, Tinne Tuytelaars
arXiv preprint, 19 Aug 2024
[arXiv]

Correspondence-Guided SfM-Free 3D Gaussian Splatting for NVS
Wei Sun, Xiaosong Zhang, Fang Wan, Yanzhao Zhou, Yuan Li, Qixiang Ye, Jianbin Jiao
arXiv preprint, 16 Aug 2024
[arXiv]

Sources of Uncertainty in 3D Scene Reconstruction
Marcus Klasson, Riccardo Mereu, Juho Kannala, Arno Solin
ECCV 2024, 10 Sep 2024
[arXiv] [Project] [Code]

Spectral-GS: Taming 3D Gaussian Splatting with Spectral Entropy
Letian Huang, Jie Guo, Jialin Dan, Ruoyu Fu, Shujie Wang, Yuanqi Li, Yanwen Guo
arXiv preprint, 19 Sep 2024
[arXiv]

GStex: Per-Primitive Texturing of 2D Gaussian Splatting for Decoupled Appearance and Geometry Modeling
Victor Rong, Jingxiang Chen, Sherwin Bahmani, Kiriakos N. Kutulakos, David B. Lindell
arXiv preprint, 19 Sep 2024
[arXiv] [Project]

Frequency-based View Selection in Gaussian Splatting Reconstruction
Monica M.Q. Li, Pierre-Yves Lajoie, Giovanni Beltrame
arXiv preprint, 24 Sep 2024
[arXiv]

MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis
Xiaobiao Du, Yida Wang, Xin Yu
arXiv preprint, 2 Oct 2024
[arXiv] [Project] [Code]

6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering
Zhongpai Gao, Benjamin Planche, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Ziyan Wu
arXiv preprint, 7 Oct 2024
[arXiv] [Project]

PH-Dropout: Prctical Epistemic Uncertainty Quantification for View Synthesis
Chuanhao Sun, Thanos Triantafyllou, Anthos Makris, Maja Drmač, Kai Xu, Luo Mai, Mahesh K. Marina
arXiv preprint, 7 Oct 2024
[arXiv]

Variational Bayes Gaussian Splatting
Toon Van de Maele, Ozan Catal, Alexander Tschantz, Christopher L. Buckley, Tim Verbelen
arXiv preprint, 4 Oct 2024
[arXiv]

VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points
Linus Franke, Laura Fink, Marc Stamminger
arXiv preprint, 23 Oct 2024
[arXiv] [Project]

ODGS: 3D Scene Reconstruction from Omnidirectional Images with 3D Gaussian Splattings
Suyoung Lee, Jaeyoung Chung, Jaeyoo Huh, Kyoung Mu Lee
arXiv preprint, 28 Oct 2024
[arXiv] [Code]

Projecting Gaussian Ellipsoids While Avoiding Affine Projection Approximation
Han Qi, Tao Cai, Xiyue Han
arXiv preprint, 12 Nov 2024
[arXiv]

SplatFormer: Point Transformer for Robust 3D Gaussian Splatting
Yutong Chen, Marko Mihajlovic, Xiyi Chen, Yiming Wang, Sergey Prokudin, Siyu Tang
arXiv preprint, 10 Nov 2024
[arXiv] [Project] [Code]

BillBoard Splatting (BBSplat): Learnable Textured Primitives for Novel View Synthesis
David Svitov, Pietro Morerio, Lourdes Agapito, Alessio Del Bue
arXiv preprint, 13 Nov 2024
[arXiv] [Project] [Video] [Code]

Mini-Splatting2: Building 360 Scenes within Minutes via Aggressive Gaussian Densification
Guangchi Fang, Bing Wang
19 Nov 2024
[arXiv]

Beyond Gaussians: Fast and High-Fidelity 3D Splatting with Linear Kernels
Haodong Chen, Runnan Chen, Qiang Qu, Zhaoqing Wang, Tongliang Liu, Xiaoming Chen, Yuk Ying Chung
19 Nov 2024
[arXiv] [Project]

Textured Gaussians for Enhanced 3D Scene Appearance Modeling
Brian Chao, Hung-Yu Tseng, Lorenzo Porzi, Chen Gao, Tuotuo Li, Qinbo Li, Ayush Saraf, Jia-Bin Huang, Johannes Kopf, Gordon Wetzstein, Changil Kim
27 Nov 2024
[arXiv] [Project]

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
Jan Held, Renaud Vandeghen, Abdullah Hamdi, Adrien Deliege, Anthony Cioppa, Silvio Giancola, Andrea Vedaldi, Bernard Ghanem, Marc Van Droogenbroeck
22 Nov 2024
[arXiv] [Project] [Video] [Code]

Deformable Radial Kernel Splatting
Yi-Hua Huang, Ming-Xian Lin, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, Xiaojuan Qi
16 Dec 2024
[arXiv]

Pushing Rendering Boundaries: Hard Gaussian Splatting
Qingshan Xu, Jiequan Cui, Xuanyu Yi, Yuxuan Wang, Yuan Zhou, Yew-Soon Ong, Hanwang Zhang
6 Dec 2024
[arXiv]

ResGS: Residual Densification of 3D Gaussian for Efficient Detail Recovery
Yanzhe Lyu, Kai Cheng, Xin Kang, Xuejin Chen
10 Dec 2024
[arXiv]

GS-ProCams: Gaussian Splatting-based Projector-Camera Systems
Qingyue Deng, Jijiang Li, Haibin Ling, Bingyao Huang
16 Dec 2024
[arXiv]

GeoTexDensifier: Geometry-Texture-Aware Densification for High-Quality Photorealistic 3D Gaussian Splatting
Hanqing Jiang, Xiaojun Xiang, Han Sun, Hongjie Li, Liyang Zhou, Xiaoyu Zhang, Guofeng Zhang
22 Dec 2024
[arXiv]

Topology-Aware 3D Gaussian Splatting: Leveraging Persistent Homology for Optimized Structural Integrity
Tianqi Shen, Shaohua Liu, Jiaqi Feng, Ziye Ma, Ning An
21 Dec 2024
[arXiv]

EasySplat: View - Adaptive Learning makes 3D Gaussian Splatting Easy
Ao Gao, Luosong Guo, Tao Chen, Zhao Wang, Ying Tai, Jian Yang, Zhenyu Zhang
2 Jan 2025
[arXiv]

3DGS Quality Assessment

Evaluating Human Perception of Novel View Synthesis: Subjective Quality Assessment of GaussianSplatting and NeRF in Dynamic Scenes
Yuhang Zhang, Joshua Maraval, Zhengyu Zhang, Nicolas Ramin, Shishun Tian, Lu Zhang
13 Jan 2025
[arXiv]

NVS-SQA: Exploring Self-Supervised Quality Representation Learning for Neurally Synthesized Scenes without References
Qiang Qu, Yiran Shen, Xiaoming Chen, Yuk Ying Chung, Weidong Cai, Tongliang Liu
11 Jan 2025
[arXiv]

3DGS with Lower Memory Footprint

:fire:Spectrally Pruned Gaussian Fields with Neural Compensation
Runyi Yang, Zhenxin Zhu, Zhou Jiang, Baijun Ye, Xiaoxue Chen, Yifei Zhang, Yuantao Chen, Jian Zhao, Hao Zhao
arXiv preprint, 1 May 2024

Abstract Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at this https URL.

[arXiv] [Project] [Code]

PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting
Alex Hanson, Allen Tu, Vasu Singla, Mayuka Jayawardhana, Matthias Zwicker, Tom Goldstein
arXiv preprint, 14 Jun 2024
[arXiv]

Object-Centric 2D GaussianSplatting: Background Removal and Occlusion-Aware Pruning for Compact Object Models
Marcel Rogge, Didier Stricker
ICPRAM 2025, 14 Jan 2025
[arXiv]

MoDec-GS: Global-to-Local Motion Decomposition and Temporal Interval Adjustment for Compact Dynamic 3D Gaussian Splatting
Sangwoon Kwak, Joonsoo Kim, Jun Young Jeong, Won-Sik Cheong, Jihyong Oh, Munchurl Kim
7 Jan 2025
[arXiv] [Project] [Video]

3DGS with Ray Tracing

Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
Jorge Condor, Sebastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrian Jarabo
arXiv preprint, 24 May 2024
[arXiv]

Unified Gaussian Primitives for Scene Representation and Rendering
Yang Zhou, Songyin Wu, Ling-Qi Yan
arXiv preprint, 14 Jun 2024
[arXiv]

3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes
Nicolas Moenne-Loccoz, Ashkan Mirzaei, Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, Zan Gojcic
arXiv preprint, 9 Jul 2024
[arXiv]

RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View Synthesis
Hugo Blanc, Jean-Emmanuel Deschaud, Alexis Paljic
arXiv preprint, 6 Aug 2024
[arXiv] [Project]

:fire:EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
Alexander Mai, Peter Hedman, George Kopanas, Dor Verbin, David Futschik, Qiangeng Xu, Falko Kuester, Jon Barron, Yinda Zhang
arXiv preprint, 2 Oct 2024

Abstract We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of ∼30 FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques.

[arXiv] [Project] [Video]

3DGS Acceleration

EAGLES: Efficient Accelerated 3D Gaussians with Lightweight EncodingS
Sharath Girish, Kamal Gupta, Abhinav Shrivastava
arXiv preprint, 7 Dec, 2023
[arXiv] [Project] [Code]

:fire:StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering
Lukas Radl, Michael Steiner, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus Steinberger
SIGGRAPH 2024, 1 Feb 2024

Abstract Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single view-space depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements.

[arXiv] [Project] [Code] [Video]

GES: Generalized Exponential Splatting for Efficient Radiance Field Rendering
Abdullah Hamdi, Luke Melas-Kyriazi, Guocheng Qian, Jinjie Mai, Ruoshi Liu, Carl Vondrick, Bernard Ghanem, Andrea Vedaldi
CVPR 2024, 15 Feb 2024
[arXiv] [Project] [Code] [Video]

OmniGS: Omnidirectional Gaussian Splatting for Fast Radiance Field Reconstruction using Omnidirectional Images
Longwei Li, Huajian Huang, Sai-Kit Yeung, Hui Cheng
arXiv preprint, 4 Apr 2024
[arXiv]

Hash3D: Training-free Acceleration for 3D Generation
Xingyi Yang, Xinchao Wang
arXiv preprint, 9 Apr 2024
[arXiv] [Project] [Code]

I3DGS: Improve 3D Gaussian Splatting from Multiple Dimensions
Jinwei Lin
arXiv preprint, 10 May 2024
[arXiv]

RTGS: Enabling Real-TimeGaussianSplatting on Mobile Devices Using Efficiency-Guided Pruning and Foveated Rendering
Weikai Lin, Yu Feng, Yuhao Zhu
arXiv preprint, 29 Jun 2024
[arXiv] [Code]

3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt
Lukas Höllein, Aljaž Božič, Michael Zollhöfer, Matthias Nießner
arXiv preprint, 19 Sep 2024
[arXiv] [Project] [Video] [Code]

Low Latency Point Cloud Rendering with Learned Splatting
Yueyu Hu, Ran Gong, Qi Sun, Yao Wang
CVPR 2024 Workshop on AIS, 24 Sep 2024
[arXiv] [Code]

Sort-free Gaussian Splatting via Weighted Sum Rendering
Qiqi Hou, Randall Rauwendaal, Zifeng Li, Hoang Le, Farzad Farhadzadeh, Fatih Porikli, Alexei Bourd, Amir Said
arXiv preprint, 24 Oct 2024
[arXiv]

Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives
Alex Hanson, Allen Tu, Geng Lin, Vasu Singla, Matthias Zwicker, Tom Goldstein
30 Nov 2024
[arXiv]

Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
Cheng Sun, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang
5 Dec 2024
[arXiv]

Volumetrically Consistent 3D Gaussian Rasterization
Chinmay Talegaonkar, Yash Belhe, Ravi Ramamoorthi, Nicholas Antipa
4 Dec 2024
[arXiv]

Faster and Better 3D Splatting via Group Training
Chengbo Wang, Guozheng Ma, Yifei Xue, Yizhen Lao
10 Dec 2024
[arXiv]

Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields
Tao Lu, Ankit Dhiman, R Srinath, Emre Arslan, Angela Xing, Yuanbo Xiangli, R Venkatesh Babu, Srinath Sridhar
18 Dec 2024
[arXiv]

Balanced 3DGS: Gaussian-wise Parallelism Rendering with Fine-Grained Tiling
Hao Gui, Lin Hu, Rui Chen, Mingxiao Huang, Yuxin Yin, Jin Yang, Yong Wu
23 Dec 2024
[arXiv]

SG-Splatting: Accelerating 3D Gaussian Splatting with Spherical Gaussians
Yiwen Wang, Siyuan Chen, Ran Yi
31 Dec 2024
[arXiv]

3DGS Geometry Reconstruction

SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering
Antoine Guédon, Vincent Lepetit
arXiv preprint, 21 Nov 2023
[arXiv] [Project]

NeuSG: Neural Implicit Surface Reconstruction with 3D Gaussian Splatting Guidance
Hanlin Chen, Chen Li, Gim Hee Lee
arXiv preprint, 1 Dec, 2023
[arXiv]

AtomGS: Atomizing Gaussian Splatting for High-Fidelity Radiance Field
Rong Liu, Rui Xu, Yue Hu, Meida Chen, Andrew Feng
BMVC 2024, 20 May 2024
[arXiv] [Project] [Code] [Video]

:fire:2D Gaussian Splatting for Geometrically Accurate Radiance Fields
Binbin Huang, Zehao Yu, Anpei Chen, Andreas Geiger, Shenghua Gao
SIGGRAPH 2024, 26 Mar 2024

Abstract 3D Gaussian Splatting (3DGS) has recently revolutionized radiance field reconstruction, achieving high quality novel view synthesis and fast rendering speed without baking. However, 3DGS fails to accurately represent surfaces due to the multi-view inconsistent nature of 3D Gaussians. We present 2D Gaussian Splatting (2DGS), a novel approach to model and reconstruct geometrically accurate radiance fields from multi-view images. Our key idea is to collapse the 3D volume into a set of 2D oriented planar Gaussian disks. Unlike 3D Gaussians, 2D Gaussians provide view-consistent geometry while modeling surfaces intrinsically. To accurately recover thin surfaces and achieve stable optimization, we introduce a perspective-correct 2D splatting process utilizing ray-splat intersection and rasterization. Additionally, we incorporate depth distortion and normal consistency terms to further enhance the quality of the reconstructions. We demonstrate that our differentiable renderer allows for noise-free and detailed geometry reconstruction while maintaining competitive appearance quality, fast training speed, and real-time rendering.

[arXiv] [Project] [Code] [Video]

GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction
Mulin Yu, Tao Lu, Linning Xu, Lihan Jiang, Yuanbo Xiangli, Bo Dai
arXiv preprint, 25 Mar 2024
[arXiv] [Project] [Code]

Modeling uncertainty for Gaussian Splatting
Luca Savant, Diego Valsesia, Enrico Magli
arXiv preprint, 27 Mar 2024
[arXiv]

Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
Yaniv Wolf, Amit Bracha, Ron Kimmel
arXiv preprint, 2 Apr 2024
[arXiv] [Project]

Gaussian Opacity Fields: Efficient and Compact Surface Reconstruction in Unbounded Scenes
Zehao Yu, Torsten Sattler, Andreas Geiger
arXiv preprint, 16 Apr 2024
[arXiv] [Project] [Code]

Dynamic Gaussians Mesh: Consistent Mesh Reconstruction from Monocular Videos
Isabella Liu, Hao Su, Xiaolong Wang
arXiv preprint, 18 Apr 2024
[arXiv] [Project]

Direct Learning of Mesh and Appearance via 3D Gaussian Splatting
Ancheng Lin, Jun Li
arXiv preprint, 11 May 2024
[arXiv]

TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes
Minghao Guo, Bohan Wang, Kaiming He, Wojciech Matusik
arXiv preprint, 30 May 2024
[arXiv]

Tetrahedron Splatting for 3D Generation
Chun Gu, Zeyu Yang, Zijie Pan, Xiatian Zhu, Li Zhang
arXiv preprint, 3 Jun 2024
[arXiv] [Code]

RaDe-GS: Rasterizing Depth in Gaussian Splatting
Baowen Zhang, Chuan Fang, Rakesh Shrestha, Yixun Liang, Xiaoxiao Long, Ping Tan
arXiv preprint, 3 Jun 2024
[arXiv]

Trim 3D Gaussian Splatting for Accurate Geometry Representation
Lue Fan, Yuxue Yang, Minxing Li, Hongsheng Li, Zhaoxiang Zhang
arXiv preprint, 11 Jun 2024
[arXiv] [Project] [Code]

:fire:PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction
Danpeng Chen, Hai Li, Weicai Ye, Yifan Wang, Weijian Xie, Shangjin Zhai, Nan Wang, Haomin Liu, Hujun Bao, Guofeng Zhang
arXiv prepreint, 10 Jun 2024

Abstract Recently, 3D Gaussian Splatting (3DGS) has attracted widespread attention due to its high-quality rendering, and ultra-fast training and rendering speed. However, due to the unstructured and irregular nature of Gaussian point clouds, it is difficult to guarantee geometric reconstruction accuracy and multi-view consistency simply by relying on image reconstruction loss. Although many studies on surface reconstruction based on 3DGS have emerged recently, the quality of their meshes is generally unsatisfactory. To address this problem, we propose a fast planar-based Gaussian splatting reconstruction representation (PGSR) to achieve high-fidelity surface reconstruction while ensuring high-quality rendering. Specifically, we first introduce an unbiased depth rendering method, which directly renders the distance from the camera origin to the Gaussian plane and the corresponding normal map based on the Gaussian distribution of the point cloud, and divides the two to obtain the unbiased depth. We then introduce single-view geometric, multi-view photometric, and geometric regularization to preserve global geometric accuracy. We also propose a camera exposure compensation model to cope with scenes with large illumination variations. Experiments on indoor and outdoor scenes show that our method achieves fast training and rendering while maintaining high-fidelity rendering and geometric reconstruction, outperforming 3DGS-based and NeRF-based methods.

