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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

Recent Large View Synthesis Models (LVSMs) advocate an encoder-decoder architecture that separates reconstruction and rendering into distinct networks. We re-examine this design. Through controlled experiments, we show that a decoder-only architecture, which represents scenes implicitly as a KV-cache, outperforms encoder-decoder variants while using fewer parameters at identical rendering complexity. Further analysis shows that sharing weights between the color-input reconstruction network and the camera-only rendering network better aligns their features at the same viewpoint, facilitating image synthesis. Building on this finding, our model, dubbed DVSM, further incorporates foundation model priors and stage-wise patch sizing for an improved efficiency-quality tradeoff. Our results establish a new state of the art for novel-view synthesis across multiple benchmarks, in some cases even outperforming per-scene-optimized 3DGS under dense input views.

Abstract

High-capacity watermarking is necessary for 3D Gaussian Splatting (3DGS) assets to embed rich information (e.g., ownership, provenance, and authentication codes), enabling reliable identification and integrity verification in large-scale 3D asset pipelines. Existing bit-to-token watermarking methods based on a pre-trained text encoder are limited to 77-bit messages due to CLIP's fixed 77-token context length, as tokens beyond this limit are unsupported by learned positional embeddings. To address this limitation, we introduce BitC-3DGS, a bit-compression framework that encodes multiple message bits per token. It employs a bit-compressed tokenization scheme that encodes multiple bits within the same chunk into a single semantic token. To enable recovery of the compressed information, it further introduces a dual-branch architecture for joint chunk decompression and bit decoding, along with a hard-message sampling strategy to improve combinatorial coverage during decoder training. Extensive experiments on the Blender and LLFF datasets demonstrate the effectiveness of BitC-3DGS for high-capacity watermarking, achieving high message recovery accuracy and rendering fidelity. For example, it supports 128-bit message capacity with recovery accuracy comparable to that of 64-bit messages in recent state-of-the-art methods.

Abstract

3D Gaussian Splatting (3DGS) is a recent approach for scene rendering. Although primarily designed for view synthesis, its potential for scene understanding tasks remains underexplored. In this work, we conduct a comparative evaluation of various geometric deep learning architectures for the classification of 3D scenes represented using Gaussian Splatting. We benchmark point-based and graph-based models across both traditional point cloud datasets and dedicated Gaussian Splatting datasets. Scenes are embedded into latent representations, which are evaluated through end-to-end classification, linear probing, and clustering analysis. Our study provides insight into the suitability of different geometry-aware architectures and input feature configurations for learning effective 3D Gaussian Splat representations. The results highlight consistent differences between architectural families and reveal the impact of Gaussian-specific attributes on the quality of representation.

Abstract

Image-based 3D reconstruction offers a low-cost alternative to traditional sensor-based techniques for road surface assessment. This study compares four reconstruction pipelines--COLMAP, Meshroom, Metashape, and 3D Gaussian Splatting (3DGS)--to evaluate their ability to estimate road surface roughness from smartphone imagery. All point clouds were processed in CloudCompare using a consistent workflow involving orientation alignment, segmentation, normal estimation, and roughness computation at neighborhood radiuses of 0.2, 0.4, and 0.6 model units. The results show that COLMAP provides the highest sensitivity to micro-texture, while Meshroom yields balanced reconstructions with moderate roughness variation. Metashape produces the smoothest geometry due to its internal filtering, and 3DGS captures visible irregularities but exhibits higher noise and lower density. The comparison demonstrates that open-source pipelines are viable for relative roughness evaluation, offering a practical approach for low-cost pavement monitoring.

Abstract

We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density using a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based optimization. To stabilize the optimization, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our framework eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.

Abstract

Real-world navigation is fundamentally driven by Points of Interest (POIs), yet reaching a precise POI remains a critical "final-meters" challenge. Existing Vision-Language Navigation (VLN) benchmarks of POI-goal navigation often suffer from coarse granularity or significant sim-to-real gaps due to generated scene. To bridge this gap, we present POINav-Bench, the first benchmark designed for closed-loop evaluation of real-world POI-goal navigation. It comprises 11 commercial areas reconstructed from real-world captures using 3D Gaussian Splatting (3DGS), covering 126,398 $m^{2}$ in total and spanning 163 distinct POIs. With traversability-aware annotations and reference trajectories, POINav-Bench enables high-fidelity evaluation of navigation agents in realistic, POI-rich real-world environments. Building on this, we propose the POINav Brain-Action Framework where a Brain module performs POI-grounded reasoning to guide an Action module in predicting continuous waypoints for real-world execution. We further curate the POINav-Dataset, containing 70K real-world signage-entrance pairs. Experiments show that our framework provides a viable path toward refining real-world POI-goal navigation.

