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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.

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

High-fidelity reconstruction of deformable tissues from endoscopic videos remains challenging due to the limitations of existing methods in capturing subtle color variations and modeling global deformations. While 3D Gaussian Splatting (3DGS) enables efficient dynamic reconstruction, its fixed per-Gaussian color assignment struggles with intricate textures, and linear deformation modeling fails to model consistent global deformation. To address these issues, we propose ColorGS, a novel framework that integrates spatially adaptive color encoding and enhanced deformation modeling for surgical scene reconstruction. First, we introduce Colored Gaussian Primitives, which employ dynamic anchors with learnable color parameters to adaptively encode spatially varying textures, significantly improving color expressiveness under complex lighting and tissue similarity. Second, we design an Enhanced Deformation Model (EDM) that combines time-aware Gaussian basis functions with learnable time-independent deformations, enabling precise capture of both localized tissue deformations and global motion consistency caused by surgical interactions. Extensive experiments on DaVinci robotic surgery videos and benchmark datasets (EndoNeRF, StereoMIS) demonstrate that ColorGS achieves state-of-the-art performance, attaining a PSNR of 39.85 (1.5 higher than prior 3DGS-based methods) and superior SSIM (97.25\%) while maintaining real-time rendering efficiency. Our work advances surgical scene reconstruction by balancing high fidelity with computational practicality, critical for intraoperative guidance and AR/VR applications.

Abstract

Radiance fields have revolutionized photo-realistic 3D scene visualization by enabling high-fidelity reconstruction of complex environments, making them an ideal match for light field displays. However, integrating these technologies presents significant computational challenges, as light field displays require multiple high-resolution renderings from slightly shifted viewpoints, while radiance fields rely on computationally intensive volume rendering. In this paper, we propose a unified and efficient framework for real-time radiance field rendering on light field displays. Our method supports a wide range of radiance field representations, including NeRFs, 3D Gaussian Splatting, and Sparse Voxels, within a shared architecture based on a single-pass plane sweeping strategy and caching of shared, non-directional components. The framework generalizes across different scene formats without retraining, and avoids redundant computation across views. We further demonstrate a real-time interactive application on a Looking Glass display, achieving 200+ FPS at 512p across 45 views, enabling seamless, immersive 3D interaction. On standard benchmarks, our method achieves up to 22x speedup compared to independently rendering each view, while preserving image quality.

Abstract

We present FastAvatar, a pose-invariant, feed-forward framework that can generate a 3D Gaussian Splatting (3DGS) model from a single face image from an arbitrary pose in near-instant time (<10ms). FastAvatar uses a novel encoder-decoder neural network design to achieve both fast fitting and identity preservation regardless of input pose. First, FastAvatar constructs a 3DGS face ``template'' model from a training dataset of faces with multi-view captures. Second, FastAvatar encodes the input face image into an identity-specific and pose-invariant latent embedding, and decodes this embedding to predict residuals to the structural and appearance parameters of each Gaussian in the template 3DGS model. By only inferring residuals in a feed-forward fashion, model inference is fast and robust. FastAvatar significantly outperforms existing feed-forward face 3DGS methods (e.g., GAGAvatar) in reconstruction quality, and runs 1000x faster than per-face optimization methods (e.g., FlashAvatar, GaussianAvatars and GASP). In addition, FastAvatar's novel latent space design supports real-time identity interpolation and attribute editing which is not possible with any existing feed-forward 3DGS face generation framework. FastAvatar's combination of excellent reconstruction quality and speed expands the scope of 3DGS for photorealistic avatar applications in consumer and interactive systems.