[arXiv] [Project] [Code]

VCR-GauS: View Consistent Depth-Normal Regularizer for Gaussian Surface Reconstruction
Hanlin Chen, Fangyin Wei, Chen Li, Tianxin Huang, Yunsong Wang, Gim Hee Lee
arXiv preprint, 9 Jun 2024
[arXiv]

Projecting Radiance Fields to Mesh Surfaces
Adrian Xuan Wei Lim, Lynnette Hui Xian Ng, Nicholas Kyger, Tomo Michigami, Faraz Baghernezhad
SIGGRAPH Poster 2024, 17 Jun 2024
[arXiv]

GS-Octree: Octree-based 3D Gaussian Splatting for Robust Object-level 3D Reconstruction Under Strong Lighting
Jiaze Li, Zhengyu Wen, Luo Zhang, Jiangbei Hu, Fei Hou, Zhebin Zhang, Ying He
arXiv preprint, 26 Jun 2024
[arXiv]

2DGH: 2D Gaussian-Hermite Splatting for High-quality Rendering and Better Geometry Reconstruction
Ruihan Yu, Tianyu Huang, Jingwang Ling, Feng Xu
arXiv preprint, 30 Aug 2024
[arXiv]

Spurfies: Sparse Surface Reconstruction using Local Geometry Priors
Kevin Raj, Christopher Wewer, Raza Yunus, Eddy Ilg, Jan Eric Lenssen
arXiv preprint, 29 Aug 2024
[arXiv] [Project]

Spiking GS: Towards High-Accuracy and Low-Cost Surface Reconstruction via Spiking Neuron-based Gaussian Splatting
Weixing Zhang, Zongrui Li, De Ma, Huajin Tang, Xudong Jiang, Qian Zheng, Gang Pan
arXiv preprint, 9 Oct 2024
[arXiv] [Code]

Normal-GS: 3D Gaussian Splatting with Normal-Involved Rendering
Meng Wei, Qianyi Wu, Jianmin Zheng, Hamid Rezatofighi, Jianfei Cai
NeurIPS 2024, 27 Oct 2024
[arXiv]

:fire:GVKF: Gaussian Voxel Kernel Functions for Highly Efficient Surface Reconstruction in Open Scenes
Gaochao Song, Chong Cheng, Hao Wang
NeurIPS 2024, 4 Nov 2024

Abstract In this paper we present a novel method for efficient and effective 3D surface reconstruction in open scenes. Existing Neural Radiance Fields (NeRF) based works typically require extensive training and rendering time due to the adopted implicit representations. In contrast, 3D Gaussian splatting (3DGS) uses an explicit and discrete representation, hence the reconstructed surface is built by the huge number of Gaussian primitives, which leads to excessive memory consumption and rough surface details in sparse Gaussian areas. To address these issues, we propose Gaussian Voxel Kernel Functions (GVKF), which establish a continuous scene representation based on discrete 3DGS through kernel regression. The GVKF integrates fast 3DGS rasterization and highly effective scene implicit representations, achieving high-fidelity open scene surface reconstruction. Experiments on challenging scene datasets demonstrate the efficiency and effectiveness of our proposed GVKF, featuring with high reconstruction quality, real-time rendering speed, significant savings in storage and training memory consumption.

[arXiv]

DyGASR: Dynamic Generalized Exponential Splatting with Surface Alignment for Accelerated 3D Mesh Reconstruction
Shengchao Zhao, Yundong Li
arXiv preprint, 14 Nov 2024
[arXiv]

Quadratic Gaussian Splatting for Efficient and Detailed Surface Reconstruction
Ziyu Zhang, Binbin Huang, Hanqing Jiang, Liyang Zhou, Xiaojun Xiang, Shunhan Shen
25 Nov 2024
[arXiv]

Geometry Field Splatting with Gaussian Surfels
Kaiwen Jiang, Venkataram Sivaram, Cheng Peng, Ravi Ramamoorthi
26 Nov 2024
[arXiv]

G2SDF: Surface Reconstruction from Explicit Gaussians with Implicit SDFs
Kunyi Li, Michael Niemeyer, Zeyu Chen, Nassir Navab, Federico Tombari
25 Nov 2024
[arXiv]

GSurf: 3D Reconstruction via Signed Distance Fields with Direct Gaussian Supervision
Xu Baixin, Hu Jiangbei, Li Jiaze, He Ying
24 Nov 2024
[arXiv] [Code]

SplatSDF: Boosting Neural Implicit SDF via Gaussian Splatting Fusion
Runfa Blark Li, Keito Suzuki, Bang Du, Ki Myung Brian Le, Nikolay Atanasov, Truong Nguyen
23 Nov 2024
[arXiv]

HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering
Yunzhou Song, Heguang Lin, Jiahui Lei, Lingjie Liu, Kostas Daniilidis
2 Dec 2024
[arXiv] [Project] [[Code])(https://github.com/TimSong412/HDGS)]

Ref-GS: Directional Factorization for 2D Gaussian Splatting
Youjia Zhang, Anpei Chen, Yumin Wan, Zikai Song, Junqing Yu, Yawei Luo, Wei Yang
1 Dec 2024
[arXiv] [Project]

GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction
Jiepeng Wang, Yuan Liu, Peng Wang, Cheng Lin, Junhui Hou, Xin Li, Taku Komura, Wenping Wang
29 Nov 2024
[arXiv] [Project] [Code]

3D Gaussian Splatting with Normal Information for Mesh Extraction and Improved Rendering
Meenakshi Krishnan, Liam Fowl, Ramani Duraiswami
ICASSP, 14 Jan 2025
[arXiv]

Gaussian Building Mesh (GBM): Extract a Building's 3D Mesh with Google Earth and Gaussian Splatting
Kyle Gao, Liangzhi Li, Hongjie He, Dening Lu, Linlin Xu, Jonathan Li
31 Dec 2024
[arXiv]

3DGS+Mesh For Reconstruction

Integrating Meshes and 3D Gaussians for Indoor Scene Reconstruction with SAM Mask Guidance
Jiyeop Kim, Jongwoo Lim
arXiv preprint, 23 Jul 2024
[arXiv]

Enhancement of 3D Gaussian Splatting using Raw Mesh for Photorealistic Recreation of Architectures
Ruizhe Wang, Chunliang Hua, Tomakayev Shingys, Mengyuan Niu, Qingxin Yang, Lizhong Gao, Yi Zheng, Junyan Yang, Qiao Wang
arXiv preprint, 22 Jul 2024
[arXiv]

3DGS Based Dynamic Scene

Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis
Jonathon Luiten, Georgios Kopanas, Bastian Leibe, Deva Ramanan
arXiv preprint, 18 Aug 2023
[arXiv] [Project] [Github]

:fire:Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
Ziyi Yang, Xinyu Gao, Wen Zhou, Shaohui Jiao, Yuqing Zhang, Xiaogang Jin
arXiv preprint, 22 Sep 2023

Abstract Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction and rendering. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians Splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world datasets. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering.

[arXiv]

4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Guanjun Wu, Taoran Yi, Jiemin Fang, Lingxi Xie, Xiaopeng Zhang, Wei Wei, Wenyu Liu, Qi Tian, Xinggang Wang
arXiv preprint, 12 Oct 2023
[arXiv] [Project] [Github]

Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting
Zeyu Yang, Hongye Yang, Zijie Pan, Xiatian Zhu, Li Zhang
arXiv preprint, 16 Oct 2023
[arXiv]

Neural Parametric Gaussians for Monocular Non-Rigid Object Reconstruction
Devikalyan Das, Christopher Wewer, Raza Yunus, Eddy Ilg, Jan Eric Lenssen
arXiv preprint, 2 Dec 2023
[arXiv]

Gaussian-Flow: 4D Reconstruction with Dynamic 3D Gaussian Particle
Youtian Lin, Zuozhuo Dai, Siyu Zhu, Yao Yao
arXiv preprint, 6 Dec 2023
[arXiv]

CoGS: Controllable Gaussian Splatting
Heng Yu, Joel Julin, Zoltán Á. Milacski, Koichiro Niinuma, László A. Jeni
CVPR 2024, 9 Dec 2023
[arXiv]

GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis
Yiqing Liang, Numair Khan, Zhengqin Li, Thu Nguyen-Phuoc, Douglas Lanman, James Tompkin, Lei Xiao
arXiv preprint, 18 Dec 2023
[arXiv] [Project]

:fire:SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes
Yi-Hua Huang, Yang-Tian Sun, Ziyi Yang, Xiaoyang Lyu, Yan-Pei Cao, Xiaojuan Qi
CVPR 2024, 4 Dec 2023

Abstract Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics. Recently, Gaussian splatting has emerged as a robust technique to represent static scenes and enable high-quality and real-time novel view synthesis. Building upon this technique, we propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians, respectively. Our key idea is to use sparse control points, significantly fewer in number than the Gaussians, to learn compact 6 DoF transformation bases, which can be locally interpolated through learned interpolation weights to yield the motion field of 3D Gaussians. We employ a deformation MLP to predict time-varying 6 DoF transformations for each control point, which reduces learning complexities, enhances learning abilities, and facilitates obtaining temporal and spatial coherent motion patterns. Then, we jointly learn the 3D Gaussians, the canonical space locations of control points, and the deformation MLP to reconstruct the appearance, geometry, and dynamics of 3D scenes. During learning, the location and number of control points are adaptively adjusted to accommodate varying motion complexities in different regions, and an ARAP loss following the principle of as rigid as possible is developed to enforce spatial continuity and local rigidity of learned motions. Finally, thanks to the explicit sparse motion representation and its decomposition from appearance, our method can enable user-controlled motion editing while retaining high-fidelity appearances. Extensive experiments demonstrate that our approach outperforms existing approaches on novel view synthesis with a high rendering speed and enables novel appearance-preserved motion editing applications. Project page: this https URL

[arXiv] [Project] [Code] [Video]

Spacetime Gaussian Feature Splatting for Real-Time Dynamic View Synthesis
Zhan Li, Zhang Chen, Zhong Li, Yi Xu
CVPR 2024, 28 Dec 2023
[arXiv] [Project] [Code] [Video]

4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes
Yuanxing Duan, Fangyin Wei, Qiyu Dai, Yuhang He, Wenzheng Chen, Baoquan Chen
arXiv preprint, 5 Feb 2024
[arXiv] [Code]

Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Lin Gao, Jie Yang, Bo-Tao Zhang, Jia-Mu Sun, Yu-Jie Yuan, Hongbo Fu, Yu-Kun Lai
arXiv preprint, 7 Feb 2024
[arXiv]

GaussianFlow: Splatting Gaussian Dynamics for 4D Content Creation
Quankai Gao, Qiangeng Xu, Zhe Cao, Ben Mildenhall, Wenchao Ma, Le Chen, Danhang Tang, Ulrich Neumann
arXiv preprint, 19 Mar 2024
[arXiv] [Project] [Code] [Video]

Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting
Jeongmin Bae, Seoha Kim, Youngsik Yun, Hahyun Lee, Gun Bang, Youngjung Uh
arXiv preprint, 4 Apr 2024
[arXiv] [Project] [Code]

3D Geometry-aware Deformable Gaussian Splatting for Dynamic View Synthesis
Zhicheng Lu, Xiang Guo, Le Hui, Tianrui Chen, Min Yang, Xiao Tang, Feng Zhu, Yuchao Dai
CVPR 2024, 9 Apr 2024
[arXiv] [Project]

Gaussian Time Machine: A Real-Time Rendering Methodology for Time-Variant Appearances
Licheng Shen, Ho Ngai Chow, Lingyun Wang, Tong Zhang, Mengqiu Wang, Yuxing Han
arXiv preprint, 22 May 2024
[arXiv]

MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds
Jiahui Lei, Yijia Weng, Adam Harley, Leonidas Guibas, Kostas Daniilidis
arXiv preprint, 27 May 2024
[arXiv] [Project] [Video]

GSDeformer: Direct Cage-based Deformation for 3D Gaussian Splatting
Jiajun Huang, Hongchuan Yu
arXiv preprint, 24 May 2024
[arXiv] [Project] [Video]

GFlow: Recovering 4D World from Monocular Video
Shizun Wang, Xingyi Yang, Qiuhong Shen, Zhenxiang Jiang, Xinchao Wang
arXiv preprint, 28 May 2024
[arXiv] [Project]

A Refined 3D Gaussian Representation for High-Quality Dynamic Scene Reconstruction
Bin Zhang, Bi Zeng, Zexin Peng
arXiv preprint, 28 May 2024
[arXiv]

Object-centric Reconstruction and Tracking of Dynamic Unknown Objects using 3D Gaussian Splatting
Kuldeep R Barad, Antoine Richard, Jan Dentler, Miguel Olivares-Mendez, Carol Martinez
IEEE Space Robotics 2024, 30 May 2024
[arXiv]

GaussianPrediction: Dynamic 3D Gaussian Prediction for Motion Extrapolation and Free View Synthesis
Boming Zhao, Yuan Li, Ziyu Sun, Lin Zeng, Yujun Shen, Rui Ma, Yinda Zhang, Hujun Bao, Zhaopeng Cui
SIGGRAPH 2024, 30 May 2024
[arXiv] [Project]

Reconstructing and Simulating Dynamic 3D Objects with Mesh-adsorbed Gaussian Splatting
Shaojie Ma, Yawei Luo, Yi Yang
arXiv preprint, 3 Jun 2024
[arXiv] [Project] [Code]

Self-Calibrating 4D Novel View Synthesis from Monocular Videos Using Gaussian Splatting
Fang Li, Hao Zhang, Narendra Ahuja
arXiv preprint, 3 Jun 2024
[arXiv] [Code]

:fire:Superpoint Gaussian Splatting for Real-Time High-Fidelity Dynamic Scene Reconstruction
Diwen Wan, Ruijie Lu, Gang Zeng
ICML 2024, 6 Jun 2024

Abstract Rendering novel view images in dynamic scenes is a crucial yet challenging task. Current methods mainly utilize NeRF-based methods to represent the static scene and an additional time-variant MLP to model scene deformations, resulting in relatively low rendering quality as well as slow inference speed. To tackle these challenges, we propose a novel framework named Superpoint Gaussian Splatting (SP-GS). Specifically, our framework first employs explicit 3D Gaussians to reconstruct the scene and then clusters Gaussians with similar properties (e.g., rotation, translation, and location) into superpoints. Empowered by these superpoints, our method manages to extend 3D Gaussian splatting to dynamic scenes with only a slight increase in computational expense. Apart from achieving state-of-the-art visual quality and real-time rendering under high resolutions, the superpoint representation provides a stronger manipulation capability. Extensive experiments demonstrate the practicality and effectiveness of our approach on both synthetic and real-world datasets. Please see our project page at this https URL.

