Radiance Field Research Papers
Recent Radiance Field Papers
Abstract
Wireless aerial virtual reality (VR) aims to provide immersive access to large-scale scenes, but high-resolution view generation and delivery are jointly constrained by limited bandwidth, latency, and power. 3D Gaussian Splatting (3DGS) can reduce the payload by rendering views from compact pose information, yet its geometry errors may cause severe VR quality degradation. Existing channel-aware or pixel-level resource allocation schemes fail to capture such geometry-sensitive distortion. To address this issue, this paper proposes GeoFovea-GS as a geometry-aware cross-layer framework for communication-efficient wireless aerial VR. A foveated geometry-aware distortion metric is developed to characterize photometric rendering error, geometric inconsistency, and view-dependent perceptual importance in a unified form. Based on this metric, the joint selection of pose-only 3DGS rendering and image/tile correction transmission is formulated as a cross-layer optimization problem under wireless constraints. A lightweight value-of-information scheduler is further developed to allocate communication resources to regions that are both geometry-critical and perceptually important. Experiments on real-world 3DGS scenes demonstrate that GeoFovea-GS achieves superior immersive rendering quality with substantially reduced transmission cost.
Abstract
Recent 4D Gaussian Splatting (4DGS) methods often fail under fast motion with large inter-frame displacements, where Gaussian attributes are poorly learned during training, and fast-moving objects are often lost from the reconstruction. In this work, we introduce Spatiotemporal Position Implicit Network for 4DGS, coined SPIN-4DGS, which learns Gaussian attributes from explicitly collected spatiotemporal positions rather than modeling temporal displacements, thereby enabling more faithful splatting under fast motions with large inter-frame displacements. To avoid the heavy memory overhead of explicitly optimizing attributes across all spatiotemporal positions, we instead predict them with a lightweight feed-forward network trained under a rasterization-based reconstruction loss. Consequently, SPIN-4DGS learns shared representations across Gaussians, effectively capturing spatiotemporal consistency and enabling stable high-quality Gaussian splatting even under challenging motions. Across extensive experiments, SPIN-4DGS consistently achieves higher fidelity under large displacements, with clear improvements in PSNR and SSIM on challenging sports scenes from the CMU Panoptic dataset. For example, SPIN-4DGS notably outperforms the strongest baseline, D3DGS, by achieving +1.83 higher PSNR on the Basketball scene.
Abstract
Recent progress in compressing large-scale 3D Gaussian Splatting (3DGS) data has substantially reduced storage footprint, network transmission bandwidth, and memory traffic to GPU caches before rendering. Yet decoding with advanced 3DGS codecs still takes seconds, making them unsuitable for interactive applications. To systematically address this challenge, we propose SpeedyGS, a Content-Aware 3DGS Compressor that separately optimizes the structural formation and statistical coding. First, in structural formation, we jointly optimize adaptive quantization and pruning under a unified rate-distortion objective, where the rate term is replaced by a lightweight rate proxy that estimates entropy coding cost of the next stage, thereby efficiently regulating Gaussian density and precision to yield a compact scene representation. Then, in the statistical coding phase, Gaussian geometry is converted into sparse octree tokens and subsequently undergoes multi-stage coding, while Gaussian attributes are serialized into a 1D token stream for entropy coding via a complexity-controllable local autoregressive model. SpeedyGS achieves a favorable balance among optimization efficiency, compression performance, decoding latency, and rendering speed. Compared to vanilla 3DGS, SpeedyGS achieves up to 160$\times$ model size reduction with negligible quality degradation across common datasets. Compared to state-of-the-art compression methods, it also offers significantly faster decoding and accelerates optimization by 9$\times$ on consumer-grade hardware. To further reduce decoding overhead, the statistical coding stage also supports channel-wise, fixed-length coding for Gaussian as a simpler alternative, enabling SpeedyGS to better adapt to the underlying application and reduce decoding latency to nearly zero.
