Radiance Field Research Papers

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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

This paper introduces a fast method for high-quality 3D Gaussian Splatting (3DGS) reconstruction without traditional Structure-from-Motion (SfM). The proposed approach leverages 3D Foundation Models (3DFMs) for camera pose and point-cloud initialization, then jointly optimizes both camera poses and Gaussian primitives using a depth-guided loss function. This enables fast convergence even from rough initialization with as few as 50-60 input views. To further improve reconstruction quality in sparse-view scenarios, an MLP-based pose refinement module is introduced alongside depth-guided supervision from the foundation model. Extensive experiments on Mip-NeRF 360, Tanks and Temples, and RobustNeRF demonstrate that the proposed method achieves competitive reconstruction quality (23.61 dB PSNR, 0.19 LPIPS) while reducing training time to approximately three minutes per scene. The proposed method produces ready-to-use 3DGS models at a fraction of the time required by existing pipelines, making it suitable for near real-time applications in robotics, VR, and autonomous navigation.

Abstract

3D Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis, but practical scenes often contain millions of Gaussians, making compression essential for deployment on limited hardware. Existing reduction methods are effective but mostly heuristic: they provide no multiplicative approximation guarantee for the rendered objective, and thus rely heavily on costly post-pruning finetuning to recover quality. We ask a basic question: can a 3DGS scene be provably replaced by a much smaller weighted subset (coreset) while preserving the objective of interest? We first show that, in the unrestricted setting, no non-trivial multiplicative 3DGS coreset exists. We then show that multiplicative guarantees are not impossible, but resolution-dependent. For a prescribed rendering resolution, such as representative views or grids of views/rays, we provide the first weighted coreset construction theorem for 3DGS. The construction samples Gaussians by sensitivity: provable importance scores measuring each Gaussian's role in the full-scene objective. Finally, under explicit validity and log-transmittance stability assumptions, we turn this objective guarantee into a rendering guarantee. Empirically, our method is strongest where deployment needs it most: aggressive compression with no or minimal recovery compute. In prune-only and very short finetuning regimes, it achieves state-of-the-art performance, showing that principled importance estimation can be both theoretically meaningful and practically useful. Open-source code is available at https://github.com/waseem-m/3dgs_provable_coresets.

Abstract

Novel View Synthesis (NVS) methods, such as 3D Gaussian Splatting (3DGS), rely heavily on the assumption of clean, multi-view consistent, posed input images. Real-world captures can violate this assumption due to screen-space artifacts-static occlusions fixed to the 2D image plane rather than to the 3D world. Common examples include physical sensor defects, environmental obstructions (such as rain or mud on the lens enclosure), capture obstructions (such as a thumb over the camera sensor or a dashboard visible in dashcam footage), and digital overlays (such as watermarks or UI elements). When present, they are erroneously baked into the 3D geometry as "floaters" or near-camera artifacts, degrading the quality of novel-view rendering. In this work, we propose SSA-3DGS, an unsupervised framework that jointly optimizes a 3D scene and a learnable 2D overlay to recover a clean 3D scene and the corrupting artifacts. By exploiting geometric consensus across views, our method effectively disentangles static artifacts from the 3D scene geometry without supervision or manual input. Across diverse synthetic corruptions and a self-captured real-world dataset, SSA-3DGS improves reconstruction fidelity by up to 9 dB PSNR over 3DGS trained on the same corrupted inputs, while faithfully preserving the corrupting artifact.

Abstract

3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control. This is most limiting under sparse views or fixed acquisition budgets, where a model must identify weakly supported geometry and select informative views. We introduce a rendering-aware Bayesian 3DGS framework that tracks Gaussian geometry with a Normal-Inverse-Wishart posterior over means and covariances using renderer-derived surrogate summaries. An optional Dirichlet-process extension adds a probabilistic component-usage signal, and the training schedule makes the closed-form versus approximate inference boundary explicit. Re-rendering posterior geometry samples yields native predictive uncertainty for interval calibration and active view selection. In a fixed-budget 16-to-32 active-view task, native NIW acquisition improves PSNR by +0.453 dB and LPIPS by -0.0146 over a scoring-only 3-member standard-ensemble baseline, winning 29/39 scene-seed pairs and 10/13 scene means; it also improves over PPU-style (+0.355 dB) and NIW-proxy (+0.401 dB) acquisition. NIW native intervals reduce 95% coverage error by about 17x relative to a shared proxy (0.046 vs. 0.796) and are about 10x closer to nominal coverage than a 3-member deep ensemble (0.047 vs. 0.454) at roughly one-third the training cost. As a reconstruction compatibility check, paired NIW-vs-standard analysis over 39 scene-seed runs yields +0.030 dB PSNR with 1.6% additional training time. These results position Bayesian 3DGS as a practical probabilistic scene representation for decision-facing tasks such as active view selection.

Abstract

Challenges remain in ego-centric 3D scene generation due to limited view overlap and the dominant influence of individual perspectives on scene interpretation. These factors hinder the creation of viewpoint-consistent and semantically aligned visual content, as well as the construction of accurate geometric structures. In this paper, we propose CGGS, a text-to-3D framework aiming to enhance 3D-content-awareness and address geometric distortions in ego-centric scene generation. Firstly, the Ego-centric Generator is proposed by fine-tuning a Multi-View Latent Diffusion Model with consistency-augmented loss to generate consistent, high-fidelity 2D content aligned with textual descriptions. Then, Layout Decorator leverages optical flow and point-track correspondence to estimate depth, therefore producing dense point clouds as coarse layouts from the ego-centric 2D priors. Building on this initialization, Geometric Refiner is proposed to enhance 3D Gaussian reconstruction via an entropy-based Mutual Information Depth Loss (MID) combined with a hierarchical optimization scheme for improving visual quality and geometric structure. Comprehensive experiments demonstrate that \textcolor{softred}{CGGS} outperforms previous methods in generating coherent and accurate text-driven 3D scenes. Project page: https://cggs-26.github.io/cggs26/.