[arXiv] [Project] [Code]

MoDGS: Dynamic Gaussian Splatting from Causually-captured Monocular Videos
Qingming Liu, Yuan Liu, Jiepeng Wang, Xianqiang Lv, Peng Wang, Wenping Wang, Junhui Hou
arXiv preprint, 1 Jun 2024
[arXiv]

DGD: Dynamic 3D Gaussians Distillation
Isaac Labe, Noam Issachar, Itai Lang, Sagie Benaim
arXiv preprint, 29 May 2024
[arXiv] [Project] [Code]

Modeling Ambient Scene Dynamics for Free-view Synthesis
Meng-Li Shih, Jia-Bin Huang, Changil Kim, Rajvi Shah, Johannes Kopf, Chen Gao
SIGGRAPH 2024, 13 Jun 2024
[arXiv] [Project]

Dynamic Gaussian Marbles for Novel View Synthesis of Casual Monocular Videos
Colton Stearns, Adam Harley, Mikaela Uy, Florian Dubost, Federico Tombari, Gordon Wetzstein, Leonidas Guibas
arXiv preprint, 26 Jun 2024
[arXiv]

Gaussian Splatting LK
Liuyue Xie, Joel Julin, Koichiro Niinuma, Laszlo A. Jeni
arXiv preprint, 16 Jul 2024
[arXiv]

S4D: Streaming 4D Real-World Reconstruction with Gaussians and 3D Control Points
Bing He, Yunuo Chen, Guo Lu, Li Song, Wenjun Zhang
arXiv preprint, 23 Aug 2024
[arXiv]

SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstruction
Marko Mihajlovic, Sergey Prokudin, Siyu Tang, Robert Maier, Federica Bogo, Tony Tung, Edmond Boyer
ECCV 2024, 17 Sep 2024
[arXiv]

MotionGS: Exploring Explicit Motion Guidance for Deformable 3D Gaussian Splatting
Ruijie Zhu, Yanzhe Liang, Hanzhi Chang, Jiacheng Deng, Jiahao Lu, Wenfei Yang, Tianzhu Zhang, Yongdong Zhang
NeurIPS 2024, 10 Oct 2024
[arXiv] [Project]

DN-4DGS: Denoised Deformable Network with Temporal-Spatial Aggregation for Dynamic Scene Rendering
Jiahao Lu, Jiacheng Deng, Ruijie Zhu, Yanzhe Liang, Wenfei Yang, Tianzhu Zhang, Xu Zhou
NeurIPS 2024, 17 Oct 2024
[arXiv]

MEGA: Memory-Efficient 4D Gaussian Splatting for Dynamic Scenes
Xinjie Zhang, Zhening Liu, Yifan Zhang, Xingtong Ge, Dailan He, Tongda Xu, Yan Wang, Zehong Lin, Shuicheng Yan, Jun Zhang
arXiv preprint, 17 Oct 2024
[arXiv]

Fully Explicit Dynamic Gaussian Splatting
Junoh Lee, Chang-Yeon Won, Hyunjun Jung, Inhwan Bae, Hae-Gon Jeon
NeurIPS 2024, 21 Oct 2024
[arXiv]

FreeGaussian: Guidance-free Controllable 3D Gaussian Splats with Flow Derivatives
Qizhi Chen, Delin Qu, Yiwen Tang, Haoming Song, Yiting Zhang, Dong Wang, Bin Zhao, Xuelong Li
arXiv preprint, 29 Oct 2024
[arXiv] [Project] [Code]

Grid4D: 4D Decomposed Hash Encoding for High-fidelity Dynamic Gaussian Splatting
Jiawei Xu, Zexin Fan, Jian Yang, Jin Xie
NeurIPS 2024, 28 Oct 2024
[arXiv]

HiCoM: Hierarchical Coherent Motion for Streamable Dynamic Scene with 3D Gaussian Splatting
Qiankun Gao, Jiarui Meng, Chengxiang Wen, Jie Chen, Jian Zhang
NeurIPS 2024, 12 Nov 2024
[arXiv] [Code]

Adaptive and Temporally Consistent Gaussian Surfels for Multi-view Dynamic Reconstruction
Decai Chen, Brianne Oberson, Ingo Feldmann, Oliver Schreer, Anna Hilsmann, Peter Eisert
arXiv preprint, 10 Nov 2024
[arXiv] [Project]

4D Gaussian Splatting in the Wild with Uncertainty-Aware Regularization
Mijeong Kim, Jongwoo Lim, Bohyung Han
NeurIPS 2024, 13 Nov 2024
[arXiv]

Sketch-guided Cage-based 3D Gaussian Splatting Deformation
Tianhao Xie, Noam Aigerman, Eugene Belilovsky, Tiberiu Popa
arXiv preprint, 19 Nov 2024
[arXiv]

TimeFormer: Capturing Temporal Relationships of Deformable 3D Gaussians for Robust Reconstruction
DaDong Jiang, Zhihui Ke, Xiaobo Zhou, Zhi Hou, Xianghui Yang, Wenbo Hu, Tie Qiu, Chunchao Guo
18 Nov 2024
[arXiv] [Project]

4D Scaffold Gaussian Splatting for Memory Efficient Dynamic Scene Reconstruction
Woong Oh Cho, In Cho, Seoha Kim, Jeongmin Bae, Youngjung Uh, Seon Joo Kim
26 Nov 2024
[arXiv]

Event-boosted Deformable 3D Gaussians for Fast Dynamic Scene Reconstruction
Wenhao Xu, Wenming Weng, Yueyi Zhang, Ruikang Xu, Zhiwei Xiong
25 Nov 2024
[arXiv]

RelayGS: Reconstructing Dynamic Scenes with Large-Scale and Complex Motions via Relay Gaussians
Qiankun Gao, Yanmin Wu, Chengxiang Wen, Jiarui Meng, Luyang Tang, Jie Chen, Ronggang Wang, Jian Zhang
3 Dec 2024
[arXiv] [Code]

Monocular Dynamic Gaussian Splatting is Fast and Brittle but Smooth Motion Helps
Yiqing Liang, Mikhail Okunev, Mikaela Angelina Uy, Runfeng Li, Leonidas Guibas, James Tompkin, Adam W. Harley
5 Dec 2024
[arXiv] [Project] [Code]

Urban4D: Semantic-Guided 4D Gaussian Splatting for Urban Scene Reconstruction
Ziwen Li, Jiaxin Huang, Runnan Chen, Yunlong Che, Yandong Guo, Tongliang Liu, Fakhri Karray, Mingming Gong
4 Dec 2024
[arXiv]

HybridGS: Decoupling Transients and Statics with 2D and 3D Gaussian Splatting
*Jingyu Lin, Jiaqi Gu, Lubin Fan, Bojian Wu, Yujing Lou, Renjie Chen, Ligang Liu, Jieping *
5 Dec 2024
[arXiv] [Project] [Code]

Template-free Articulated Gaussian Splatting for Real-time Reposable Dynamic View Synthesis
Diwen Wan, Yuxiang Wang, Ruijie Lu, Gang Zeng
NeurIPS 2024, 7 Dec 2024
[arXiv]

4D Gaussian Splatting with Scale-aware Residual Field and Adaptive Optimization for Real-time Rendering of Temporally Complex Dynamic Scenes
Jinbo Yan, Rui Peng, Luyang Tang, Ronggang Wang
9 Dec 2024
[arXiv] [Project]

Deblur4DGS: 4D Gaussian Splatting from Blurry Monocular Video
Renlong Wu, Zhilu Zhang, Mingyang Chen, Xiaopeng Fan, Zifei Yan, Wangmeng Zuo
9 Dec 2024
[arXiv] [Code]

SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video
Jongmin Park, Minh-Quan Viet Bui, Juan Luis Gonzalez Bello, Jaeho Moon, Jihyong Oh, Munchurl Kim
13 Dec 2024
[arXiv]

GaussianVideo: Efficient Video Representation via Hierarchical Gaussian Splatting
Andrew Bond, Jui-Hsien Wang, Long Mai, Erkut Erdem, Aykut Erdem
8 Jan 2025
[arXiv]

GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking
Weikang Bian, Zhaoyang Huang, Xiaoyu Shi, Yijin Li, Fu - Yun Wang, Hongsheng Li
5 Jan 2025
[arXiv] [Project]

3DGS + Depth

:fire:DNGaussian: Optimizing Sparse-View 3D Gaussian Radiance Fields with Global-Local Depth Normalization
Jiahe Li, Jiawei Zhang, Xiao Bai, Jin Zheng, Xin Ning, Jun Zhou, Lin Gu
CVPR 2024, 11 Mar 2024

Abstract Radiance fields have demonstrated impressive performance in synthesizing novel views from sparse input views, yet prevailing methods suffer from high training costs and slow inference speed. This paper introduces DNGaussian, a depth-regularized framework based on 3D Gaussian radiance fields, offering real-time and high-quality few-shot novel view synthesis at low costs. Our motivation stems from the highly efficient representation and surprising quality of the recent 3D Gaussian Splatting, despite it will encounter a geometry degradation when input views decrease. In the Gaussian radiance fields, we find this degradation in scene geometry primarily lined to the positioning of Gaussian primitives and can be mitigated by depth constraint. Consequently, we propose a Hard and Soft Depth Regularization to restore accurate scene geometry under coarse monocular depth supervision while maintaining a fine-grained color appearance. To further refine detailed geometry reshaping, we introduce Global-Local Depth Normalization, enhancing the focus on small local depth changes. Extensive experiments on LLFF, DTU, and Blender datasets demonstrate that DNGaussian outperforms state-of-the-art methods, achieving comparable or better results with significantly reduced memory cost, a 25× reduction in training time, and over 3000× faster rendering speed.

[arXiv] [Project] [Code] [Video]

:fire:DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing
Matias Turkulainen, Xuqian Ren, Iaroslav Melekhov, Otto Seiskari, Esa Rahtu, Juho Kannala
arXiv preprint, 26 Mar 2024

Abstract High-fidelity 3D reconstruction of common indoor scenes is crucial for VR and AR applications. 3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. In this work, we explore the use of readily accessible geometric cues to enhance Gaussian splatting optimization in challenging, ill-posed, and textureless scenes. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use off-the-shelf monocular networks to achieve better alignment with the true scene geometry. We propose an adaptive depth loss based on the gradient of color images, improving depth estimation and novel view synthesis results over various baselines. Our simple yet effective regularization technique enables direct mesh extraction from the Gaussian representation, yielding more physically accurate reconstructions of indoor scenes.

[arXiv]

HoloGS: Instant Depth-based 3D Gaussian Splatting with Microsoft HoloLens 2
Miriam Jäger, Theodor Kapler, Michael Feßenbecker, Felix Birkelbach, Markus Hillemann, Boris Jutzi
arXiv preprint, 3 May 2024
[arXiv]

Self-Evolving Depth-Supervised 3D Gaussian Splatting from Rendered Stereo Pairs
Sadra Safadoust, Fabio Tosi, Fatma Güney, Matteo Poggi
BMVC 2024, 11 Sep 2024
[arXiv] [Project] [Code]

3DGS Based Depth Estimation

Depth Estimation Based on 3D Gaussian Splatting Siamese Defocus
Jinchang Zhang, Ningning Xu, Hao Zhang, Guoyu Lu
arXiv preprint, 18 Sep 2024
[arXiv]

3DGS Few-shot Reconstruction

Depth-Regularized Optimization for 3D Gaussian Splatting in Few-Shot Images
Jaeyoung Chung, Jeongtaek Oh, Kyoung Mu Lee
arXiv preprint, 22 Nov 2023
[arXiv]

FSGS: Real-Time Few-shot View Synthesis using Gaussian Splatting
Zehao Zhu, Zhiwen Fan, Yifan Jiang, Zhangyang Wang
arXiv preprint, 1 Dec 2023
[arXiv] [Project]

Triplane Meets Gaussian Splatting: Fast and Generalizable Single-View 3D Reconstruction with Transformers
Zi-Xin Zou, Zhipeng Yu, Yuan-Chen Guo, Yangguang Li, Ding Liang, Yan-Pei Cao, Song-Hai Zhang
arXiv preprint, 14 Dec 2023
[arXiv] [Project] [Code]

pixelSplat: 3D Gaussian Splats from Image Pairs for Scalable Generalizable 3D Reconstruction
David Charatan, Sizhe Li, Andrea Tagliasacchi, Vincent Sitzmann
arXiv preprint, 19 Dec 2023
[arXiv] [Project] [Code]

AGG: Amortized Generative 3D Gaussians for Single Image to 3D
Dejia Xu, Ye Yuan, Morteza Mardani, Sifei Liu, Jiaming Song, Zhangyang Wang, Arash Vahdat
arXiv preprint, 8 Jan 2024
[arXiv] [Project]

GaussianObject: Just Taking Four Images to Get A High-Quality 3D Object with Gaussian Splatting
Chen Yang, Sikuang Li, Jiemin Fang, Ruofan Liang, Lingxi Xie, Xiaopeng Zhang, Wei Shen, Qi Tian
arXiv preprint, 15 Feb 2024
[arXiv] [Project]

FDGaussian: Fast Gaussian Splatting from Single Image via Geometric-aware Diffusion Model
Qijun Feng, Zhen Xing, Zuxuan Wu, Yu-Gang Jiang
arXiv preprint, 15 Mar 2024
[arXiv] [Project]

Gamba: Marry Gaussian Splatting with Mamba for single view 3D reconstruction
Qiuhong Shen, Xuanyu Yi, Zike Wu, Pan Zhou, Hanwang Zhang, Shuicheng Yan, Xinchao Wang
arXiv preprint, 27 Mar 2024
[arXiv] [Project]

:fire:InstantSplat: Unbounded Sparse-view Pose-free Gaussian Splatting in 40 Seconds
Zhiwen Fan, Wenyan Cong, Kairun Wen, Kevin Wang, Jian Zhang, Xinghao Ding, Danfei Xu, Boris Ivanovic, Marco Pavone, Georgios Pavlakos, Zhangyang Wang, Yue Wang
arXiv preprint, 29 Mar 2024

Abstract While novel view synthesis (NVS) from a sparse set of images has advanced significantly in 3D computer vision, it relies on precise initial estimation of camera parameters using Structure-from-Motion (SfM). For instance, the recently developed Gaussian Splatting depends heavily on the accuracy of SfM-derived points and poses. However, SfM processes are time-consuming and often prove unreliable in sparse-view scenarios, where matched features are scarce, leading to accumulated errors and limited generalization capability across datasets. In this study, we introduce a novel and efficient framework to enhance robust NVS from sparse-view images. Our framework, InstantSplat, integrates multi-view stereo(MVS) predictions with point-based representations to construct 3D Gaussians of large-scale scenes from sparse-view data within seconds, addressing the aforementioned performance and efficiency issues by SfM. Specifically, InstantSplat generates densely populated surface points across all training views and determines the initial camera parameters using pixel-alignment. Nonetheless, the MVS points are not globally accurate, and the pixel-wise prediction from all views results in an excessive Gaussian number, yielding a overparameterized scene representation that compromises both training speed and accuracy. To address this issue, we employ a grid-based, confidence-aware Farthest Point Sampling to strategically position point primitives at representative locations in parallel. Next, we enhance pose accuracy and tune scene parameters through a gradient-based joint optimization framework from self-supervision. By employing this simplified framework, InstantSplat achieves a substantial reduction in training time, from hours to mere seconds, and demonstrates robust performance across various numbers of views in diverse datasets.

[arXiv] [Project] [Video]

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
Avinash Paliwal, Wei Ye, Jinhui Xiong, Dmytro Kotovenko, Rakesh Ranjan, Vikas Chandra, Nima Khademi Kalantari
arXiv preprint, 28 Mar 2024
[arXiv] [Project]

Guess The Unseen: Dynamic 3D Scene Reconstruction from Partial 2D Glimpses
Inhee Lee, Byungjun Kim, Hanbyul Joo
arXiv preprint, 22 Apr 2024
[arXiv] [Project]

GDGS: Gradient Domain Gaussian Splatting for Sparse Representation of Radiance Fields
Yuanhao Gong
arXiv preprint, 8 May 2024
[arXiv]

CoR-GS: Sparse-View 3D Gaussian Splatting via Co-Regularization
Jiawei Zhang, Jiahe Li, Xiaohan Yu, Lei Huang, Lin Gu, Jin Zheng, Xiao Bai
arXiv preprint, 20 May 2024
[arXiv] [Project] [Video]

Sp2360: Sparse-view 360 Scene Reconstruction using Cascaded 2D Diffusion Priors
Soumava Paul, Christopher Wewer, Bernt Schiele, Jan Eric Lenssen
arXiv preprint, 26 May 2024
[arXiv]

A Pixel Is Worth More Than One 3D Gaussians in Single-View 3D Reconstruction
Jianghao Shen, Tianfu Wu
arXiv preprint, 30 May 2024
[arXiv]

GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
Yuxuan Mu, Xinxin Zuo, Chuan Guo, Yilin Wang, Juwei Lu, Xiaofeng Wu, Songcen Xu, Peng Dai, Youliang Yan, Li Cheng
ECCV 2024, 5 Jul 2024
[arXiv]

Self-augmented Gaussian Splatting with Structure-aware Masks for Sparse-view 3D Reconstruction
Lingbei Meng, Bi'an Du, Wei Hu
arXiv preprint, 9 Aug 2024
[arXiv]

:fire:ReconX: Reconstruct Any Scene from Sparse Views with Video Diffusion Model
Fangfu Liu, Wenqiang Sun, Hanyang Wang, Yikai Wang, Haowen Sun, Junliang Ye, Jun Zhang, Yueqi Duan
arXiv preprint, 29 Aug 2024

Abstract Advancements in 3D scene reconstruction have transformed 2D images from the real world into 3D models, producing realistic 3D results from hundreds of input photos. Despite great success in dense-view reconstruction scenarios, rendering a detailed scene from insufficient captured views is still an ill-posed optimization problem, often resulting in artifacts and distortions in unseen areas. In this paper, we propose ReconX, a novel 3D scene reconstruction paradigm that reframes the ambiguous reconstruction challenge as a temporal generation task. The key insight is to unleash the strong generative prior of large pre-trained video diffusion models for sparse-view reconstruction. However, 3D view consistency struggles to be accurately preserved in directly generated video frames from pre-trained models. To address this, given limited input views, the proposed ReconX first constructs a global point cloud and encodes it into a contextual space as the 3D structure condition. Guided by the condition, the video diffusion model then synthesizes video frames that are both detail-preserved and exhibit a high degree of 3D consistency, ensuring the coherence of the scene from various perspectives. Finally, we recover the 3D scene from the generated video through a confidence-aware 3D Gaussian Splatting optimization scheme. Extensive experiments on various real-world datasets show the superiority of our ReconX over state-of-the-art methods in terms of quality and generalizability.

