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Recent Radiance Field Papers

Curated access to the most recent Radiance Field papers. There may be a lag between publishing and when it appears here.

Easy access to the most recent Radiance Field papers. There may be a lag between when a paper is published and when it appears here.

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Abstract

In the field of Vision-Language Navigation (VLN), aerial datasets remain limited in their ability to combine scale, diversity, and realism, often relying on either costly real-world scenes or visually limited simulations. To address these challenges, we introduce FlyMirage, a highly scalable and fully automated data generation pipeline for aerial VLN. Our approach leverages large language models (LLM) as an environment designer to promote scene diversity, paired with a generative world model that instantiates these designs into high-fidelity 3D Gaussian Splatting (3DGS) scenes. To substantially reduce human labor and ensure the feasibility of flight data, FlyMirage automates scene exploration and semantic information acquisition, and further integrates a dynamically feasible planner for uncrewed aerial vehicle (UAV) trajectory generation. Utilizing this toolchain, we generate a large-scale, diverse, and photorealistic aerial VLN dataset, with dynamically feasible flying trajectories, designed to support the development of next-generation embodied navigation models.

Abstract

While 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it suffers from significant overhead due to massive redundant primitives. Existing compression methods typically rely on local sampling or fixed pruning thresholds, which often struggle to balance redundancy reduction with high-fidelity rendering. To address this, we propose a novel framework that formulates Gaussian optimization as a global geometric distribution matching problem. Specifically, our approach integrates three components: (1) we introduce a multi-view 3D Gaussian contribution ranking mechanism that filters primitives using geometric consistency instead of local heuristics; (2) we propose a global Optimal Transport (OT)-based aggregation algorithm that merges redundant primitives while preserving the underlying geometry; and (3) we design an OT-based densification operator that maintains the Gaussian's distributional properties for stable optimization. Our approach achieves state-of-the-art rendering quality with only \textbf{10$\%$} primitives and \textbf{10$\times$} accelerated training speeds compared to vanilla 3DGS.

Abstract

In this paper, we introduce Geometric Algebra-Informed 3D Gaussian Splatting (GAI-GS), a framework for wireless modeling that couples 3D Gaussian splatting with a geometric algebra-based attention mechanism to explicitly model ray-object interactions in complex propagation environments. GAI-GS encodes joint spatial-electromagnetic (EM) relations into token representations, enabling scene-level aggregation within a unified, end-to-end neural architecture. This design grounds wireless ray propagation in electromagnetic principles, allowing token interactions to model key effects such as multipath, attenuation, and reflection/diffraction. Through extensive evaluations on multiple real-world indoor datasets, GAI-GS consistently surpasses current baselines across various wireless tasks.

Abstract

Spacecraft pose estimation networks require tens of thousands of CAD-rendered images to be trained. This reliance on synthetic CAD data (i) limits applicability to targets with reliable geometry prior, excluding uncooperative or poorly documented spacecraft, and (ii) causes poor generalization to real on-orbit conditions due to unrealistic illumination and material appearance. This paper introduces a NeRF-based image augmentation method that enables the learning of spacecraft pose estimators from only a few tens to a few hundreds of images. The method learns a Neural Radiance Field of the target and generates a large, diverse dataset through geometrically-consistent viewpoint and appearance augmentation. This augmented dataset enables the training of accurate target-specific pose estimators without requiring a CAD model or large synthetic datasets. Experiments show that our approach supports the training of accurate pose estimators from only 25 to 400 realistic images, even under severe illumination variations. When applied on large CAD-based synthetic datasets, the NeRF-based augmentation also enhances out-of-domain generalization, yielding improved robustness to real on-orbit conditions.

Abstract

3D Gaussian Splatting (3D-GS) enables real-time 3D scene reconstruction but lacks robust segmentation for editing tasks such as object removal, extraction, and recoloring. Existing approaches that lift 2D segmentations to the 3D domain suffer from view inconsistencies and coarse masks. In this paper, we propose a novel framework that leverages the Segment Anything Model High Quality (SAM-HQ) to generate accurate 2D masks, addressing the limitations of the standard SAM in boundary fidelity and fine-structure preservation. To achieve robust 3D segmentation of any target object in a given scene, we introduce a prior-guided label reassignment method that assigns labels to 3D Gaussians by enforcing multiview consistency with learned priors. Our approach achieves state-of-the-art segmentation accuracy and enables interactive, real-time object editing while maintaining high visual fidelity. Qualitative results demonstrate superior boundary preservation and practical utility in Virtual Reality (VR) and robotics, advancing 3D scene editing.

Abstract

In robot-assisted minimally invasive surgery, high-fidelity dynamic endoscopic scene reconstruction and simulation are crucial to enhancing downstream tasks and advancing surgical outcomes. However, existing methods primarily focus on visual reconstruction, lacking physics-based descriptions of the scene required for realistic simulation. We propose a unified framework that achieves physics-aware reconstruction and physical simulation of endoscopic scenes through Multi-modal Large Language Models (MLLMs)-guided Gaussian Splatting. Our approach utilizes 4D Gaussian Splatting (4DGS) integrated with pre-trained segmentation and depth estimation to represent deformable tissues and tools. To achieve automatic inference of physical properties, we introduce an object-wise material field that initializes material parameters via MLLM and refines them through a differentiable Material Point Method (MPM) under joint supervision from rendered images and optical flow. Validated on both open-source and in-house datasets, our framework achieves superior simulation fidelity and physical accuracy compared to state-of-the-art methods, underscoring its potential to advance robot-assisted surgical applications.