Abstract

Multi-view 3D surface reconstruction is a longstanding challenge in computer vision. Although recent large-scale reconstruction methods based on 3D Gaussian Splatting (3DGS) achieve impressive novel-view synthesis, producing high-quality surfaces over large scenes remains difficult, due to complex geometry, long optimization, and limited memory. In this paper, we propose a novel yet simple partitioning method to efficiently and faithfully reconstruct large-scale scene surfaces. Our key insight lies in a scene partitioning method based on viewpoint orientation. This partitioning approach ensures that views with similar orientations are jointly involved for more accurate depth estimations, leading to precise surface reconstructions and balanced computation on multiple GPUs in parallel. In addition, we propose a strategy to detect and repair missing regions in the initial point cloud caused by sparse viewpoints or insufficient textures, thereby further improving the geometric quality. Extensive experiments on the GauU-Scene, MatrixCity, and UrbanScene3D datasets demonstrate that our method outperforms the state-of-the-art approaches in surface reconstruction for large-scale scenes. Project page: https://hanl2010.github.io/VOP-GS.

Abstract

3D reconstruction from sparse views is a challenging task in 3D computer vision. Recent studies on 3D Gaussian Splatting (3DGS) have achieved remarkable results with sparse views in novel view synthesis, yet reconstructing high-quality geometric surfaces from sparse views remains a challenge, due to the limited geometry clues and the discreteness of Gaussians. In this paper, we propose a novel 3DGS-based method for high-fidelity surface reconstruction from sparse views. Our key insight is to introduce a normal-guided depth propagation approach, which can extend depth information from high-confidence regions to constrain the depth in low-confidence areas. Additionally, we propose an abnormal depth edge-aware regularization to address depth discontinuities caused by the discreteness of Gaussians. Extensive experiments on DTU and Tanks-and-Temples datasets demonstrate that our method outperforms the state-of-the-art methods in sparse view surface reconstruction. Project page: https://hanl2010.github.io/DP-GS.

Abstract

3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis with its fast and high-fidelity rendering. However, rendering at high FPS and low latency across various scenes remains a challenge, especially when large amounts of 3D Gaussian ellipsoids appear in the scene. To address this issue, we introduce TemporalGS, to the best of our knowledge, the first training-free plug-and-play algorithmic approach to accelerate 3DGS rendering without any post-training or post-processing, implemented on top of tile-based software rasterization. The key idea is that, instead of rendering frames independently as 3DGS, we leverage the temporal priors, represented by novel geometry and appearance buffers, etc., to reduce redundancy of Gaussian preprocessing, sorting, and rasterization operations of consecutive frames. Specifically, we propose two acceleration strategies: (1) temporal dynamic culling, which filters out Gaussians that contribute less to current frame rendering; (2) selective rendering, which renders only a small portion of tiles that cannot be approximated by the temporal priors. By adapting and interleaving these two strategies, TemporalGS yields a simple but effective plug-and-play solution for 3DGS rendering speed-up without any training. Extensive experiments show that TemporalGS achieves comparable or even better performance compared to existing state-of-the-art post-training or post-processing-based 3DGS rendering acceleration approaches. TemporalGS can significantly enhance the rendering speed of various 3DGS methods, achieving up to $1.48\times$ acceleration, while maintaining competitive rendering quality. We further extend our TemporalGS to hardware rasterization-based 3DGS to show the portability of our algorithm.

Abstract

Recent research has achieved remarkable novel view rendering and scene reconstruction results with Neural Radiance Field (NeRF), including extensions to the LiDAR modality. Few studies have, however, explored the key design differences between RGB NeRFs and LiDAR NeRFs, particularly considering their underlying working principles. In this work, we provide both theoretical and empirical evidence suggesting that the density of volume sampling plays a significant role in LiDAR NeRF. Based on this finding, we propose a novel Neural LiDAR Bundle Adjustment (NeLD-BA) algorithm, which is tailored using efficient volume sampling of LiDAR rays for joint optimization of LiDAR map and poses. Extensive experiments are performed using the Newer College and FusionPortable datasets to demonstrate the proposed NeLD-BA's state-of-the-art performance in multi-view point cloud registration and 3D mapping. We will open-source our code for the community.

Abstract

Removing unwanted objects from reconstructed 3D scenes is an important task in computer vision, supporting applications in AR/VR, robotics, and digital content creation. Existing methods typically complete the entire masked region in a single step and without effectively utilizing semantic information from other views, leading to difficulties in handling complex geometric details and textures. In this work, we propose a novel framework that integrates Semantic-guided Block Matching (SBM) and Region-Wise Progressive Refinement (RPR) for high-quality 3D object removal. First, we leverage DINOv2 to encode semantic guidance from multi-view observations, and the best match tokens are decoded to complete missing regions in the target view while maintaining cross-view consistency. Second, we introduce a RPR strategy that segments the target mask into multiple subregions and selectively refines those with poor visual quality. Our method is built upon Gaussian Splatting, ensuring high-fidelity scene reconstruction with efficient computation. Experimental results demonstrate that our approach outperforms existing Gaussian-based methods in terms of perceptual quality and coherence in 3D object removal.