[arXiv] [Project] [Video] [Code]

:fire:ViewCrafter: Taming Video Diffusion Models for High-fidelity Novel View Synthesis
Wangbo Yu, Jinbo Xing, Li Yuan, Wenbo Hu, Xiaoyu Li, Zhipeng Huang, Xiangjun Gao, Tien-Tsin Wong, Ying Shan, Yonghong Tian
arXiv preprint, 3 Sep 2024

Abstract Despite recent advancements in neural 3D reconstruction, the dependence on dense multi-view captures restricts their broader applicability. In this work, we propose \textbf{ViewCrafter}, a novel method for synthesizing high-fidelity novel views of generic scenes from single or sparse images with the prior of video diffusion model. Our method takes advantage of the powerful generation capabilities of video diffusion model and the coarse 3D clues offered by point-based representation to generate high-quality video frames with precise camera pose control. To further enlarge the generation range of novel views, we tailored an iterative view synthesis strategy together with a camera trajectory planning algorithm to progressively extend the 3D clues and the areas covered by the novel views. With ViewCrafter, we can facilitate various applications, such as immersive experiences with real-time rendering by efficiently optimizing a 3D-GS representation using the reconstructed 3D points and the generated novel views, and scene-level text-to-3D generation for more imaginative content creation. Extensive experiments on diverse datasets demonstrate the strong generalization capability and superior performance of our method in synthesizing high-fidelity and consistent novel views.

[arXiv] [Project] [Video] [Code]

LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors
Hanyang Yu, Xiaoxiao Long, Ping Tan
arXiv preprint, 5 Sep 2024
[arXiv] [Project] [Video] [Code]

Optimizing 3D Gaussian Splatting for Sparse Viewpoint Scene Reconstruction
Shen Chen, Jiale Zhou, Lei Li
arXiv preprint, 5 Sep 2024
[arXiv]

Object Gaussian for Monocular 6D Pose Estimation from Sparse Views
Luqing Luo, Shichu Sun, Jiangang Yang, Linfang Zheng, Jinwei Du, Jian Liu
arXiv preprint, 4 Sep 2024
[arXiv]

Single-View 3D Reconstruction via SO(2)-Equivariant Gaussian Sculpting Networks
Ruihan Xu, Anthony Opipari, Joshua Mah, Stanley Lewis, Haoran Zhang, Hanzhe Guo, Odest Chadwicke Jenkins
RSS 2024, 11 Sep 2024
[arXiv]

Vista3D: Unravel the 3D Darkside of a Single Image
Qiuhong Shen, Xingyi Yang, Michael Bi Mi, Xinchao Wang
ECCV 2024, 18 Sep 2024
[arXiv] [Code]

MVPGS: Excavating Multi-view Priors for Gaussian Splatting from Sparse Input Views
Wangze Xu, Huachen Gao, Shihe Shen, Rui Peng, Jianbo Jiao, Ronggang Wang
ECCV 2024, 22 Sep 2024
[arXiv] [Project] [Code]

HiSplat: Hierarchical 3D Gaussian Splatting for Generalizable Sparse-View Reconstruction
Shengji Tang, Weicai Ye, Peng Ye, Weihao Lin, Yang Zhou, Tao Chen, Wanli Ouyang
arXiv preprint, 8 Oct 2024
[arXiv] [Project] [Code]

MCGS: Multiview Consistency Enhancement for Sparse-View 3D Gaussian Radiance Fields
Yuru Xiao, Deming Zhai, Wenbo Zhao, Kui Jiang, Junjun Jiang, Xianming Liu
arXiv preprint, 15 Oct 2024
[arXiv]

Few-shot Novel View Synthesis using Depth Aware 3D Gaussian Splatting
Raja Kumar, Vanshika Vats
ECCV 2024 Workshop S3DSGR, 14 Oct 2024
[arXiv] [Code]

3DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priors
Xi Liu, Chaoyi Zhou, Siyu Huang
NeurIPS 2024, 21 Oct 2024
[arXiv] [Project]

Binocular-Guided 3D Gaussian Splatting with View Consistency for Sparse View Synthesis
Liang Han, Junsheng Zhou, Yu-Shen Liu, Zhizhong Han
NeurIPS 2024, 24 Oct 2024
[arXiv] [Project] [Code]

Structure Consistent Gaussian Splatting with Matching Prior for Few-shot Novel View Synthesis
Rui Peng, Wangze Xu, Luyang Tang, Liwei Liao, Jianbo Jiao, Ronggang Wang
NeurIPS 2024, 6 Nov 2024
[arXiv] [Code]

FewViewGS: Gaussian Splatting with Few View Matching and Multi-stage Training
Ruihong Yin, Vladimir Yugay, Yue Li, Sezer Karaoglu, Theo Gevers
NeurIPS 2024, 4 Nov 2024
[arXiv]

GBR: Generative Bundle Refinement for High-fidelity Gaussian Splatting and Meshing
Jianing Zhang, Yuchao Zheng, Ziwei Li, Qionghai Dai, Xiaoyun Yuan
8 Dec 2024
[arXiv]

TSGaussian: Semantic and Depth-Guided Target-Specific Gaussian Splatting from Sparse Views
Liang Zhao, Zehan Bao, Yi Xie, Hong Chen, Yaohui Chen, Weifu Li
13 Dec 2024
[arXiv] [Code]

SolidGS: Consolidating Gaussian Surfel Splatting for Sparse-View Surface Reconstruction
Zhuowen Shen, Yuan Liu, Zhang Chen, Zhong Li, Jiepeng Wang, Yongqing Liang, Zhengming Yu, Jingdong Zhang, Yi Xu, Scott Schaefer, Xin Li, Wenping Wang
19 Dec 2024
[arXiv] [Project] )]

Improving Geometry in Sparse-View 3DGS via Reprojection-based DoF Separation
Yongsung Kim, Minjun Park, Jooyoung Choi, Sungroh Yoon
19 Dec 2024
[arXiv]

FatesGS: Fast and Accurate Sparse-View Surface Reconstruction using Gaussian Splatting with Depth-Feature Consistency
Han Huang, Yulun Wu, Chao Deng, Ge Gao, Ming Gu, Yu-Shen Liu
AAAI 2025, 8 Jan 2025
[arXiv] [Project]

3DGS Weak Camera Pose

COLMAP-Free 3D Gaussian Splatting
Yang Fu, Sifei Liu, Amey Kulkarni, Jan Kautz, Alexei A. Efros, Xiaolong Wang
CVPR 2024, 12 Dec 2023
[arXiv] [Project] [Video]

iComMa: Inverting 3D Gaussians Splatting for Camera Pose Estimation via Comparing and Matching
Yuan Sun, Xuan Wang, Yunfan Zhang, Jie Zhang, Caigui Jiang, Yu Guo, Fei Wang
arXiv preprint, 14 Dec 2023
[arXiv]

A Construct-Optimize Approach to Sparse View Synthesis without Camera Pose
Kaiwen Jiang, Yang Fu, Mukund Varma T, Yash Belhe, Xiaolong Wang, Hao Su, Ravi Ramamoorthi
arXiv preprint, 6 May 2024
[arXiv]

:fire:6DGS: 6D Pose Estimation from a Single Image and a 3D Gaussian Splatting Model
Matteo Bortolon, Theodore Tsesmelis, Stuart James, Fabio Poiesi, Alessio Del Bue
ECCV 2024, 22 Jul 2024

Abstract We propose 6DGS to estimate the camera pose of a target RGB image given a 3D Gaussian Splatting (3DGS) model representing the scene. 6DGS avoids the iterative process typical of analysis-by-synthesis methods (e.g. iNeRF) that also require an initialization of the camera pose in order to converge. Instead, our method estimates a 6DoF pose by inverting the 3DGS rendering process. Starting from the object surface, we define a radiant Ellicell that uniformly generates rays departing from each ellipsoid that parameterize the 3DGS model. Each Ellicell ray is associated with the rendering parameters of each ellipsoid, which in turn is used to obtain the best bindings between the target image pixels and the cast rays. These pixel-ray bindings are then ranked to select the best scoring bundle of rays, which their intersection provides the camera center and, in turn, the camera rotation. The proposed solution obviates the necessity of an "a priori" pose for initialization, and it solves 6DoF pose estimation in closed form, without the need for iterations. Moreover, compared to the existing Novel View Synthesis (NVS) baselines for pose estimation, 6DGS can improve the overall average rotational accuracy by 12% and translation accuracy by 22% on real scenes, despite not requiring any initialization pose. At the same time, our method operates near real-time, reaching 15fps on consumer hardware.

[arXiv] [Project] [Code] [Video]

GSLoc: Efficient Camera Pose Refinement via 3D Gaussian Splatting
Changkun Liu, Shuai Chen, Yash Bhalgat, Siyan Hu, Zirui Wang, Ming Cheng, Victor Adrian Prisacariu, Tristan Braud
arXiv preprint, 20 Aug 2024
[arXiv]

Splatt3R: Zero-shot Gaussian Splatting from Uncalibrated Image Pairs
Brandon Smart, Chuanxia Zheng, Iro Laina, Victor Adrian Prisacariu
arXiv preprint, 25 Aug 2024
[arXiv] [Project] [Code]

HGSLoc: 3DGS-based Heuristic Camera Pose Refinement
Zhongyan Niu, Zhen Tan
arXiv preprint, 17 Sep 2024
[arXiv]

GSplatLoc: Grounding Keypoint Descriptors into 3D Gaussian Splatting for Improved Visual Localization
Gennady Sidorov, Malik Mohrat, Ksenia Lebedeva, Ruslan Rakhimov, Sergey Kolyubin
arXiv preprint, 24 Sep 2024
[arXiv] [Project] [Video] [Code]

SplatLoc: 3D Gaussian Splatting-based Visual Localization for Augmented Reality
Hongjia Zhai, Xiyu Zhang, Boming Zhao, Hai Li, Yijia He, Zhaopeng Cui, Hujun Bao, Guofeng Zhang
arXiv preprint, 21 Sep 2024
[arXiv] [Project] [Code]

Generating 3D-Consistent Videos from Unposed Internet Photos
Gene Chou, Kai Zhang, Sai Bi, Hao Tan, Zexiang Xu, Fujun Luan, Bharath Hariharan, Noah Snavely
arXiv preprint, 20 Nov 2024
[arXiv]

ZeroGS: Training 3D Gaussian Splatting from Unposed Images
Yu Chen, Rolandos Alexandros Potamias, Evangelos Ververas, Jifei Song, Jiankang Deng, Gim Hee Lee
24 Nov 2024
[arXiv] [Project] [Code]

SfM-Free 3D Gaussian Splatting via Hierarchical Training
Bo Ji, Angela Yao
2 Dec 2024
[arXiv] [Code]

DynSUP: Dynamic Gaussian Splatting from An Unposed Image Pair
Weihang Li, Weirong Chen, Shenhan Qian, Jiajie Chen, Daniel Cremers, Haoang Li
1 Sec 2024
[arXiv] [Project]

3DGS Object Pose Estimation/Tracking/Detection

Object Pose Estimation Using Implicit Representation For Transparent Objects
Varun Burde, Artem Moroz, Vit Zeman, Pavel Burget
arXiv preprint, 17 Oct 2024
[arXiv]

GS2Pose: Tow-stage 6D Object Pose Estimation Guided by Gaussian Splatting
Jilan Mei, Junbo Li, Cai Meng
arXiv preprint, 6 Nov 2024
[arXiv]

GSGTrack: Gaussian Splatting-Guided Object Pose Tracking from RGB Videos
Zhiyuan Chen, Fan Lu, Guo Yu, Bin Li, Sanqing Qu, Yuan Huang, Changhong Fu, Guang Chen
3 Dec 2024
[arXiv]

6DOPE-GS: Online 6D Object Pose Estimation using Gaussian Splatting
Yufeng Jin, Vignesh Prasad, Snehal Jauhri, Mathias Franzius, Georgia Chalvatzaki
2 Dec 2024
[arXiv]

GFreeDet: Exploiting Gaussian Splatting and Foundation Models for Model-free Unseen Object Detection in the BOP Challenge 2024
Xingyu Liu, Yingyue Li, Chengxi Li, Gu Wang, Chenyangguang Zhang, Ziqin Huang, Xiangyang Ji
2 Dec 2024
[arXiv]

3DGS-NeRF Transfer

NeRFs to Gaussian Splats, and Back
Siming He, Zach Osman, Pratik Chaudhari
arXiv preprint, 15 May 2024
[arXiv] [Code]

3DGS Generalization

GGRt: Towards Generalizable 3D Gaussians without Pose Priors in Real-Time
Hao Li, Yuanyuan Gao, Dingwen Zhang, Chenming Wu, Yalun Dai, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang, Junwei Han
arXiv preprint, 15 Mar 2024
[arXiv] [Project]

latentSplat: Autoencoding Variational Gaussians for Fast Generalizable 3D Reconstruction
Christopher Wewer, Kevin Raj, Eddy Ilg, Bernt Schiele, Jan Eric Lenssen
arXiv preprint, 24 Mar 2024
[arXiv] [Project]

Fast Generalizable Gaussian Splatting Reconstruction from Multi-View Stereo
Tianqi Liu, Guangcong Wang, Shoukang Hu, Liao Shen, Xinyi Ye, Yuhang Zang, Zhiguo Cao, Wei Li, Ziwei Liu
arXiv preprint, 20 May 2024
[arXiv] [Project] [Code] [Video]

GS-Net: Generalizable Plug-and-Play 3D Gaussian Splatting Module
Yichen Zhang, Zihan Wang, Jiali Han, Peilin Li, Jiaxun Zhang, Jianqiang Wang, Lei He, Keqiang Li
arXiv preprint, 17 Sep 2024
[arXiv]

DepthSplat: Connecting Gaussian Splatting and Depth
Haofei Xu, Songyou Peng, Fangjinhua Wang, Hermann Blum, Daniel Barath, Andreas Geiger, Marc Pollefeys
arXiv preprint, 17 Oct 2024
[arXiv] [Project] [Code]

[arXiv] [Project] [Code]

Epipolar-Free 3D Gaussian Splatting for Generalizable Novel View Synthesis
Zhiyuan Min, Yawei Luo, Jianwen Sun, Yi Yang
NeurIPS 2024, 30 Oct 2024
[arXiv] [Project]

GPS-Gaussian+: Generalizable Pixel-wise 3D Gaussian Splatting for Real-Time Human-Scene Rendering from Sparse Views
Boyao Zhou, Shunyuan Zheng, Hanzhang Tu, Ruizhi Shao, Boning Liu, Shengping Zhang, Liqiang Nie, Yebin Liu
CVPR 2024, 18 Nov 2024
[arXiv] [Project]

SmileSplat: Generalizable Gaussian Splats for Unconstrained Sparse Images
Yanyan Li, Yixin Fang, Federico Tombari, Gim Hee Lee
27 Nov 2024
[arXiv]

Distractor-free Generalizable 3D Gaussian Splatting
Yanqi Bao, Jing Liao, Jing Huo, Yang Gao
26 Nov 2024
[arXiv] [Code]

SelfSplat: Pose-Free and 3D Prior-Free Generalizable 3D Gaussian Splatting
Gyeongjin Kang, Jisang Yoo, Jihyeon Park, Seungtae Nam, Hyeonsoo Im, Sangheon Shin, Sangpil Kim, Eunbyung Park
26 Nov 2024
[arXiv] [Project] [Code]

**Generative Densification: Learning to Densify Gaussians for High-Fidelity Generalizable 3D Reconstruction **
Seungtae Nam, Xiangyu Sun, Gyeongjin Kang, Younggeun Lee, Seungjun Oh, Eunbyung Park
9 Dec 2024
[arXiv] [Project] [Code]

Splatter-360: Generalizable 360∘ Gaussian Splatting for Wide-baseline Panoramic Images
Zheng Chen, Chenming Wu, Zhelun Shen, Chen Zhao, Weicai Ye, Haocheng Feng, Errui Ding, Song-Hai Zhang
9 Dec 2024
[arXiv] [Project] [Code]

GEAL: Generalizable 3D Affordance Learning with Cross-Modal Consistency
Dongyue Lu, Lingdong Kong, Tianxin Huang, Gim Hee Lee
12 Dec 2024
[arXiv] [Project] [Code]

Generalizable 3DGS with Feed-forward Networks

DUSt3R: Geometric 3D Vision Made Easy
Shuzhe Wang, Vincent Leroy, Yohann Cabon, Boris Chidlovskii, Jerome Revaud
21 Dec 2023

Abstract Multi-view stereo reconstruction (MVS) in the wild requires to first estimate the camera parameters e.g. intrinsic and extrinsic parameters. These are usually tedious and cumbersome to obtain, yet they are mandatory to triangulate corresponding pixels in 3D space, which is the core of all best performing MVS algorithms. In this work, we take an opposite stance and introduce DUSt3R, a radically novel paradigm for Dense and Unconstrained Stereo 3D Reconstruction of arbitrary image collections, i.e. operating without prior information about camera calibration nor viewpoint poses. We cast the pairwise reconstruction problem as a regression of pointmaps, relaxing the hard constraints of usual projective camera models. We show that this formulation smoothly unifies the monocular and binocular reconstruction cases. In the case where more than two images are provided, we further propose a simple yet effective global alignment strategy that expresses all pairwise pointmaps in a common reference frame. We base our network architecture on standard Transformer encoders and decoders, allowing us to leverage powerful pretrained models. Our formulation directly provides a 3D model of the scene as well as depth information, but interestingly, we can seamlessly recover from it, pixel matches, relative and absolute camera. Exhaustive experiments on all these tasks showcase that the proposed DUSt3R can unify various 3D vision tasks and set new SoTAs on monocular/multi-view depth estimation as well as relative pose estimation. In summary, DUSt3R makes many geometric 3D vision tasks easy.

