Recent Radiance Field Papers
Search...
Abstract
Audio-driven 3D talking head synthesis has advanced rapidly with Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). By leveraging rich pre-trained priors, few-shot methods enable instant personalization from just a few seconds of video. However, under expressive facial motion, existing few-shot approaches often suffer from geometric instability and audio-emotion mismatch, highlighting the need for more effective emotion-aware motion modeling. In this work, we present EmoTaG, a few-shot emotion-aware 3D talking head synthesis framework built on the Pretrain-and-Adapt paradigm. Our key insight is to reformulate motion prediction in a structured FLAME parameter space rather than directly deforming 3D Gaussians, thereby introducing explicit geometric priors that improve motion stability. Building upon this, we propose a Gated Residual Motion Network (GRMN), which captures emotional prosody from audio while supplementing head pose and upper-face cues absent from audio, enabling expressive and coherent motion generation. Extensive experiments demonstrate that EmoTaG achieves state-of-the-art performance in emotional expressiveness, lip synchronization, visual realism, and motion stability.
Abstract
Feed-forward 3D Gaussian Splatting methods enable single-pass reconstruction and real-time rendering. However, they typically adopt rigid pixel-to-Gaussian or voxel-to-Gaussian pipelines that uniformly allocate Gaussians, leading to redundant Gaussians across views. Moreover, they lack an effective mechanism to control the total number of Gaussians while maintaining reconstruction fidelity. To address these limitations, we present F4Splat, which performs Feed-Forward predictive densification for Feed-Forward 3D Gaussian Splatting, introducing a densification-score-guided allocation strategy that adaptively distributes Gaussians according to spatial complexity and multi-view overlap. Our model predicts per-region densification scores to estimate the required Gaussian density and allows explicit control over the final Gaussian budget without retraining. This spatially adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, producing compact yet high-quality 3D representations. Extensive experiments demonstrate that our model achieves superior novel-view synthesis performance compared to prior uncalibrated feed-forward methods, while using significantly fewer Gaussians.
Abstract
We introduce a novel, training-free system for reconstructing, understanding, and rendering 3D indoor scenes from a sparse set of unposed RGB images. Unlike traditional radiance field approaches that require dense views and per-scene optimization, our pipeline achieves high-fidelity results without any training or pose preprocessing. The system integrates three key innovations: (1) A robust point cloud reconstruction module that filters unreliable geometry using a warping-based anomaly removal strategy; (2) A warping-guided 2D-to-3D instance lifting mechanism that propagates 2D segmentation masks into a consistent, instance-aware 3D representation; and (3) A novel rendering approach that projects the point cloud into new views and refines the renderings with a 3D-aware diffusion model. Our method leverages the generative power of diffusion to compensate for missing geometry and enhances realism, especially under sparse input conditions. We further demonstrate that object-level scene editing such as instance removal can be naturally supported in our pipeline by modifying only the point cloud, enabling the synthesis of consistent, edited views without retraining. Our results establish a new direction for efficient, editable 3D content generation without relying on scene-specific optimization. Project page: https://jiatongxia.github.io/TID3R/
Abstract
Pose-free feed-forward 3D Gaussian Splatting (3DGS) has opened a new frontier for rapid 3D modeling, enabling high-quality Gaussian representations to be generated from uncalibrated multi-view images in a single forward pass. The dominant approach in this space adopts unified monolithic architectures, often built on geometry-centric 3D foundation models, to jointly estimate camera poses and synthesize 3DGS representations within a single network. While architecturally streamlined, such "all-in-one" designs may be suboptimal for high-fidelity 3DGS generation, as they entangle geometric reasoning and appearance modeling within a shared representation. In this work, we introduce 2Xplat, a pose-free feed-forward 3DGS framework based on a two-expert design that explicitly separates geometry estimation from Gaussian generation. A dedicated geometry expert first predicts camera poses, which are then explicitly passed to a powerful appearance expert that synthesizes 3D Gaussians. Despite its conceptual simplicity, being largely underexplored in prior works, the proposed approach proves highly effective. In fewer than 5K training iterations, the proposed two-experts pipeline substantially outperforms prior pose-free feed-forward 3DGS approaches and achieves performance on par with state-of-the-art posed methods. These results challenge the prevailing unified paradigm and suggest the potential advantages of modular design principles for complex 3D geometric estimation and appearance synthesis tasks.
Abstract
3D Gaussian Splatting (3DGS) has made remarkable progress in RGBD SLAM. Current methods usually use 3D Gaussians or view-tied 3D Gaussians to represent radiance fields in tracking and mapping. However, these Gaussians are either too flexible or too limited in movements, resulting in slow convergence or limited rendering quality. To resolve this issue, we adopt pixel-aligned Gaussians but allow each Gaussian to adjust its position along its ray to maximize the rendering quality, even if Gaussians are simplified to improve system scalability. To speed up the tracking, we model the depth distribution around each pixel as a Gaussian distribution, and then use these distributions to align each frame to the 3D scene quickly. We report our evaluations on widely used benchmarks, justify our designs, and show advantages over the latest methods in view rendering, camera tracking, runtime, and storage complexity. Please see our project page for code and videos at https://machineperceptionlab.github.io/SGAD-SLAM-Project .