Abstract
Robot-assisted minimally invasive surgery (MIS) critically depends on reliable endoscopic perception for navigation and safety. However, conventional endoscopes provide only a limited field of view, leaving large portions of surrounding anatomy unobserved. Recent neural rendering approaches, such as Neural Radiance Fields and 3D Gaussian Splatting, enable novel view synthesis from endoscopic videos, but their reliance on sparse observations often leads to severe artifacts when extrapolating beyond the training trajectory.In this work, we propose ExtraGS, a framework for enhancing endoscopic view extrapolation via diffusion-guided 3D Gaussian Splatting. Starting from an initial reconstruction, we introduce an uncertainty-guided virtual camera sampling strategy to actively explore blind spots and maximize information gain. The rendered views from these sampled locations are refined using a diffusion model to recover plausible anatomical structures, producing pseudo observations that guide further optimization. To prevent the generated content from degrading reliable regions, we adopt a confidence-weighted fine-tuning strategy when incorporating these pseudo observations.Extensive experiments on multiple public endoscopic datasets demonstrate that ExtraGS significantly reduces extrapolation artifacts and achieves state-of-the-art performance in endoscopic novel view synthesis.
Abstract
Recent generalizable 3D Gaussian Splatting models have advanced long-sequence novel view synthesis (NVS), but at the cost of substantial redundant computation. We identify that the redundancy can be mitigated based on two observations: (i) high-precision geometry is not strictly required for high-quality NVS; (ii) appearance learning is generally easier than geometry recovery. Motivated by these insights, we propose an asymmetric architecture that decouples geometry and appearance modeling. The geometry branch processes coarse-grained tokens with most of the parameters for multi-view reconstruction, while the appearance branch operates on fine-grained tokens to capture details using significantly fewer parameters. The two branches interact through bilateral connections, enabling mutual guidance for their respective tasks. This task-aware asymmetry reduces the computational redundancy and allocates the computation more judiciously, thereby increasing parameter efficiency and enabling smaller models to achieve strong performance. On 32-view 960P inputs, our model matches optimization-based methods while delivering nearly 800x speedup, and surpasses the zero-shot performance of state-of-the-art generalizable models with markedly fewer parameters and reduced training/inference overhead, achieving an overall efficiency improvement.
Abstract
3D Gaussian Splatting represents scenes as finite mixtures of anisotropic Gaussians whose number of components $K$ is set by heuristic density control or user caps. Variational Bayes Gaussian Splatting (VBGS) recast splat fitting as conjugate variational inference, but $K$ remains fixed. We replace the finite symmetric Dirichlet over mixture weights with a truncated stick-breaking Dirichlet-process prior -- and, as a theory-backed alternative, a sparse overfitted finite Dirichlet -- so that the number of occupied components adapts to the data while every update remains a closed-form coordinate-ascent step; a natural-gradient stochastic variant makes the per-step cost independent of the number of points. We give an exact monotonicity guarantee, a rigorous truncation-error bound correcting an anti-conservative large-$α$ approximation in common use, and an honest account of what the fitted number of components estimates. Empirically: (i) the effective complexity $\hat{K}$ adapts to scene complexity and recovers the true $K$ within $\pm 1$ on well-separated synthetic data with regime-appropriate concentration; (ii) a deconfounded comparison shows the DP prior's contribution is complexity selection, not per-component efficiency -- converged DP fits exceed single-pass fixed-$K$ VBGS by +2.7 dB at matched budgets yet tie an equally converged fixed-$K$ baseline, and on 3D scenes DP-Splat matches or exceeds VBGS's held-out color prediction with 5.9-7.6x fewer components; (iii) the posterior-predictive color variance is well calibrated on model-matched synthetic data; and (iv) the ordering suggested by exact-posterior asymptotics reverses under mean-field coordinate ascent: the DP prior resists over-splitting while the sparse finite mixture saturates its truncation, a gap between variational practice and posterior asymptotics documented across three orders of magnitude in $N$.
Abstract
Reconstructing high-fidelity 3D scenes from sparse-views remains a central problem in generalizable neural rendering. Existing generalizable 3D Gaussian Splatting (3DGS) methods often exhibit geometric artifacts in sparse-view settings, since supervision based solely on 2D photometric losses cannot resolve depth and correspondence ambiguities. To address this issue, we propose MAC-Splat, a training framework built around direct 3D consistency supervision. MAC-Splat builds on the MASt3R geometric backbone and a frozen DINOv3 encoder to obtain semantically informed 2D correspondences, which serve as geometric anchors for 3D supervision. Using these anchors, we define the Multi-Attribute Consistency (MAC) loss. This objective jointly regularizes the 3D attributes of matched Gaussians, including their position, shape, and appearance, by enforcing agreement in a common world coordinate frame. The formulation is robust to outliers and respects the geometry of covariance matrices, which leads to stable training under sparse-view conditions. Experiments on ScanNet++ show that MAC-Splat outperforms strong baselines, with particularly large gains under different overlap regimes. In particular, it improves average PSNR over Splatt3R by more than 4.5 dB, reduces LPIPS, and maintains performance as the camera pose gap increases. These results indicate that a direct, multi-attribute 3D consistency objective, when combined with high-quality correspondences, is effective for addressing the ill-posed sparse-view reconstruction problem.