[arXiv]

Flash3D: Feed-Forward Generalisable 3D Scene Reconstruction from a Single Image
Stanislaw Szymanowicz, Eldar Insafutdinov, Chuanxia Zheng, Dylan Campbell, João F. Henriques, Christian Rupprecht, Andrea Vedaldi
arXiv preprint, 6 Jun 2024
[arXiv] [Project]

PF3plat: Pose-Free Feed-Forward 3D Gaussian Splatting
Sunghwan Hong, Jaewoo Jung, Heeseong Shin, Jisang Han, Jiaolong Yang, Chong Luo, Seungryong Kim
arXiv preprint, 29 Oct 2024
[arXiv] [Project] [Code]

:fire:No Pose, No Problem: Surprisingly Simple 3D Gaussian Splats from Sparse Unposed Images
Botao Ye, Sifei Liu, Haofei Xu, Xueting Li, Marc Pollefeys, Ming-Hsuan Yang, Songyou Peng
arXiv preprint, 31 Oct 2024

Abstract We introduce NoPoSplat, a feed-forward model capable of reconstructing 3D scenes parameterized by 3D Gaussians from \textit{unposed} sparse multi-view images. Our model, trained exclusively with photometric loss, achieves real-time 3D Gaussian reconstruction during inference. To eliminate the need for accurate pose input during reconstruction, we anchor one input view's local camera coordinates as the canonical space and train the network to predict Gaussian primitives for all views within this space. This approach obviates the need to transform Gaussian primitives from local coordinates into a global coordinate system, thus avoiding errors associated with per-frame Gaussians and pose estimation. To resolve scale ambiguity, we design and compare various intrinsic embedding methods, ultimately opting to convert camera intrinsics into a token embedding and concatenate it with image tokens as input to the model, enabling accurate scene scale prediction. We utilize the reconstructed 3D Gaussians for novel view synthesis and pose estimation tasks and propose a two-stage coarse-to-fine pipeline for accurate pose estimation. Experimental results demonstrate that our pose-free approach can achieve superior novel view synthesis quality compared to pose-required methods, particularly in scenarios with limited input image overlap. For pose estimation, our method, trained without ground truth depth or explicit matching loss, significantly outperforms the state-of-the-art methods with substantial improvements. This work makes significant advances in pose-free generalizable 3D reconstruction and demonstrates its applicability to real-world scenarios. Code and trained models are available at this https URL.

[arXiv] [Project] [Code]

MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
Yuedong Chen, Chuanxia Zheng, Haofei Xu, Bohan Zhuang, Andrea Vedaldi, Tat-Jen Cham, Jianfei Cai
NeurIPS 2024, 7 Nov 2024
[arXiv] [Project] [Code]

NovelGS: Consistent Novel-view Denoising via Large Gaussian Reconstruction Model
Jinpeng Liu, Jiale Xu, Weihao Cheng, Yiming Gao, Xintao Wang, Ying Shan, Yansong Tang
25 Nov 2024
[arXiv]

PreF3R: Pose-Free Feed-Forward 3D Gaussian Splatting from Variable-length Image Sequence
Zequn Chen, Jiezhi Yang, Heng Yang
25 Nov 2024
[arXiv] [Project] [Code]

Wonderland: Navigating 3D Scenes from a Single Image
Hanwen Liang, Junli Cao, Vidit Goel, Guocheng Qian, Sergei Korolev, Demetri Terzopoulos, Konstantinos N. Plataniotis, Sergey Tulyakov, Jian Ren
16 Dec 2024
[arXiv] [Project]

PanSplat: 4K Panorama Synthesis with Feed-Forward Gaussian Splatting
Cheng Zhang, Haofei Xu, Qianyi Wu, Camilo Cruz Gambardella, Dinh Phung, Jianfei Cai
16 Dec 2024
[arXiv] [Code]

MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds
Zhenggang Tang, Yuchen Fan, Dilin Wang, Hongyu Xu, Rakesh Ranjan, Alexander Schwing, Zhicheng Yan
9 Dec 2024
[arXiv]

FreeSplatter: Pose-free Gaussian Splatting for Sparse-view 3D Reconstruction
Jiale Xu, Shenghua Gao, Ying Shan
12 Dec 2024
[arXiv] [Project] [Code]

LiftImage3D: Lifting Any Single Image to 3D Gaussians with Video Generation Priors
Yabo Chen, Chen Yang, Jiemin Fang, Xiaopeng Zhang, Lingxi Xie, Wei Shen, Wenrui Dai, Hongkai Xiong, Qi Tian
12 Dec 2024
[arXiv] [Project]

CATSplat: Context-Aware Transformer with Spatial Guidance for Generalizable 3D Gaussian Splatting from A Single-View Image
Wonseok Roh, Hwanhee Jung, Jong Wook Kim, Seunggwan Lee, Innfarn Yoo, Andreas Lugmayr, Seunggeun Chi, Karthik Ramani, Sangpil Kim
17 Dec 2024
[arXiv]

OmniSplat: Taming Feed-Forward 3D Gaussian Splatting for Omnidirectional Images with Editable Capabilities
Suyoung Lee, Jaeyoung Chung, Kihoon Kim, Jaeyoo Huh, Gunhee Lee, Minsoo Lee, Kyoung Mu Lee
21 Dec 2024
[arXiv]

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Consistent Gaussian Splatting
Yuxin Wang, Qianyi Wu, Dan Xu
12 Jan 2025
[arXiv] [Project] [Code]

3DGS Indoor Scene Reconstruction

360-GS: Layout-guided Panoramic Gaussian Splatting For Indoor Roaming
Jiayang Bai, Letian Huang, Jie Guo, Wen Gong, Yuanqi Li, Yanwen Guo
arXiv preprint, 1 Feb 2024
[arXiv]

MonoSelfRecon: Purely Self-Supervised Explicit Generalizable 3D Reconstruction of Indoor Scenes from Monocular RGB Views
Runfa Li, Upal Mahbub, Vasudev Bhaskaran, Truong Nguyen
arXiv preprint, 10 Apr 2024
[arXiv]

FreeSplat: Generalizable 3D Gaussian Splatting Towards Free-View Synthesis of Indoor Scenes
Yunsong Wang, Tianxin Huang, Hanlin Chen, Gim Hee Lee
arXiv preprint, 28 May 2024
[arXiv]

Scalable Indoor Novel-View Synthesis using Drone-Captured 360 Imagery with 3D Gaussian Splatting
Yuanbo Chen, Chengyu Zhang, Jason Wang, Xuefan Gao, Avideh Zakhor
ECCV 2024 Workshop S3DSGR, 15 Oct 2024
[arXiv]

2DGS-Room: Seed-Guided 2D Gaussian Splatting with Geometric Constrains for High-Fidelity Indoor Scene Reconstruction
Wanting Zhang, Haodong Xiang, Zhichao Liao, Xiansong Lai, Xinghui Li, Long Zeng
4 Dec 2024
[arXiv]

3DGS Based Wild Scene Reconstruction

SWAG: Splatting in the Wild images with Appearance-conditioned Gaussians
Hiba Dahmani, Moussab Bennehar, Nathan Piasco, Luis Roldao, Dzmitry Tsishkou
arXiv preprint, 15 Mar 2024
[arXiv]

Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collections
Dongbin Zhang, Chuming Wang, Weitao Wang, Peihao Li, Minghan Qin, Haoqian Wang
arXiv preprint, 23 Mar 2024
[arXiv]

WE-GS: An In-the-wild Efficient 3D Gaussian Representation for Unconstrained Photo Collections
Yuze Wang, Junyi Wang, Yue Qi
arXiv preprint, 4 Jun 2024
[arXiv] [Project]

Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections
Jiacong Xu, Yiqun Mei, Vishal M. Patel
arXiv preprint, 14 Jun 2024
[arXiv]

:fire:WildGaussians: 3D Gaussian Splatting in the Wild
Jonas Kulhanek, Songyou Peng, Zuzana Kukelova, Marc Pollefeys, Torsten Sattler
NeurIPS 2024, 11 Jul 2024

Abstract While the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework.

[arXiv] [Project] [Code]

3DGS Based Large Scene Reconstruction

Periodic Vibration Gaussian: Dynamic Urban Scene Reconstruction and Real-time Rendering
Yurui Chen, Chun Gu, Junzhe Jiang, Xiatian Zhu, Li Zhang
arXiv preprint, 30 Nov 2023
[arXiv] [Project]

GauU-Scene: A Scene Reconstruction Benchmark on Large Scale 3D Reconstruction Dataset Using Gaussian Splatting
Butian Xiong, Zhuo Li, Zhen Li
arXiv preprint, 25 Jan 2024
[arXiv]

GaussianPro: 3D Gaussian Splatting with Progressive Propagation
Kai Cheng, Xiaoxiao Long, Kaizhi Yang, Yao Yao, Wei Yin, Yuexin Ma, Wenping Wang, Xuejin Chen
arXiv preprint, 22 Feb 2024
[arXiv] [Project] [Code]

:fire:VastGaussian: Vast 3D Gaussians for Large Scene
Jiaqi Lin, Zhihao Li, Xiao Tang, Jianzhuang Liu, Shiyong Liu, Jiayue Liu, Yangdi Lu, Xiaofei Wu, Songcen Xu, Youliang Yan, Wenming Yang
CVPR 2024, 27 Feb, 2024

Abstract Existing NeRF-based methods for large scene reconstruction often have limitations in visual quality and rendering speed. While the recent 3D Gaussian Splatting works well on small-scale and object-centric scenes, scaling it up to large scenes poses challenges due to limited video memory, long optimization time, and noticeable appearance variations. To address these challenges, we present VastGaussian, the first method for high-quality reconstruction and real-time rendering on large scenes based on 3D Gaussian Splatting. We propose a progressive partitioning strategy to divide a large scene into multiple cells, where the training cameras and point cloud are properly distributed with an airspace-aware visibility criterion. These cells are merged into a complete scene after parallel optimization. We also introduce decoupled appearance modeling into the optimization process to reduce appearance variations in the rendered images. Our approach outperforms existing NeRF-based methods and achieves state-of-the-art results on multiple large scene datasets, enabling fast optimization and high-fidelity real-time rendering.

[arXiv] [Project]

:fire:Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
Kerui Ren, Lihan Jiang, Tao Lu, Mulin Yu, Linning Xu, Zhangkai Ni, Bo Dai
arXiv preprint, 26 Mar 2024

Abstract The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.

[arXiv] [Project] [Code]

SGD: Street View Synthesis with Gaussian Splatting and Diffusion Prior
Zhongrui Yu, Haoran Wang, Jinze Yang, Hanzhang Wang, Zeke Xie, Yunfeng Cai, Jiale Cao, Zhong Ji, Mingming Sun
arXiv preprint, 29 Mar 2024
[arXiv]

HO-Gaussian: Hybrid Optimization of 3D Gaussian Splatting for Urban Scenes
Zhuopeng Li, Yilin Zhang, Chenming Wu, Jianke Zhu, Liangjun Zhang
arXiv preprint, 29 Mar 2024
[arXiv]

:fire:CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians
Yang Liu, He Guan, Chuanchen Luo, Lue Fan, Junran Peng, Zhaoxiang Zhang
ECCV 2024, 1 Apr 2024

Abstract The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at this https URL.

[arXiv] [Project] [Code]

LetsGo: Large-Scale Garage Modeling and Rendering via LiDAR-Assisted Gaussian Primitives
Jiadi Cui, Junming Cao, Yuhui Zhong, Liao Wang, Fuqiang Zhao, Penghao Wang, Yifan Chen, Zhipeng He, Lan Xu, Yujiao Shi, Yingliang Zhang, Jingyi Yu
arXiv preprint, 15 Apr 2024
[arXiv] [Project]

GS-LRM: Large Reconstruction Model for 3D Gaussian Splatting
Kai Zhang, Sai Bi, Hao Tan, Yuanbo Xiangli, Nanxuan Zhao, Kalyan Sunkavalli, Zexiang Xu
arXiv preprint, 30 Apr 2024
[arXiv] [Project]

DoGaussian: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus
Yu Chen, Gim Hee Lee
arXiv preprint, 22 May 2024
[arXiv] [Project] [Code]

PyGS: Large-scale Scene Representation with Pyramidal 3D Gaussian Splatting
Zipeng Wang, Dan Xu
arXiv preprint, 27 May 2024
[arXiv]

GaussianFormer: Scene as Gaussians for Vision-Based 3D Semantic Occupancy Prediction
Yuanhui Huang, Wenzhao Zheng, Yunpeng Zhang, Jie Zhou, Jiwen Lu
arXiv preprint, 27 May 2024
[arXiv] [Code]

3D StreetUnveiler with Semantic-Aware 2DGS
Jingwei Xu, Yikai Wang, Yiqun Zhao, Yanwei Fu, Shenghua Gao
arXiv preprint, 28 May 2024
[arXiv] [Project] [Code]

A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets
Bernhard Kerbl, Andréas Meuleman, Georgios Kopanas, Michael Wimmer, Alexandre Lanvin, George Drettakis
arXiv preprint, 17 Jun 2024
[arXiv] [Project]

VEGS: View Extrapolation of Urban Scenes in 3D Gaussian Splatting using Learned Priors
Sungwon Hwang, Min-Jung Kim, Taewoong Kang, Jayeon Kang, Jaegul Choo
arXiv preprint, 3 Jul 2024
[arXiv] [Project]

FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering
Guofeng Feng, Siyan Chen, Rong Fu, Zimu Liao, Yi Wang, Tao Liu, Zhilin Pei, Hengjie Li, Xingcheng Zhang, Bo Dai
arXiv preprint, 15 Aug 2024
[arXiv]

GigaGS: Scaling up Planar-Based 3D Gaussians for Large Scene Surface Reconstruction
Junyi Chen, Weicai Ye, Yifan Wang, Danpeng Chen, Di Huang, Wanli Ouyang, Guofeng Zhang, Yu Qiao, Tong He
arXiv preprint, 10 Sep 2024
[arXiv]

LI-GS: Gaussian Splatting with LiDAR Incorporated for Accurate Large-Scale Reconstruction
Changjian Jiang, Ruilan Gao, Kele Shao, Yue Wang, Rong Xiong, Yu Zhang
arXiv preprint, 19 Sep 2024
[arXiv]

GaRField++: Reinforced Gaussian Radiance Fields for Large-Scale 3D Scene Reconstruction
Hanyue Zhang, Zhiliu Yang, Xinhe Zuo, Yuxin Tong, Ying Long, Chen Liu
arXiv preprint, 19 Sep 2024
[arXiv]

DENSER: 3D Gaussians Splatting for Scene Reconstruction of Dynamic Urban Environments
Mahmud A. Mohamad, Gamal Elghazaly, Arthur Hubert, Raphael Frank
arXiv preprint, 16 Sep 2024
[arXiv] [Code]

StreetSurfGS: Scalable Urban Street Surface Reconstruction with Planar-based Gaussian Splatting
Xiao Cui, Weicai Ye, Yifan Wang, Guofeng Zhang, Wengang Zhou, Tong He, Houqiang Li
arXiv preprint, 6 Oct 2024
[arXiv]

Long-LRM: Long-sequence Large Reconstruction Model for Wide-coverage Gaussian Splats
Chen Ziwen, Hao Tan, Kai Zhang, Sai Bi, Fujun Luan, Yicong Hong, Li Fuxin, Zexiang Xu
arXiv preprint, 16 Oct 2024
[arXiv] [Project]

:fire:SCube: Instant Large-Scale Scene Reconstruction using VoxSplats Xuanchi Ren, Yifan Lu, Hanxue Liang, Zhangjie Wu, Huan Ling, Mike Chen, Sanja Fidler, Francis Williams, Jiahui Huang
NeurIPS 2024, 26 Oct 2024

Abstract We present SCube, a novel method for reconstructing large-scale 3D scenes (geometry, appearance, and semantics) from a sparse set of posed images. Our method encodes reconstructed scenes using a novel representation VoxSplat, which is a set of 3D Gaussians supported on a high-resolution sparse-voxel scaffold. To reconstruct a VoxSplat from images, we employ a hierarchical voxel latent diffusion model conditioned on the input images followed by a feedforward appearance prediction model. The diffusion model generates high-resolution grids progressively in a coarse-to-fine manner, and the appearance network predicts a set of Gaussians within each voxel. From as few as 3 non-overlapping input images, SCube can generate millions of Gaussians with a 1024^3 voxel grid spanning hundreds of meters in 20 seconds. Past works tackling scene reconstruction from images either rely on per-scene optimization and fail to reconstruct the scene away from input views (thus requiring dense view coverage as input) or leverage geometric priors based on low-resolution models, which produce blurry results. In contrast, SCube leverages high-resolution sparse networks and produces sharp outputs from few views. We show the superiority of SCube compared to prior art using the Waymo self-driving dataset on 3D reconstruction and demonstrate its applications, such as LiDAR simulation and text-to-scene generation.