Abstract

We introduce GSVisLoc, a visual localization method designed for 3D Gaussian Splatting (3DGS) scene representations. Given a 3DGS model of a scene and a query image, our goal is to estimate the camera's position and orientation. We accomplish this by robustly matching scene features to image features. Scene features are produced by downsampling and encoding the 3D Gaussians while image features are obtained by encoding image patches. Our algorithm proceeds in three steps, starting with coarse matching, then fine matching, and finally by applying pose refinement for an accurate final estimate. Importantly, our method leverages the explicit 3DGS scene representation for visual localization without requiring modifications, retraining, or additional reference images. We evaluate GSVisLoc on both indoor and outdoor scenes, demonstrating competitive localization performance on standard benchmarks while outperforming existing 3DGS-based baselines. Moreover, our approach generalizes effectively to novel scenes without additional training.

Abstract

Camera pose refinement aims at improving the accuracy of initial pose estimation for applications in 3D computer vision. Most refinement approaches rely on 2D-3D correspondences with specific descriptors or dedicated networks, requiring reconstructing the scene again for a different descriptor or fully retraining the network for each scene. Some recent methods instead infer pose from feature similarity, but their lack of geometry constraints results in less accuracy. To overcome these limitations, we propose a novel camera pose refinement framework leveraging 3D Gaussian Splatting (3DGS), referred to as GS-SMC. Given the widespread usage of 3DGS, our method can employ an existing 3DGS model to render novel views, providing a lightweight solution that can be directly applied to diverse scenes without additional training or fine-tuning. Specifically, we introduce an iterative optimization approach, which refines the camera pose using epipolar geometric constraints among the query and multiple rendered images. Our method allows flexibly choosing feature extractors and matchers to establish these constraints. Extensive empirical evaluations on the 7-Scenes and the Cambridge Landmarks datasets demonstrate that our method outperforms state-of-the-art camera pose refinement approaches, achieving 53.3% and 56.9% reductions in median translation and rotation errors on 7-Scenes, and 40.7% and 53.2% on Cambridge.

Abstract

Surface reconstruction has been widely studied in computer vision and graphics. However, existing surface reconstruction works struggle to recover accurate scene geometry when the input views are extremely sparse. To address this issue, we propose MeshSplat, a generalizable sparse-view surface reconstruction framework via Gaussian Splatting. Our key idea is to leverage 2DGS as a bridge, which connects novel view synthesis to learned geometric priors and then transfers these priors to achieve surface reconstruction. Specifically, we incorporate a feed-forward network to predict per-view pixel-aligned 2DGS, which enables the network to synthesize novel view images and thus eliminates the need for direct 3D ground-truth supervision. To improve the accuracy of 2DGS position and orientation prediction, we propose a Weighted Chamfer Distance Loss to regularize the depth maps, especially in overlapping areas of input views, and also a normal prediction network to align the orientation of 2DGS with normal vectors predicted by a monocular normal estimator. Extensive experiments validate the effectiveness of our proposed improvement, demonstrating that our method achieves state-of-the-art performance in generalizable sparse-view mesh reconstruction tasks. Project Page: https://hanzhichang.github.io/meshsplat_web

Abstract

In the 6G era, the demand for higher system throughput and the implementation of emerging 6G technologies require large-scale antenna arrays and accurate spatial channel state information (Spatial-CSI). Traditional channel modeling approaches, such as empirical models, ray tracing, and measurement-based methods, face challenges in spatial resolution, efficiency, and scalability. Radiance field-based methods have emerged as promising alternatives but still suffer from geometric inaccuracy and costly supervision. This paper proposes RF-PGS, a novel framework that reconstructs high-fidelity radio propagation paths from only sparse path loss spectra. By introducing Planar Gaussians as geometry primitives with certain RF-specific optimizations, RF-PGS achieves dense, surface-aligned scene reconstruction in the first geometry training stage. In the subsequent Radio Frequency (RF) training stage, the proposed fully-structured radio radiance, combined with a tailored multi-view loss, accurately models radio propagation behavior. Compared to prior radiance field methods, RF-PGS significantly improves reconstruction accuracy, reduces training costs, and enables efficient representation of wireless channels, offering a practical solution for scalable 6G Spatial-CSI modeling.