Abstract
3D Gaussian Splatting has demonstrated remarkable real-time rendering capabilities and superior visual quality in novel view synthesis for static scenes. Building upon these advantages, researchers have progressively extended 3D Gaussians to dynamic scene reconstruction. Deformation field-based methods have emerged as a promising approach among various techniques. These methods maintain 3D Gaussian attributes in a canonical field and employ the deformation field to transform this field across temporal sequences. Nevertheless, these approaches frequently encounter challenges such as suboptimal rendering speeds, significant dependence on initial point clouds, and vulnerability to local optima in dim scenes. To overcome these limitations, we present FRoG, an efficient and robust framework for high-quality dynamic scene reconstruction. FRoG integrates per-Gaussian embedding with a coarse-to-fine temporal embedding strategy, accelerating rendering through the early fusion of temporal embeddings. Moreover, to enhance robustness against sparse initializations, we introduce a novel depth- and error-guided sampling strategy. This strategy populates the canonical field with new 3D Gaussians at low-deviation initial positions, significantly reducing the optimization burden on the deformation field and improving detail reconstruction in both static and dynamic regions. Furthermore, by modulating opacity variations, we mitigate the local optima problem in dim scenes, improving color fidelity. Comprehensive experimental results validate that our method achieves accelerated rendering speeds while maintaining state-of-the-art visual quality.
Abstract
3D Gaussian Splatting (3DGS) has become the method of choice for photo-realistic 3D reconstruction of scenes, due to being able to efficiently and accurately recover the scene appearance and geometry from images. 3DGS represents the scene through a set of 3D Gaussians, parameterized by their position, spatial extent, and view-dependent color. Starting from an initial point cloud, 3DGS refines the Gaussians' parameters as to reconstruct a set of training images as accurately as possible. Typically, a sparse Structure-from-Motion point cloud is used as initialization. In order to obtain dense Gaussian clouds, 3DGS methods thus rely on a densification stage. In this paper, we systematically study the relation between densification and initialization. Proposing a new benchmark, we study combinations of different types of initializations (dense laser scans, dense (multi-view) stereo point clouds, dense monocular depth estimates, sparse SfM point clouds) and different densification schemes. We show that current densification approaches are not able to take full advantage of dense initialization as they are often unable to (significantly) improve over sparse SfM-based initialization. We will make our benchmark publicly available.
Abstract
Slice-based volumetric imaging is widely applied and it demands representations that compress aggressively while preserving internal structure for analysis. We introduce GaussianPile, unifying 3D Gaussian splatting with an imaging system-aware focus model to address this challenge. Our proposed method introduces three key innovations: (i) a slice-aware piling strategy that positions anisotropic 3D Gaussians to model through-slice contributions, (ii) a differentiable projection operator that encodes the finite-thickness point spread function of the imaging acquisition system, and (iii) a compact encoding and joint optimization pipeline that simultaneously reconstructs and compresses the Gaussian sets. Our CUDA-based design retains the compression and real-time rendering efficiency of Gaussian primitives while preserving high-frequency internal volumetric detail. Experiments on microscopy and ultrasound datasets demonstrate that our method reduces storage and reconstruction cost, sustains diagnostic fidelity, and enables fast 2D visualization, along with 3D voxelization. In practice, it delivers high-quality results in as few as 3 minutes, up to 11x faster than NeRF-based approaches, and achieves consistent 16x compression over voxel grids, offering a practical path to deployable compression and exploration of slice-based volumetric datasets.
Abstract
Thermal cameras offer several advantages for simultaneous localization and mapping (SLAM) with mobile robots: they provide a passive, low-power solution to operating in darkness, are invariant to rapidly changing or high dynamic range illumination, and can see through fog, dust, and smoke. However, uncooled microbolometer thermal cameras, the only practical option in most robotics applications, suffer from significant motion blur, rolling shutter distortions, and fixed pattern noise. In this paper, we present TRGS-SLAM, a 3D Gaussian Splatting (3DGS) based thermal inertial SLAM system uniquely capable of handling these degradations. To overcome the challenges of thermal data, we introduce a model-aware 3DGS rendering method and several general innovations to 3DGS SLAM, including B-spline trajectory optimization with a two-stage IMU loss, view-diversity-based opacity resetting, and pose drift correction schemes. Our system demonstrates accurate tracking on real-world, fast motion, and high-noise thermal data that causes all other tested SLAM methods to fail. Moreover, through offline refinement of our SLAM results, we demonstrate thermal image restoration competitive with prior work that required ground truth poses.
Abstract
Novel view synthesis (NVS) approaches such as NeRFs or 3DGS can produce photo-realistic 3D scene representation from a set of images with known extrinsic and intrinsic parameters. The necessary camera poses and calibrations are typically obtained from the images via Structure-from-Motion (SfM). Classical SfM approaches rely on local feature matches between the images to estimate both the poses and a sparse 3D model of the scene, using bundle adjustment to refine initial pose, intrinsics, and geometry estimates. In order to increase run-time efficiency, recent SfM systems forgo optimization via bundle adjustment. Instead, they train feed-forward (transformer-based) neural networks to directly regress camera parameters and the 3D structure. While orders of magnitude more efficient, such recent works produce significantly less accurate estimates. To stimulate research on developing SfM approaches that are both efficient \emph{and} effective, this paper develops a benchmark focused on SfM for novel view synthesis. Using existing datasets and two simple strategies for making the reconstruction process more efficient, we show that: (1) simply using fewer features already significantly accelerates classical SfM methods while maintaining high pose accuracy. (2) using feed-forward networks to obtain initial estimates and refining them using classical SfM techniques leads to the best efficiency-effectiveness trade-off. We will make our benchmark and code publicly available.