Abstract
We introduce Grassmannian splatting, a dynamic scene representation whose primitives are Gaussians supported on 3-planes in spacetime $\R^4$: generically, spatial 2-planes in uniform translation along their normals. Each primitive carries a unit normal $n \in \mathbb S^3/\{\pm 1\} \cong \mathrm{Gr}(3,4)$ and an unconstrained factor $L \in \mathbb R^{4 \times 3}$, with covariance \[ Σ_{4\mathrm{D}} = (P_n L)(P_n L)^T, \qquad P_n = I - n n^T. \] For generic $L$ and $n \neq \pm e_0$, conditioning on time returns a rank-2 surfel at every frame. The normal of the disk and its velocity along that normal are read off from $n$; the disk shape and the tangential drift of its center are set by $L$. Existing native 4D Gaussian splatting methods [\it{Yang et. al. 2023,Duan et. al. 2024}] slice full-rank spacetime covariances, so their per-frame primitive is a volumetric ellipsoid; since conditioning lowers rank by exactly one, a rank-2 surfel in the slice requires a rank-3 spacetime covariance, and the parameterization above realizes exactly these. The motion model is closed form, i.e. no deformation field is learned, and no custom CUDA is required: the conditioned disk feeds a standard 3DGS rasterizer through its precomputed-covariance interface. A soft clamp in the Schur denominator regularizes the static orientation and continuously bridges rank-3 static and rank-2 dynamic behavior, so static and moving primitives form a single continuous family. On the 17 HyperNeRF scenes of MonoDyGauBench, training is fastest among all compared methods (4.9 to 5.6 times faster than the strongest quality baselines), while ranking second in PSNR, MS-SSIM, and LPIPS. Code: https://github.com/PaulCelanCoding/grassmannian-splatting
Abstract
We present SyncSpace, a system that achieves both spatial alignment and visual consistency between a generated 3DGS world and physical space. We first scan the space via depth sensing to extract 3D bounding boxes, which we render into a layout-only panorama and feed as a geometric prior to a generative world model, producing a Gaussian splat scene in which objects are re-semantized to fit a target style without per-object control. We then align the generated scene to physical space with a coarse-to-fine registration algorithm, refined manually via pinch gestures when automatic registration does not converge. We demonstrate a hand-tracked engulfment interaction in which the virtual world rises to replace the physical space, and show a single space reskinned into multiple stylistically distinct worlds with its layout preserved.
Abstract
Recent advances in 3D Gaussian Splatting (3DGS) have enabled high-quality, render-ready scene representations for novel-view synthesis. However, most existing 3DGS pipelines rely on multi-view observations (or non-causal access to future frames) to achieve sufficient coverage, which is often unavailable in on-device robotics and AR settings where sensing is restricted to a single stereo rig. Recovering a high-quality 3DGS scene from one stereo observation, therefore, remains challenging due to occlusions, limited field of view, and missing geometry. We present StereoSplat+, a diffusion-enhanced feed-forward framework that enables causal reconstruction from a single stereo pair. Our method builds on two key components. First, we propose StereoSplat, an input-invariant feed-forward 3D Gaussian estimator that takes a variable number of posed stereo pairs as input and predicts high-quality 3D Gaussians. StereoSplat fuses complementary geometry cues via a cost-volume branch and a triplane-based 3D volume branch and leverages continuous pose encoding to generalize across view counts and camera configurations. Second, since multiple posed stereo pairs are typically unavailable at inference time, we introduce a diffusion-enhanced one-shot progressive inference scheme called StereoSplat+: starting from one stereo pair, we render novel stereo views from the predicted 3DGS, refine them with a one-step diffusion enhancer, and feed them back as additional inputs to update the 3DGS. Experiments on the KITTI-360 dataset show that StereoSplat+ improves novel-view rendering quality and geometry accuracy, especially in occluded regions and under strong view extrapolation, outperforming recent feed-forward 3DGS baselines.