[arXiv] [Project] [Code] [Video]

ULSR-GS: Ultra Large-scale Surface Reconstruction Gaussian Splatting with Multi-View Geometric Consistency
Zhuoxiao Li, Shanliang Yao, Qizhong Gao, Angel F. Garcia-Fernandez, Yong Yue, Xiaohui Zhu
2 Dec 2024
[arXiv] [Project]

Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction
Jixuan Fan, Wanhua Li, Yifei Han, Yansong Tang
6 Dec 2024
[arXiv] [Project] [Code]

Radiant: Large-scale 3D Gaussian Rendering based on Hierarchical Framework
Haosong Peng, Tianyu Qi, Yufeng Zhan, Hao Li, Yalun Dai, Yuanqing Xia
7 Dec 2024
[arXiv]

Proc-GS: Procedural Building Generation for City Assembly with 3D Gaussians
Yixuan Li, Xingjian Ran, Linning Xu, Tao Lu, Mulin Yu, Zhenzhi Wang, Yuanbo Xiangli, Dahua Lin, Bo Dai
10 Dec 2024
[arXiv] [Project] [Code]

CoSurfGS:Collaborative 3D Surface Gaussian Splatting with Distributed Learning for Large Scene Reconstruction
Yuanyuan Gao, Yalun Dai, Hao Li, Weicai Ye, Junyi Chen, Danpeng Chen, Dingwen Zhang, Tong He, Guofeng Zhang, Junwei Han
23 Dec 2024
[arXiv] [Project]

CrossView-GS: Cross-view Gaussian Splatting For Large-scale Scene Reconstruction
Chenhao Zhang, Yuanping Cao, Lei Zhang
3 Jan 2025
[arXiv]

PG-SAG: Parallel Gaussian Splatting for Fine-Grained Large-Scale Urban Buildings Reconstruction via Semantic-Aware Grouping
Tengfei Wang, Xin Wang, Yongmao Hou, Yiwei Xu, Wendi Zhang, Zongqian Zhan
3 Jan 2025
[arXiv] [Code]

3DGS Autonomous Driving

DrivingGaussian: Composite Gaussian Splatting for Surrounding Dynamic Autonomous Driving Scenes
Xiaoyu Zhou, Zhiwei Lin, Xiaojun Shan, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang
CVPR 2024, 13 Dec 2023
[arXiv] [Code]

Street Gaussians for Modeling Dynamic Urban Scenes
Yunzhi Yan, Haotong Lin, Chenxu Zhou, Weijie Wang, Haiyang Sun, Kun Zhan, Xianpeng Lang, Xiaowei Zhou, Sida Peng
arXiv preprint, 2 Jan 2024
[arXiv] [Project] [Code]

TCLC-GS: Tightly Coupled LiDAR-Camera Gaussian Splatting for Surrounding Autonomous Driving Scenes
Cheng Zhao, Su Sun, Ruoyu Wang, Yuliang Guo, Jun-Jun Wan, Zhou Huang, Xinyu Huang, Yingjie Victor Chen, Liu Ren
arXiv preprint, 3 Apr, 2024
[arXiv]

S^3 Gaussian: Self-Supervised Street Gaussians for Autonomous Driving
Nan Huang, Xiaobao Wei, Wenzhao Zheng, Pengju An, Ming Lu, Wei Zhan, Masayoshi Tomizuka, Kurt Keutzer, Shanghang Zhang
arXiv preprint, 30 May 2024
[arXiv] [Code]

VDG: Vision-Only Dynamic Gaussian for Driving Simulation
Hao Li, Jingfeng Li, Dingwen Zhang, Chenming Wu, Jieqi Shi, Chen Zhao, Haocheng Feng, Errui Ding, Jingdong Wang, Junwei Han
arXiv preprint, 26 Jun 2024
[arXiv] [Project]

AutoSplat: Constrained Gaussian Splatting for Autonomous Driving Scene Reconstruction
Mustafa Khan, Hamidreza Fazlali, Dhruv Sharma, Tongtong Cao, Dongfeng Bai, Yuan Ren, Bingbing Liu
arXiv preprint, 2 Jul 2024
[arXiv] [Project]

DHGS: Decoupled Hybrid Gaussian Splatting for Driving Scene
Xi Shi, Lingli Chen, Peng Wei, Xi Wu, Tian Jiang, Yonggang Luo, Lecheng Xie
arXiv preprint, 23 Jul 2024
[arXiv] [Project]

GaussianBeV: 3D Gaussian Representation meets Perception Models for BeV Segmentation
Florian Chabot, Nicolas Granger, Guillaume Lapouge
arXiv preprint, 19 Jul 2024
[arXiv]

:fire:OmniRe: Omni Urban Scene Reconstruction
Ziyu Chen, Jiawei Yang, Jiahui Huang, Riccardo de Lutio, Janick Martinez Esturo, Boris Ivanovic, Or Litany, Zan Gojcic, Sanja Fidler, Marco Pavone, Li Song, Yue Wang
arXiv preprint, 29 Aug 2024

Abstract We introduce OmniRe, a holistic approach for efficiently reconstructing high-fidelity dynamic urban scenes from on-device logs. Recent methods for modeling driving sequences using neural radiance fields or Gaussian Splatting have demonstrated the potential of reconstructing challenging dynamic scenes, but often overlook pedestrians and other non-vehicle dynamic actors, hindering a complete pipeline for dynamic urban scene reconstruction. To that end, we propose a comprehensive 3DGS framework for driving scenes, named OmniRe, that allows for accurate, full-length reconstruction of diverse dynamic objects in a driving log. OmniRe builds dynamic neural scene graphs based on Gaussian representations and constructs multiple local canonical spaces that model various dynamic actors, including vehicles, pedestrians, and cyclists, among many others. This capability is unmatched by existing methods. OmniRe allows us to holistically reconstruct different objects present in the scene, subsequently enabling the simulation of reconstructed scenarios with all actors participating in real-time (~60Hz). Extensive evaluations on the Waymo dataset show that our approach outperforms prior state-of-the-art methods quantitatively and qualitatively by a large margin. We believe our work fills a critical gap in driving reconstruction.

[arXiv] [Project]

Drone-assisted Road Gaussian Splatting with Cross-view Uncertainty
Saining Zhang, Baijun Ye, Xiaoxue Chen, Yuantao Chen, Zongzheng Zhang, Cheng Peng, Yongliang Shi, Hao Zhao
BMVC 2024, 27 Aug 2024
[arXiv] [Project] [Code]

GGS: Generalizable Gaussian Splatting for Lane Switching in Autonomous Driving
Huasong Han, Kaixuan Zhou, Xiaoxiao Long, Yusen Wang, Chunxia Xiao
arXiv preprint, 4 Sep 2024
[arXiv]

DrivingForward: Feed-forward 3D Gaussian Splatting for Driving Scene Reconstruction from Flexible Surround-view Input
Qijian Tian, Xin Tan, Yuan Xie, Lizhuang Ma
arXiv preprint, 19 Sep 2024
[arXiv] [Project] [Code]

RenderWorld: World Model with Self-Supervised 3D Label
Ziyang Yan, Wenzhen Dong, Yihua Shao, Yuhang Lu, Liu Haiyang, Jingwen Liu, Haozhe Wang, Zhe Wang, Yan Wang, Fabio Remondino, Yuexin Ma
arXiv preprint, 17 Sep 2024
[arXiv]

UniBEVFusion: Unified Radar-Vision BEVFusion for 3D Object Detection
Haocheng Zhao, Runwei Guan, Taoyu Wu, Ka Lok Man, Limin Yu, Yutao Yue
arXiv preprint, 23 Sep 2024
[arXiv]

GSPR: Multimodal Place Recognition Using 3D Gaussian Splatting for Autonomous Driving
Zhangshuo Qi, Junyi Ma, Jingyi Xu, Zijie Zhou, Luqi Cheng, Guangming Xiong
arXiv preprint, 1 Oct 2024
[arXiv]

LiDAR-GS:Real-time LiDAR Re-Simulation using Gaussian Splatting
Qifeng Chen, Sheng Yang, Sicong Du, Tao Tang, Peng Chen, Yuchi Huo
arXiv preprint, 7 Oct 2024
[arXiv]

DriveDreamer4D: World Models Are Effective Data Machines for 4D Driving Scene Representation
Guosheng Zhao, Chaojun Ni, Xiaofeng Wang, Zheng Zhu, Guan Huang, Xinze Chen, Boyuan Wang, Youyi Zhang, Wenjun Mei, Xingang Wang
arXiv preprint, 17 Oct 2024
[arXiv] [Project] [Code]

DeSiRe-GS: 4D Street Gaussians for Static-Dynamic Decomposition and Surface Reconstruction for Urban Driving Scenes
Chensheng Peng, Chengwei Zhang, Yixiao Wang, Chenfeng Xu, Yichen Xie, Wenzhao Zheng, Kurt Keutzer, Masayoshi Tomizuka, Wei Zhan
18 Nov 2024
[arXiv] [Code]

GaussianPretrain: A Simple Unified 3D Gaussian Representation for Visual Pre-training in Autonomous Driving
Shaoqing Xu, Fang Li, Shengyin Jiang, Ziying Song, Li Liu, Zhi-xin Yang
19 Nov 2024
[arXiv] [Code]

SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving
Georg Hess, Carl Lindström, Maryam Fatemi, Christoffer Petersson, Lennart Svensson
25 Nov 2024
[arXiv] [Project]

EMD: Explicit Motion Modeling for High-Quality Street Gaussian Splatting
Xiaobao Wei, Qingpo Wuwu, Zhongyu Zhao, Zhuangzhe Wu, Nan Huang, Ming Lu, Ningning MA, Shanghang Zhang
23 Nov 2024
[arXiv] [Project]

SplatFlow: Self-Supervised Dynamic Gaussian Splatting in Neural Motion Flow Field for Autonomous Driving
Su Sun, Cheng Zhao, Zhuoyang Sun, Yingjie Victor Chen, Mei Chen
23 Nov 2024
[arXiv]

HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving
Hongyu Zhou, Longzhong Lin, Jiabao Wang, Yichong Lu, Dongfeng Bai, Bingbing Liu, Yue Wang, Andreas Geiger, Yiyi Liao
2 Dec 2024
[arXiv] [Project] [Code]

Driving Scene Synthesis on Free-form Trajectories with Generative Prior
Zeyu Yang, Zijie Pan, Yuankun Yang, Xiatian Zhu, Li Zhang
2 Dec 2024
[arXiv]

GSRender: Deduplicated Occupancy Prediction via Weakly Supervised 3D Gaussian Splatting
Qianpu Sun, Changyong Shu, Sifan Zhou, Zichen Yu, Yan Chen, Dawei Yang, Yuan Chun
19 Dec 2024
[arXiv]

EGSRAL: An Enhanced 3D Gaussian Splatting based Renderer with Automated Labeling for Large-Scale Driving Scene
Yixiong Huo, Guangfeng Jiang, Hongyang Wei, Ji Liu, Song Zhang, Han Liu, Xingliang Huang, Mingjie Lu, Jinzhang Peng, Dong Li, Lu Tian, Emad Barsoum
AAAI 2025, 20 Dec 2024
[arXiv]

LiHi-GS: LiDAR-Supervised Gaussian Splatting for Highway Driving Scene Reconstruction
Pou - Chun Kung, Xianling Zhang, Katherine A. Skinner, Nikita Jaipuria
19 Dec 2024
[arXiv]

NeRF-To-Real Tester: Neural Radiance Fields as Test Image Generators for Vision of Autonomous Systems
Laura Weihl, Bilal Wehbe, Andrzej Wąsowski
20 Dec 2024
[arXiv]

MapGS: Generalizable Pretraining and Data Augmentation for Online Mapping via Novel View Synthesis
Hengyuan Zhang, David Paz, Yuliang Guo, Xinyu Huang, Henrik I. Christensen, Liu Ren
11 Jan 2025
[arXiv] [Project]

DreamDrive: Generative 4D Scene Modeling from Street View Images
Jiageng Mao, Boyi Li, Boris Ivanovic, Yuxiao Chen, Yan Wang, Yurong You, Chaowei Xiao, Danfei Xu, Marco Pavone, Yue Wang
31 Dec 2024
[arXiv] [Project]

3DGS Based Occupancy Prediction

GaussianOcc: Fully Self-supervised and Efficient 3D Occupancy Estimation with Gaussian Splatting
Wanshui Gan, Fang Liu, Hongbin Xu, Ningkai Mo, Naoto Yokoya
arXiv preprint, 21 Aug 2024
[arXiv] [Code]

3DGS Based on Diffusion

L3DG: Latent 3D Gaussian Diffusion
Barbara Roessle, Norman Müller, Lorenzo Porzi, Samuel Rota Bulò, Peter Kontschieder, Angela Dai, Matthias Nießner
SIGGRAPH Asis 2024, 17 Oct 2024
[arXiv] [Project] [Video]

A Lesson in Splats: Teacher-Guided Diffusion for 3D Gaussian Splats Generation with 2D Supervision
Chensheng Peng, Ido Sobol, Masayoshi Tomizuka, Kurt Keutzer, Chenfeng Xu, Or Litany
1 Dec 2024
[arXiv]

How to Use Diffusion Priors under Sparse Views?
Qisen Wang, Yifan Zhao, Jiawei Ma, Jia Li
3 Dec 2024
[arXiv] [Code]

3DGS Based AIGC

GaussianDiffusion: 3D Gaussian Splatting for Denoising Diffusion Probabilistic Models with Structured Noise
Xinhai Li, Huaibin Wang, Kuo-Kun Tseng
arXiv preprint, 19 Nov 2023
[arXiv]

LucidDreamer: Towards High-Fidelity Text-to-3D Generation via Interval Score Matching
Yixun Liang, Xin Yang, Jiantao Lin, Haodong Li, Xiaogang Xu, Yingcong Chen
arXiv preprint, 19 Nov 2023
[arXiv] [Github]

LucidDreamer: Domain-free Generation of 3D Gaussian Splatting Scenes
Jaeyoung Chung, Suyoung Lee, Hyeongjin Nam, Jaerin Lee, Kyoung Mu Lee
arXiv preprint, 22 Nov 2023
[arXiv] [Project]

DreamGaussian: Generative Gaussian Splatting for Efficient 3D Content Creation
Jiaxiang Tang, Jiawei Ren, Hang Zhou, Ziwei Liu, Gang Zeng
arXiv preprint, 28 Sep 2023
[arXiv] [Project] [Github]

Text-to-3D using Gaussian Splatting
Zilong Chen, Feng Wang, Huaping Liu
arXiv preprint, 29 Sep 2023
[arXiv] [Project] [Github]

GaussianDreamer: Fast Generation from Text to 3D Gaussian Splatting with Point Cloud Priors
Taoran Yi, Jiemin Fang, Guanjun Wu, Lingxi Xie, Xiaopeng Zhang, Wenyu Liu, Qi Tian, Xinggang Wang
arXiv preprint, 12 Oct 2023
[arXiv] [Project] [Github]

CG3D: Compositional Generation for Text-to-3D via Gaussian Splatting
Alexander Vilesov, Pradyumna Chari, Achuta Kadambi
arXiv preprint, 29 Nov 2023
[arXiv]

Text2Immersion: Generative Immersive Scene with 3D Gaussians
Hao Ouyang, Kathryn Heal, Stephen Lombardi, Tiancheng Sun
arXiv preprint, 14 Dec 2023
[arXiv] [Project]

Align Your Gaussians: Text-to-4D with Dynamic 3D Gaussians and Composed Diffusion Models
Huan Ling, Seung Wook Kim, Antonio Torralba, Sanja Fidler, Karsten Kreis
CVPR 2024, 21 Dec 2023
[arXiv] [Project]

4DGen: Grounded 4D Content Generation with Spatial-temporal Consistency
Yuyang Yin, Dejia Xu, Zhangyang Wang, Yao Zhao, Yunchao Wei
arXiv preprint, 28 Dec 2023
[arXiv] [Project] [Code]

DreamGaussian4D: Generative 4D Gaussian Splatting
Jiawei Ren, Liang Pan, Jiaxiang Tang, Chi Zhang, Ang Cao, Gang Zeng, Ziwei Liu
arXiv preprint, 28 Dec 2023
[arXiv] [Project] [Code]

IM-3D: Iterative Multiview Diffusion and Reconstruction for High-Quality 3D Generation
Luke Melas-Kyriazi, Iro Laina, Christian Rupprecht, Natalia Neverova, Andrea Vedaldi, Oran Gafni, Filippos Kokkinos
arXiv preprint, 13 Feb 2024
[arXiv]

GALA3D: Towards Text-to-3D Complex Scene Generation via Layout-guided Generative Gaussian Splatting
Xiaoyu Zhou, Xingjian Ran, Yajiao Xiong, Jinlin He, Zhiwei Lin, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang
arXiv preprint, 11 Feb 2024
[arXiv]

GVGEN: Text-to-3D Generation with Volumetric Representation
Xianglong He, Junyi Chen, Sida Peng, Di Huang, Yangguang Li, Xiaoshui Huang, Chun Yuan, Wanli Ouyang, Tong He
arXiv preprint, 19 Mar 2024
[arXiv] [Project]

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis
Lutao Jiang, Lin Wang
arXiv preprint, 17 Mar 2024
[arXiv] [Project] [Code]

DreamPolisher: Towards High-Quality Text-to-3D Generation via Geometric Diffusion
Yuanze Lin, Ronald Clark, Philip Torr
arXiv preprint, 25 Mar 2024
[arXiv] [Project] [Code]

GaussianCube: Structuring Gaussian Splatting using Optimal Transport for 3D Generative Modeling
Bowen Zhang, Yiji Cheng, Jiaolong Yang, Chunyu Wang, Feng Zhao, Yansong Tang, Dong Chen, Baining Guo
arXiv preprint, 28 Mar 2024
[arXiv] [Prject] [Code]