Abstract

Visual localization (VL) is the task of estimating the camera pose in a known scene. VL methods, a.o., can be distinguished based on how they represent the scene, e.g., explicitly through a (sparse) point cloud or a collection of images or implicitly through the weights of a neural network. Recently, NeRF-based methods have become popular for VL. While NeRFs offer high-quality novel view synthesis, they inadvertently encode fine scene details, raising privacy concerns when deployed in cloud-based localization services as sensitive information could be recovered. In this paper, we tackle this challenge on two ends. We first propose a new protocol to assess privacy-preservation of NeRF-based representations. We show that NeRFs trained with photometric losses store fine-grained details in their geometry representations, making them vulnerable to privacy attacks, even if the head that predicts colors is removed. Second, we propose ppNeSF (Privacy-Preserving Neural Segmentation Field), a NeRF variant trained with segmentation supervision instead of RGB images. These segmentation labels are learned in a self-supervised manner, ensuring they are coarse enough to obscure identifiable scene details while remaining discriminativeness in 3D. The segmentation space of ppNeSF can be used for accurate visual localization, yielding state-of-the-art results.

Abstract

3D Gaussian Splatting (3DGS) has demonstrated remarkable real-time performance in novel view synthesis, yet its effectiveness relies heavily on dense multi-view inputs with precisely known camera poses, which are rarely available in real-world scenarios. When input views become extremely sparse, the Structure-from-Motion (SfM) method that 3DGS depends on for initialization fails to accurately reconstruct the 3D geometric structures of scenes, resulting in degraded rendering quality. In this paper, we propose a novel SfM-free 3DGS-based method that jointly estimates camera poses and reconstructs 3D scenes from extremely sparse-view inputs. Specifically, instead of SfM, we propose a dense stereo module to progressively estimates camera pose information and reconstructs a global dense point cloud for initialization. To address the inherent problem of information scarcity in extremely sparse-view settings, we propose a coherent view interpolation module that interpolates camera poses based on training view pairs and generates viewpoint-consistent content as additional supervision signals for training. Furthermore, we introduce multi-scale Laplacian consistent regularization and adaptive spatial-aware multi-scale geometry regularization to enhance the quality of geometrical structures and rendered content. Experiments show that our method significantly outperforms other state-of-the-art 3DGS-based approaches, achieving a remarkable 2.75dB improvement in PSNR under extremely sparse-view conditions (using only 2 training views). The images synthesized by our method exhibit minimal distortion while preserving rich high-frequency details, resulting in superior visual quality compared to existing techniques.

Abstract

3D Gaussian Splatting (3DGS) has attracted considerable attention for enabling high-quality real-time rendering. Although 3DGS compression methods have been proposed for deployment on storage-constrained devices, two limitations hinder archival use: (1) they compress medium-scale scenes only to the megabyte range, which remains impractical for large-scale scenes or extensive scene collections; and (2) they lack mechanisms to accommodate scene changes after long-term archival. To address these limitations, we propose an Image-Conditioned Gaussian Splat Quantizer (ICGS-Quantizer) that substantially enhances compression efficiency and provides adaptability to scene changes after archiving. ICGS-Quantizer improves quantization efficiency by jointly exploiting inter-Gaussian and inter-attribute correlations and by using shared codebooks across all training scenes, which are then fixed and applied to previously unseen test scenes, eliminating the overhead of per-scene codebooks. This approach effectively reduces the storage requirements for 3DGS to the kilobyte range while preserving visual fidelity. To enable adaptability to post-archival scene changes, ICGS-Quantizer conditions scene decoding on images captured at decoding time. The encoding, quantization, and decoding processes are trained jointly, ensuring that the codes, which are quantized representations of the scene, are effective for conditional decoding. We evaluate ICGS-Quantizer on 3D scene compression and 3D scene updating. Experimental results show that ICGS-Quantizer consistently outperforms state-of-the-art methods in compression efficiency and adaptability to scene changes. Our code, model, and data will be publicly available on GitHub.

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