Abstract

3D Gaussian Splatting (3DGS) optimization is most commonly performed using standard optimizers (Adam, SGD). While stable across diverse scenes, standard optimizers are general-purpose and not tailored to the structure of the problem. In particular, they produce independent parameter updates that do not capture the structural and spatial relationships within a scene, leading to inefficient optimization and slow convergence. Recent works introduced learned optimizers that predict correlated updates informed by inter-parameter and inter-Gaussian dependencies. However, these methods are trained for a fixed number of optimization iterations and rely on manually scheduled learning rates to avoid degradation. In this paper, we introduce a learned optimizer for 3DGS that avoids degradation over extended optimization horizons without auxiliary mechanisms. To enable this, we propose a meta-learning scheme that extends the optimization horizon via a checkpoint buffer and an optimizer rollout strategy, combined with an architecture that encodes gradient scale information in its latent states. Results show improved early novel view synthesis quality while remaining stable over long horizons, with zero-shot generalization to unseen reconstruction settings. To support our findings, we introduce the first unified framework for training and evaluating both learned and conventional optimizers across sparse and dense view settings. Code and models will be released publicly. Our project page is available at https://naamapearl.github.io/learn2splat .

Abstract

Recent advances in 3D generative editing, particularly pipelines based on 3D Gaussian Splatting (3DGS), have achieved high-fidelity, multi-view-consistent scene manipulation from text prompts. However, we find that these pipelines also introduce new safety risks when unsafe prompts produce edits that are propagated and optimized across views. In this work, we study unsafe generation in 3D editing pipelines and show that such behavior can lead to coherent, undesirable Not-Safe-For-Work (NSFW) content in the final 3D representation. To address this, we propose 3DEditSafe, a safety-regularized 3D editing framework that constrains unsafe semantic propagation during optimization. 3DEditSafe combines generation-stage safety guidance with rendered-view 3D safety regularization, safe semantic projection, residue suppression, and mask-aware preservation to steer optimization away from unsafe editing directions. We evaluate our approach on EditSplat scenes using an object-compatible unsafe prompt benchmark and show that 2D safety guidance alone is not consistently sufficient to prevent unsafe 3D edits. 3DEditSafe reduces unsafe semantic alignment and view-level attack success rates, while revealing a safety-quality tradeoff in which stronger unsafe suppression can introduce artifacts or reduce unsafe-prompt fidelity. To our knowledge, this work is the first attempt to study and defend against unsafe generation in text-driven 3D editing pipelines, highlighting the need for safety mechanisms that operate directly on optimized 3D representations.

Abstract

Wireless channel modeling is a key building block for next-generation wireless systems. Predicting the channel state information (CSI) across different transmitter locations can substantially reduce the pilot and feedback overhead of conventional channel estimation. We propose Eff-WRFGS, an efficient wireless radiance field modeling framework built upon 3D Gaussian Splatting. Eff-WRFGS introduces a learnable mask for each 3D Gaussian primitive to indicate its importance, which guides the pruning of less significant primitives for more efficient rendering. The model is trained using a weighted combination of rendering and regularization losses, allowing a flexible trade-off between rendering quality and efficiency. Numerical results on the $\text{NeRF}^2$ dataset demonstrate that Eff-WRFGS achieves up to 44$\times$ storage reduction and 7$\times$ rendering speed-up with only marginal quality degradation. Moreover, initializing the Gaussian primitives from a 3D point cloud of the scene further improves the entire quality-efficiency trade-off.

Abstract

Training 3D Gaussian Splatting (3DGS) at billion-primitive scale is fundamentally memory-bound: each Gaussian primitive carries a large attribute vector, and the aggregate parameter table quickly exceeds GPU capacity, limiting prior systems to tens of millions of Gaussians on commodity single-GPU hardware. We observe that 3DGS training is inherently sparse and trajectory-conditioned: each iteration activates only the Gaussians visible from the current camera batch, so GPU memory can serve as a working-set cache rather than a persistent parameter store. Building on this insight, we introduce TideGS, an out-of-core training framework that manages parameters across an SSD-CPU-GPU hierarchy via three synergistic techniques: block-virtualized geometry for SSD-aligned spatial locality, a hierarchical asynchronous pipeline to overlap I/O with computation, and trajectory-adaptive differential streaming that transfers only incremental working-set deltas between iterations. Experiments show that TideGS enables training with over one billion Gaussians on a single 24 GB GPU while achieving the best reconstruction quality among evaluated single-GPU baselines on large-scale scenes, scaling beyond prior out-of-core baselines (e.g., approximately 100M Gaussians) and standard in-memory training (e.g., approximately 11M Gaussians).