RealmDreamer: Text-Driven 3D Scene Generation with Inpainting and Depth Diffusion
Jaidev Shriram, Alex Trevithick, Lingjie Liu, Ravi Ramamoorthi
arXiv preprint, 10 Apr 2024
[arXiv] [Project]

DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
Shijie Zhou, Zhiwen Fan, Dejia Xu, Haoran Chang, Pradyumna Chari, Tejas Bharadwaj, Suya You, Zhangyang Wang, Achuta Kadambi
arXiv preprint, 10 Apr 2024
[arXiv] [Project]

DreamScape: 3D Scene Creation via Gaussian Splatting joint Correlation Modeling
Xuening Yuan, Hongyu Yang, Yueming Zhao, Di Huang
arXiv preprint, 14 Apr 2024
[arXiv]

DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling
Haoran Li, Haolin Shi, Wenli Zhang, Wenjun Wu, Yong Liao, Lin Wang, Lik-hang Lee, Pengyuan Zhou
arXiv preprint, 4 Apr 2024
[arXiv]

Interactive3D: Create What You Want by Interactive 3D Generation
Shaocong Dong, Lihe Ding, Zhanpeng Huang, Zibin Wang, Tianfan Xue, Dan Xu
arXiv prepring, 25 Apr 2024 [arXiv] [Project] [Code]

FastScene: Text-Driven Fast 3D Indoor Scene Generation via Panoramic Gaussian Splatting
Yikun Ma, Dandan Zhan, Zhi Jin
IJCAI 2024, 9 May 2024
[arXiv]

MagicDrive3D: Controllable 3D Generation for Any-View Rendering in Street Scenes
Ruiyuan Gao, Kai Chen, Zhihao Li, Lanqing Hong, Zhenguo Li, Qiang Xu
arXiv preprint, 23 May 2024
[arXiv]

Dreamer XL: Towards High-Resolution Text-to-3D Generation via Trajectory Score Matching
Xingyu Miao, Haoran Duan, Varun Ojha, Jun Song, Tejal Shah, Yang Long, Rajiv Ranjan
arXiv preprint, 18 May 2024
[arXiv] [Code]

EG4D: Explicit Generation of 4D Object without Score Distillation
Qi Sun, Zhiyang Guo, Ziyu Wan, Jing Nathan Yan, Shengming Yin, Wengang Zhou, Jing Liao, Houqiang Li
arXiv preprint, 28 May 2024
[arXiv] [Code]

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting
Qiaowei Miao, Yawei Luo, Yi Yang
arXiv preprint, 30 May 2024
[arXiv] [Project]

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Sangeek Hyun, Jae-Pil Heo
arXiv preprint, 5 Jun 2024
[arXiv] [Project]

Physics3D: Learning Physical Properties of 3D Gaussians via Video Diffusion
Fangfu Liu, Hanyang Wang, Shunyu Yao, Shengjun Zhang, Jie Zhou, Yueqi Duan
arXiv preprint, 6 Jun 2024
[arXiv] [Project]

GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation
Haozhe Xie, Zhaoxi Chen, Fangzhou Hong, Ziwei Liu
arXiv preprint, 10 Jun 2024
[arXiv]

MVGamba: Unify 3D Content Generation as State Space Sequence Modeling
Xuanyu Yi, Zike Wu, Qiuhong Shen, Qingshan Xu, Pan Zhou, Joo-Hwee Lim, Shuicheng Yan, Xinchao Wang, Hanwang Zhang
arXiv preprint, 10 Jun 2024
[arXiv]

L4GM: Large 4D Gaussian Reconstruction Model
Jiawei Ren, Kevin Xie, Ashkan Mirzaei, Hanxue Liang, Xiaohui Zeng, Karsten Kreis, Ziwei Liu, Antonio Torralba, Sanja Fidler, Seung Wook Kim, Huan Ling
arXiv preprint, 14 Jun 2024
[arXiv] [Project]

GradeADreamer: Enhanced Text-to-3D Generation Using Gaussian Splatting and Multi-View Diffusion
Trapoom Ukarapol, Kevin Pruvost
arXiv preprint, 14 Jun 2024
[arXiv] [Code]

ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians
Yufei Liu, Junshu Tang, Chu Zheng, Shijie Zhang, Jinkun Hao, Junwei Zhu, Dongjin Huang
arXiv preprint, 24 Jun 2024
[arXiv] [Project]

GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality
Taoran Yi, Jiemin Fang, Zanwei Zhou, Junjie Wang, Guanjun Wu, Lingxi Xie, Xiaopeng Zhang, Wenyu Liu, Xinggang Wang, Qi Tian
arXiv preprint, 26 Jun 2024
[arXiv] [Project] [Code]

TrAME: Trajectory-Anchored Multi-View Editing for Text-Guided 3D Gaussian Splatting Manipulation
Chaofan Luo, Donglin Di, Yongjia Ma, Zhou Xue, Chen Wei, Xun Yang, Yebin Liu
arXiv preprint, 2 Jul 2024
[arXiv]

HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions
Haiyang Zhou, Xinhua Cheng, Wangbo Yu, Yonghong Tian, Li Yuan
arXiv preprint, 21 Jul 2024
[arXiv] [Project]

Connecting Consistency Distillation to Score Distillation for Text-to-3D Generation
Zongrui Li, Minghui Hu, Qian Zheng, Xudong Jiang
ECCV 2024, 18 Jul 2024
[arXiv] [Code]

SV4D: Dynamic 3D Content Generation with Multi-Frame and Multi-View Consistency
Yiming Xie, Chun-Han Yao, Vikram Voleti, Huaizu Jiang, Varun Jampani
arXiv preprint, 24 Jul 2024
[arXiv] [Project] [Code]

DreamCouple: Exploring High Quality Text-to-3D Generation Via Rectified Flow
Hangyu Li, Xiangxiang Chu, Dingyuan Shi
arXiv preprint, 9 Aug 2024
[arXiv]

Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models
Haibo Yang, Yang Chen, Yingwei Pan, Ting Yao, Zhineng Chen, Chong-Wah Ngo, Tao Mei
ACMMM 2024, 11 Sep 2024
[arXiv] [Code]

DreamMapping: High-Fidelity Text-to-3D Generation via Variational Distribution Mapping
Zeyu Cai, Duotun Wang, Yixun Liang, Zhijing Shao, Ying-Cong Chen, Xiaohang Zhan, Zeyu Wang
arXiv preprint, 8 Sep 2024
[arXiv]

DreamHOI: Subject-Driven Generation of 3D Human-Object Interactions with Diffusion Priors
Thomas Hanwen Zhu, Ruining Li, Tomas Jakab
arXiv preprint, 12 Sep 2024
[arXiv]

DreamMesh: Jointly Manipulating and Texturing Triangle Meshes for Text-to-3D Generation
Haibo Yang, Yang Chen, Yingwei Pan, Ting Yao, Zhineng Chen, Zuxuan Wu, Yu-Gang Jiang, Tao Mei
ECCV 2024, 11 Sep 2024
[arXiv] [Project]

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation
Zhiqi Li, Yiming Chen, Peidong Liu
NeurIPS 2024, 9 Oct 2024
[arXiv]

RGM: Reconstructing High-fidelity 3D Car Assets with Relightable 3D-GS Generative Model from a Single Image
Xiaoxue Chen, Jv Zheng, Hao Huang, Haoran Xu, Weihao Gu, Kangliang Chen, He xiang, Huan-ang Gao, Hao Zhao, Guyue Zhou, Yaqin Zhang
arXiv preprint, 10 Oct 2024
[arXiv]

DreamSat: Towards a General 3D Model for Novel View Synthesis of Space Objects
Nidhi Mathihalli, Audrey Wei, Giovanni Lavezzi, Peng Mun Siew, Victor Rodriguez-Fernandez, Hodei Urrutxua, Richard Linares
arXiv preprint, 7 Oct 2024
[arXiv] [Code]

Enhancing Single Image to 3D Generation using Gaussian Splatting and Hybrid Diffusion Priors
Hritam Basak, Hadi Tabatabaee, Shreekant Gayaka, Ming-Feng Li, Xin Yang, Cheng-Hao Kuo, Arnie Sen, Min Sun, Zhaozheng Yin
arXiv preprint, 12 Oct 2024
[arXiv]

3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation
Hansheng Chen, Bokui Shen, Yulin Liu, Ruoxi Shi, Linqi Zhou, Connor Z. Lin, Jiayuan Gu, Hao Su, Gordon Wetzstein, Leonidas Guibas
arXiv preprint, 24 Oct 2024
[arXiv] [Project] [Code]

CompGS: Unleashing 2D Compositionality for Compositional Text-to-3D via Dynamically Optimizing 3D Gaussians
Chongjian Ge, Chenfeng Xu, Yuanfeng Ji, Chensheng Peng, Masayoshi Tomizuka, Ping Luo, Mingyu Ding, Varun Jampani, Wei Zhan
arXiv preprint, 28 Oct 2024
[arXiv] [Project]]

DiffGS: Functional Gaussian Splatting Diffusion
Junsheng Zhou, Weiqi Zhang, Yu-Shen Liu
NeurIPS 2024, 25 Oct 2024
[arXiv] [Project] [Code]

Baking Gaussian Splatting into Diffusion Denoiser for Fast and Scalable Single-stage Image-to-3D Generation
Yuanhao Cai, He Zhang, Kai Zhang, Yixun Liang, Mengwei Ren, Fujun Luan, Qing Liu, Soo Ye Kim, Jianming Zhang, Zhifei Zhang, Yuqian Zhou, Zhe Lin, Alan Yuille
arXiv preprint, 21 Nov 2024
[arXiv] [Project]

Direct and Explicit 3D Generation from a Single Image
Haoyu Wu, Meher Gitika Karumuri, Chuhang Zou, Seungbae Bang, Yuelong Li, Dimitris Samaras, Sunil Hadap
3DV 2025, 17 Nov 2024
[arXiv] [Project] [Video]

PhyCAGE: Physically Plausible Compositional 3D Asset Generation from a Single Image
Han Yan, Mingrui Zhang, Yang Li, Chao Ma, Pan Ji
27 Nov 2024
[arXiv] [Project] [Video]

Turbo3D: Ultra-fast Text-to-3D Generation
Hanzhe Hu, Tianwei Yin, Fujun Luan, Yiwei Hu, Hao Tan, Zexiang Xu, Sai Bi, Shubham Tulsiani, Kai Zhang
5 Dec 2024
[arXiv] [Project]

Text-to-3D Gaussian Splatting with Physics-Grounded Motion Generation
Wenqing Wang, Yun Fu
7 Dec 2024
[arXiv]

DSplats: 3D Generation by Denoising Splats-Based Multiview Diffusion Models
Kevin Miao, Harsh Agrawal, Qihang Zhang, Federico Semeraro, Marco Cavallo, Jiatao Gu, Alexander Toshev
11 Dec 2024
[arXiv]

Interactive Scene Authoring with Specialized Generative Primitives
Clément Jambon, Changwoon Choi, Dongsu Zhang, Olga Sorkine-Hornung, Young Min Kim
20 Dec 2024
[arXiv]

Zero-1-to-G: Taming Pretrained 2D Diffusion Model for Direct 3D Generation
Xuyi Meng, Chen Wang, Jiahui Lei, Kostas Daniilidis, Jiatao Gu, Lingjie Liu
9 Jan 2025
[arXiv]

3DGS Model Compression

3DGS Model Compression Surveys

3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods
Milena T. Bagdasarian, Paul Knoll, Florian Barthel, Anna Hilsmann, Peter Eisert, Wieland Morgenstern
arXiv preprint, 17 Jun 2024
[arXiv] [Project]

3DGS Model Compression Progresses

LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS
Zhiwen Fan, Kevin Wang, Kairun Wen, Zehao Zhu, Dejia Xu, Zhangyang Wang
arXiv preprint, 28 Nov 2023
[arXiv] [Project] [Video]

Identifying Unnecessary 3D Gaussians using Clustering for Fast Rendering of 3D Gaussian Splatting
Joongho Jo, Hyeongwon Kim, Jongsun Park
arXiv preprint, 21 Feb 2024
[arXiv]

:fire:HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression
Yihang Chen, Qianyi Wu, Weiyao Lin, Mehrtash Harandi, Jianfei Cai
ECCV 2024, 21 Mar 2024

Abstract 3D Gaussian Splatting (3DGS) has emerged as a promising framework for novel view synthesis, boasting rapid rendering speed with high fidelity. However, the substantial Gaussians and their associated attributes necessitate effective compression techniques. Nevertheless, the sparse and unorganized nature of the point cloud of Gaussians (or anchors in our paper) presents challenges for compression. To address this, we make use of the relations between the unorganized anchors and the structured hash grid, leveraging their mutual information for context modeling, and propose a Hash-grid Assisted Context (HAC) framework for highly compact 3DGS representation. Our approach introduces a binary hash grid to establish continuous spatial consistencies, allowing us to unveil the inherent spatial relations of anchors through a carefully designed context model. To facilitate entropy coding, we utilize Gaussian distributions to accurately estimate the probability of each quantized attribute, where an adaptive quantization module is proposed to enable high-precision quantization of these attributes for improved fidelity restoration. Additionally, we incorporate an adaptive masking strategy to eliminate invalid Gaussians and anchors. Importantly, our work is the pioneer to explore context-based compression for 3DGS representation, resulting in a remarkable size reduction of over 75× compared to vanilla 3DGS, while simultaneously improving fidelity, and achieving over 11× size reduction over SOTA 3DGS compression approach Scaffold-GS. Our code is available here: this https URL

[arXiv] [Project] [Code]

CompGS: Efficient 3D Scene Representation via Compressed Gaussian Splatting
Xiangrui Liu, Xinju Wu, Pingping Zhang, Shiqi Wang, Zhu Li, Sam Kwong
arXiv preprint, 15 Apr 2024
[arXiv]

F-3DGS: Factorized Coordinates and Representations for 3D Gaussian Splatting
Xiangyu Sun, Joo Chan Lee, Daniel Rho, Jong Hwan Ko, Usman Ali, Eunbyung Park
arXiv preprint, 27 May 2024
[arXiv] [Project] [Code]

LP-3DGS: Learning to Prune 3D Gaussian Splatting
Zhaoliang Zhang, Tianchen Song, Yongjae Lee, Li Yang, Cheng Peng, Rama Chellappa, Deliang Fan
arXiv preprint, 29 May 2024
[arXiv]

ContextGS: Compact 3D Gaussian Splatting with Anchor Level Context Model
Yufei Wang, Zhihao Li, Lanqing Guo, Wenhan Yang, Alex C. Kot, Bihan Wen
arXiv preprint, 31 May 2024
[arXiv]

Gaussian-Forest: Hierarchical-Hybrid 3D Gaussian Splatting for Compressed Scene Modeling
Fengyi Zhang, Tianjun Zhang, Lin Zhang, Helen Huang, Yadan Luo
arXiv preprint, 13 Jun 2024
[arXiv]

:fire:Reducing the Memory Footprint of 3D Gaussian Splatting
Panagiotis Papantonakis, Georgios Kopanas, Bernhard Kerbl, Alexandre Lanvin, George Drettakis
arXiv preprint, 24 Jun 2024

Abstract 3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and real-time rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a 27 reduction in overall size on disk on the standard datasets we tested, along with a 1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device.

[arXiv] [Project]

Lightweight Predictive 3D Gaussian Splats
Junli Cao, Vidit Goel, Chaoyang Wang, Anil Kag, Ju Hu, Sergei Korolev, Chenfanfu Jiang, Sergey Tulyakov, Jian Ren
arXiv preprint, 27 Jun 2024
[arXiv] [Project]

Trimming the Fat: Efficient Compression of 3D Gaussian Splats through Pruning
Muhammad Salman Ali, Maryam Qamar, Sung-Ho Bae, Enzo Tartaglione
arXiv preprint, 26 Jun 2024
[arXiv]

A Benchmark for Gaussian Splatting Compression and Quality Assessment Study
Qi Yang, Kaifa Yang, Yuke Xing, Yiling Xu, Zhu Li
arXiv preprint, 19 Jul 2024
[arXiv] [Code]

Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields
Joo Chan Lee, Daniel Rho, Xiangyu Sun, Jong Hwan Ko, Eunbyung Park
arXiv preprint, 7 Aug 2024
[arXiv]

MesonGS: Post-training Compression of 3D Gaussians via Efficient Attribute Transformation
Shuzhao Xie, Weixiang Zhang, Chen Tang, Yunpeng Bai, Rongwei Lu, Shijia Ge, Zhi Wang
ECCV 2024, 15 Sep 2024
[arXiv]

Fast Feedforward 3D Gaussian Splatting Compression
Yihang Chen, Qianyi Wu, Mengyao Li, Weiyao Lin, Mehrtash Harandi, Jianfei Cai
arXiv preprint, 10 Oct 2024
[arXiv] [Project] [Code]

ELMGS: Enhancing memory and computation scaLability through coMpression for 3D Gaussian Splatting
Muhammad Salman Ali, Sung-Ho Bae, Enzo Tartaglione
arXiv preprint, 30 Oct 2024
[arXiv]

A Hierarchical Compression Technique for 3D Gaussian Splatting Compression
He Huang, Wenjie Huang, Qi Yang, Yiling Xu, Zhu li
arXiv preprint, 11 Nov 2024
[arXiv]

HEMGS: A Hybrid Entropy Model for 3D Gaussian Splatting Data Compression
Lei Liu, Zhenghao Chen, Dong Xu
27 Nov 2024
[arXiv]

Temporally Compressed 3D Gaussian Splatting for Dynamic Scenes
Saqib Javed, Ahmad Jarrar Khan, Corentin Dumery, Chen Zhao, Mathieu Salzmann
7 Dec 2024
[arXiv]

Locality-aware Gaussian Compression for Fast and High-quality Rendering
Seungjoo Shin, Jaesik Park, Sunghyun Cho
10 Jan 2025
[arXiv]

Compression of 3D Gaussian Splatting with Optimized Feature Planes and Standard Video Codecs
Soonbin Lee, Fangwen Shu, Yago Sanchez, Thomas Schierl, Cornelius Hellge
6 Jan 2025
[arXiv] [Project]

3DGS Streaming

3DGStream: On-the-Fly Training of 3D Gaussians for Efficient Streaming of Photo-Realistic Free-Viewpoint Videos
Jiakai Sun, Han Jiao, Guangyuan Li, Zhanjie Zhang, Lei Zhao, Wei Xing
CVPR 2024, 3 Mar 2024
[arXiv] [Project] [Code]

HAC: Hash-grid Assisted Context for 3D Gaussian Splatting Compression
Yihang Chen, Qianyi Wu, Jianfei Cai, Mehrtash Harandi, Weiyao Lin
arXiv preprint, 12 Mar 2024
[arXiv] [Project] [Code]

LapisGS: Layered Progressive 3D Gaussian Splatting for Adaptive Streaming
Yuang Shi, Simone Gasparini, Géraldine Morin, Wei Tsang Ooi
arXiv preprint, 27 Aug 2024
[arXiv]

PRoGS: Progressive Rendering of Gaussian Splats
Brent Zoomers, Maarten Wijnants, Ivan Molenaers, Joni Vanherck, Jeroen Put, Lode Jorissen, Nick Michiels
arXiv preprint, 3 Sep 2024
[arXiv]

SwinGS: Sliding Window Gaussian Splatting for Volumetric Video Streaming with Arbitrary Length
Bangya Liu, Suman Banerjee
[arXiv]

QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos
Sharath Girish, Tianye Li, Amrita Mazumdar, Abhinav Shrivastava, David Luebke, Shalini De Mello
NeurIPS 2024, 5 Dec 2024
[arXiv] [Project]

3DGS Based Relighting

Subsurface Scattering for 3D Gaussian Splatting
Jan-Niklas Dihlmann, Arjun Majumdar, Andreas Engelhardt, Raphael Braun, Hendrik P.A. Lensch
arXiv preprint, 22 Aug 2024
[arXiv] [Project] [Code]

3DGS Robotics

3DGS Robotics Surveys

3D Gaussian Splatting in Robotics: A Survey
Siting Zhu, Guangming Wang, Dezhi Kong, Hesheng Wang
arXiv preprint, 16 Oct 2024
[arXiv]

Neural Fields in Robotics: A Survey
Muhammad Zubair Irshad, Mauro Comi, Yen-Chen Lin, Nick Heppert, Abhinav Valada, Rares Ambrus, Zsolt Kira, Jonathan Tremblay
arXiv preprint, 26 Oct 2024
[arXiv] [Project]

3DGS Robotics Progresses

Splat-Nav: Safe Real-Time Robot Navigation in Gaussian Splatting Maps
Timothy Chen, Ola Shorinwa, Weijia Zeng, Joseph Bruno, Philip Dames, Mac Schwager
arXiv preprint, 5 Mar 2023
[arXiv]

ManiGaussian: Dynamic Gaussian Splatting for Multi-task Robotic Manipulation
Guanxing Lu, Shiyi Zhang, Ziwei Wang, Changliu Liu, Jiwen Lu, Yansong Tang
arXiv preprint, 13 Mar 2024
[arXiv]

Splat-MOVER: Multi-Stage, Open-Vocabulary Robotic Manipulation via Editable Gaussian Splatting
Ola Shorinwa, Johnathan Tucker, Aliyah Smith, Aiden Swann, Timothy Chen, Roya Firoozi, Monroe Kennedy III, Mac Schwager
arXiv preprint, 7 Mar 2024
[arXiv]

Query-based Semantic Gaussian Field for Scene Representation in Reinforcement Learning
Jiaxu Wang, Ziyi Zhang, Qiang Zhang, Jia Li, Jingkai Sun, Mingyuan Sun, Junhao He, Renjing Xu
arXiv preprint, 4 Jun 2024
[arXiv]

Gaussian Splatting to Real World Flight Navigation Transfer with Liquid Networks
Alex Quach, Makram Chahine, Alexander Amini, Ramin Hasani, Daniela Rus
arXiv preprint, 21 Jun 2024
[arXiv]

Robo-GS: A Physics Consistent Spatial-Temporal Model for Robotic Arm with Hybrid Representation
Haozhe Lou, Yurong Liu, Yike Pan, Yiran Geng, Jianteng Chen, Wenlong Ma, Chenglong Li, Lin Wang, Hengzhen Feng, Lu Shi, Liyi Luo, Yongliang Shi
arXiv preprint, 27 Aug 2024
[arXiv] [Project] [Video]

GaussianPU: A Hybrid 2D-3D Upsampling Framework for Enhancing Color Point Clouds via 3D Gaussian Splatting
Zixuan Guo, Yifan Xie, Weijing Xie, Peng Huang, Fei Ma, Fei Richard Yu
arXiv preprint, 3 Sep 2024
[arXiv]

GraspSplats: Efficient Manipulation with 3D Feature Splatting
Mazeyu Ji, Ri-Zhao Qiu, Xueyan Zou, Xiaolong Wang
arXiv preprint, 3 Sep 2024
[arXiv] [Project] [Video] [Code]

SplatSim: Zero-Shot Sim2Real Transfer of RGB Manipulation Policies Using Gaussian Splatting
Mohammad Nomaan Qureshi, Sparsh Garg, Francisco Yandun, David Held, George Kantor, Abhishesh Silwal
arXiv preprint, 16 Sep 2024
[arXiv]

BEINGS: Bayesian Embodied Image-goal Navigation with Gaussian Splatting
Wugang Meng, Tianfu Wu, Huan Yin, Fumin Zhang
arXiv preprint, 16 Sep 2024
[arXiv]

SAFER-Splat: A Control Barrier Function for Safe Navigation with Online Gaussian Splatting Maps
Timothy Chen, Aiden Swann, Javier Yu, Ola Shorinwa, Riku Murai, Monroe Kennedy III, Mac Schwager
arXiv preprint, 15 Sep 2024
[arXiv] [Project]

RT-GuIDE: Real-Time Gaussian splatting for Information-Driven Exploration
Yuezhan Tao, Dexter Ong, Varun Murali, Igor Spasojevic, Pratik Chaudhari, Vijay Kumar
arXiv preprint, 26 Sep 2024
[arXiv] [Project] [Video]

Language-Embedded Gaussian Splats (LEGS): Incrementally Building Room-Scale Representations with a Mobile Robot
Justin Yu, Kush Hari, Kishore Srinivas, Karim El-Refai, Adam Rashid, Chung Min Kim, Justin Kerr, Richard Cheng, Muhammad Zubair Irshad, Ashwin Balakrishna, Thomas Kollar, Ken Goldberg
arXiv preprint, 26 Sep 2024
[arXiv]

HGS-Planner: Hierarchical Planning Framework for Active Scene Reconstruction Using 3D Gaussian Splatting
Zijun Xu, Rui Jin, Ke Wu, Yi Zhao, Zhiwei Zhang, Jieru Zhao, Zhongxue Gan, Wenchao Ding
arXiv preprint, 26 Sep 2024
[arXiv]

Let's Make a Splan: Risk-Aware Trajectory Optimization in a Normalized Gaussian Splat
Jonathan Michaux, Seth Isaacson, Challen Enninful Adu, Adam Li, Rahul Kashyap Swayampakula, Parker Ewen, Sean Rice, Katherine A. Skinner, Ram Vasudevan
arXiv preprint, 26 Sep 2024
[arXiv]

RL-GSBridge: 3D Gaussian Splatting Based Real2Sim2Real Method for Robotic Manipulation Learning
Yuxuan Wu, Lei Pan, Wenhua Wu, Guangming Wang, Yanzi Miao, Hesheng Wang
arXiv preprint, 30 Sep 2024
[arXiv]

SplaTraj: Camera Trajectory Generation with Semantic Gaussian Splatting
Xinyi Liu, Tianyi Zhang, Matthew Johnson-Roberson, Weiming Zhi
arXiv preprint, 8 Oct 2024
[arXiv]

Next Best Sense: Guiding Vision and Touch with FisherRF for 3D Gaussian Splatting
Matthew Strong, Boshu Lei, Aiden Swann, Wen Jiang, Kostas Daniilidis, Monroe Kennedy III
arXiv preprint, 7 Oct 2024
[arXiv] [Project] [Video] [Code]

Mode-GS: Monocular Depth Guided Anchored 3D Gaussian Splatting for Robust Ground-View Scene Rendering
Yonghan Lee, Jaehoon Choi, Dongki Jung, Jaeseong Yun, Soohyun Ryu, Dinesh Manocha, Suyong Yeon
arXiv preprint, 6 Oct 2024
[arXiv]

PhotoReg: Photometrically Registering 3D Gaussian Splatting Models
Ziwen Yuan, Tianyi Zhang, Matthew Johnson-Roberson, Weiming Zhi
arXiv preprint, 7 Oct 2024
[arXiv] [Project] [Video] [Code]

L-VITeX: Light-weight Visual Intuition for Terrain Exploration
Antar Mazumder, Zarin Anjum Madhiha
arXiv preprint, 10 Oct 2024
[arXiv]

Gaussian Splatting Visual MPC for Granular Media Manipulation
Wei-Cheng Tseng, Ellina Zhang, Krishna Murthy Jatavallabhula, Florian Shkurti
arXiv preprint, 13 Oct 2024
[arXiv] [Project]

Differentiable Robot Rendering
Ruoshi Liu, Alper Canberk, Shuran Song, Carl Vondrick
arXiv preprint, 17 Oct 2024
[arXiv] [Project] [Video] [Code]

MSGField: A Unified Scene Representation Integrating Motion, Semantics, and Geometry for Robotic Manipulation
Yu Sheng, Runfeng Lin, Lidian Wang, Quecheng Qiu, YanYong Zhang, Yu Zhang, Bei Hua, Jianmin Ji
arXiv preprint, 21 Oct 2024
[arXiv] [Project] [Code]

Dynamic 3D Gaussian Tracking for Graph-Based Neural Dynamics Modeling
Mingtong Zhang, Kaifeng Zhang, Yunzhu Li
arXiv preprint, 24 Oct 2024
[arXiv] [Project] [Code]

E-3DGS: Gaussian Splatting with Exposure and Motion Events
Xiaoting Yin, Hao Shi, Yuhan Bao, Zhenshan Bing, Yiyi Liao, Kailun Yang, Kaiwei Wang
arXiv preprint, 22 Oct 2024
[arXiv] [Code]

ActiveSplat: High-Fidelity Scene Reconstruction through Active Gaussian Splatting
Yuetao Li, Zijia Kuang, Ting Li, Guyue Zhou, Shaohui Zhang, Zike Yan
arXiv preprint, 29 Oct 2024
[arXiv] [Project] [Video]

Get a Grip: Multi-Finger Grasp Evaluation at Scale Enables Robust Sim-to-Real Transfer
Tyler Ga Wei Lum, Albert H. Li, Preston Culbertson, Krishnan Srinivasan, Aaron D. Ames, Mac Schwager, Jeannette Bohg
arXiv preprint, 31 Oct 2024
[arXiv] [Project] [Video]

3DGS-CD: 3D Gaussian Splatting-based Change Detection for Physical Object Rearrangement
Ziqi Lu, Jianbo Ye, John Leonard
arXiv preprint, 6 Nov 2024
[arXiv] [Code]

Object and Contact Point Tracking in Demonstrations Using 3D Gaussian Splatting
Michael Büttner, Jonathan Francis, Helge Rhodin, Andrew Melnik
CoRL 2024, 5 Nov 2024
[arXiv]

Modeling Uncertainty in 3D Gaussian Splatting through Continuous Semantic Splatting
Joey Wilson, Marcelino Almeida, Min Sun, Sachit Mahajan, Maani Ghaffari, Parker Ewen, Omid Ghasemalizadeh, Cheng-Hao Kuo, Arnie Sen
arXiv preprint, 4 Nov 2024
[arXiv]

Through the Curved Cover: Synthesizing Cover Aberrated Scenes with Refractive Field
Liuyue Xie, Jiancong Guo, Laszlo A. Jeni, Zhiheng Jia, Mingyang Li, Yunwen Zhou, Chao Guo
WACV 2025, 10 Nov 2024
[arXiv]

SplatR : Experience Goal Visual Rearrangement with 3D Gaussian Splatting and Dense Feature Matching
Arjun P S, Andrew Melnik, Gora Chand Nandi
arXiv preprint, 21 Nov 2024
[arXiv]

RoboGSim: A Real2Sim2Real Robotic Gaussian Splatting Simulator
Xinhai Li, Jialin Li, Ziheng Zhang, Rui Zhang, Fan Jia, Tiancai Wang, Haoqiang Fan, Kuo-Kun Tseng, Ruiping Wang
18 Nov 2024
[arXiv] [Project]

Multi-robot autonomous 3D reconstruction using Gaussian splatting with Semantic guidance
Jing Zeng, Qi Ye, Tianle Liu, Yang Xu, Jin Li, Jinming Xu, Liang Li, Jiming Chen
3 Dec 2024
[arXiv]

SparseGrasp: Robotic Grasping via 3D Semantic Gaussian Splatting from Sparse Multi-View RGB Images
Junqiu Yu, Xinlin Ren, Yongchong Gu, Haitao Lin, Tianyu Wang, Yi Zhu, Hang Xu, Yu-Gang Jiang, Xiangyang Xue, Yanwei Fu
3 Dec 2024
[arXiv]

ActiveGS: Active Scene Reconstruction using Gaussian Splatting
Liren Jin, Xingguang Zhong, Yue Pan, Jens Behley, Cyrill Stachniss, Marija Popović
23 Dec 2024
[arXiv]

Dream to Manipulate: Compositional World Models Empowering Robot Imitation Learning with Imagination
Leonardo Barcellona, Andrii Zadaianchuk, Davide Allegro, Samuele Papa, Stefano Ghidoni, Efstratios Gavves
19 Dec 2024
[arXiv] [Project]

CityLoc: 6 DoF Localization of Text Descriptions in Large-Scale Scenes with Gaussian Representation
Qi Ma, Runyi Yang, Bin Ren, Ender Konukoglu, Luc Van Gool, Danda Pani Paudel
15 Jan 2025
[arXiv]

HOGSA: Bimanual Hand-Object Interaction Understanding with 3D Gaussian Splatting Based Data Augmentation
Wentian Qu, Jiahe Li, Jian Cheng, Jian Shi, Chenyu Meng, Cuixia Ma, Hongan Wang, Xiaoming Deng, Yinda Zhang
6 Jan 2025
[arXiv]

EnerVerse: Envisioning Embodied Future Space for Robotics Manipulation
Siyuan Huang, Liliang Chen, Pengfei Zhou, Shengcong Chen, Zhengkai Jiang, Yue Hu, Peng Gao, Hongsheng Li, Maoqing Yao, Guanghui Ren
3 Jan 2025
[arXiv] [Project]

3DGS Avatar Generation

3DGS Avatar Generation Survey

A Survey on 3D Human Avatar Modeling -- From Reconstruction to Generation
Ruihe Wang, Yukang Cao, Kai Han, Kwan-Yee K. Wong
arXiv preprint, 6 Jun 2024
[arXiv]

3DGS Avatar Generation Progresses

Animatable 3D Gaussian: Fast and High-Quality Reconstruction of Multiple Human Avatars
Yang Liu, Xiang Huang, Minghan Qin, Qinwei Lin, Haoqian Wang
arXiv preprint, 27 Nov 2023
[arXiv] [Project]

HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting
Xian Liu, Xiaohang Zhan, Jiaxiang Tang, Ying Shan, Gang Zeng, Dahua Lin, Xihui Liu, Ziwei Liu
arXiv preprint, 28 Nov 2023
[arXiv] [Project]

HUGS: Human Gaussian Splats
Muhammed Kocabas, Jen-Hao Rick Chang, James Gabriel, Oncel Tuzel, Anurag Ranjan
arXiv preprint, 29 Nov 2023
[arXiv]

Gaussian Shell Maps for Efficient 3D Human Generation
Rameen Abdal, Wang Yifan, Zifan Shi, Yinghao Xu, Ryan Po, Zhengfei Kuang, Qifeng Chen, Dit-Yan Yeung, Gordon Wetzstein
arXiv preprint, 29 Nov 2023
[arXiv]

GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
Shunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu, Shengping Zhang, Liqiang Nie, Yebin Liu
arXiv preprint, 4 Dec 2023
[arXiv] [Project]

GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians
Liangxiao Hu, Hongwen Zhang, Yuxiang Zhang, Boyao Zhou, Boning Liu, Shengping Zhang, Liqiang Nie
arXiv preprint, 4 Dec 2023
[arXiv] [Project]

**GaussianAvatars: Photorealistic Head Avata

Truncated — view the full README on GitHub.

Contributors

yangjiheng

86 commits