Abstract

Many real-world 3D reconstruction applications demand photorealism and metric accuracy across unbounded, complex scenes with challenging lighting and imperfect captures that current Neural Radiance Field (NeRF) pipelines only partly satisfy. This study adapts NeRF-based 3D reconstruction to multi-region of interest unbounded scenes to improve robustness to lighting and pose variation while enforcing metric accuracy suitable for digital-twin applications. Our approach introduces (i) automated local region localization/detection and reconstruction to seamlessly prioritize areas of interest without proliferating submodules, (ii) collinearity-enforcing ray sampling to learn smooth planar and curved surfaces, (iii) depth-localized neighborhood point extraction to suppress surface artifacts, and (iv) geometry-relevant color aggregation to mitigate lighting- and pose-caused variations. Results indicate superior performance of the proposed pipeline over the baseline NeRF models and established Structure from Motion (SfM) - Multi-View Stereo (MVS) solutions.

Abstract

Autonomous parking demands precise low-speed maneuvering within narrow, cluttered, and highly constrained environments, where vehicles must navigate tight spaces while avoiding static obstacles and complex geometric boundaries. Unlike imitation learning, which typically requires massive volumes of high-quality expert demonstrations to converge to a stable policy and often suffers from limited generalization to unseen scenarios, traditional reinforcement learning (RL) methods face persistent challenges including excessive training overhead, inefficient exploration, and even failure to learn viable parking strategies in challenging settings. To address these limitations, this paper presents a correction-in-the-loop sample-efficient reinforcement learning (CIL-SERL) framework for end-to-end autonomous parking, which is entirely trained in a photorealistic 3D Gaussian Splatting (3DGS) parking simulator that enables high-fidelity digital reconstruction of real-world scenes. Inspired by error-correction notebooks used in learning practice, we design a novel multi-level replay buffer mechanism. These buffers hierarchically organize and store standard RL rollouts, human corrective interventions, failed exploration trajectories, and rollback-based correction segments in separate yet interconnected memory regions, facilitating structured sampling and targeted learning during training. The proposed framework is systematically evaluated in both the 3DGS simulation environment and a physical vehicle platform. Extensive experimental results demonstrate that our method achieves substantial improvements in parking success rate, operational efficiency, and safety performance across diverse scenarios, validating the effectiveness and practical applicability of the proposed CIL-SERL-based end-to-end autonomous parking solution.

Abstract

Reconstructing high-quality 3D scenes from low-resolution multi-view images remains challenging for 3D Gaussian Splatting (3DGS), because insufficient high-frequency observations often lead to blurred textures, weak boundaries, and view-inconsistent details. Existing approaches either apply super-resolution guidance uniformly or localize enhancement regions based mainly on geometric sampling. However, they typically do not distinguish between two fundamentally different questions: where additional detail is needed, and whether the corresponding candidate high-frequency content is reliable enough to be internalized into a multi-view consistent 3D representation. In this paper, we propose a reliability-aware frequency modeling framework for low-resolution 3DGS reconstruction. The framework first estimates a geometry-guided detail-demand prior to locate regions that are likely under-detailed under low-resolution supervision. It then computes a frequency-aware reliability map to determine whether candidate high-frequency details are structurally supported, spectrally unresolved, and cross-view stable. Combining these signals yields a detail-injection map that guides where super-resolved details should be introduced during optimization. Based on this map, we design a unified optimization scheme comprising spatially selective supervision, coarse-to-fine frequency regularization, and reliability-aware Gaussian densification. This scheme controls where reliable details are injected, when high-frequency supervision is activated, and how unresolved yet reliable details are internalized into the Gaussian representation. Experiments on multiple benchmarks show improved fidelity and perceptual quality while suppressing unstable or view-inconsistent details.

Abstract

Articulated object reconstruction from sparse-view images is an ill-posed problem that requires simultaneous inference of geometry and underlying articulation structure. Existing methods for articulated object reconstruction based on NeRF and 3D Gaussian Splatting (3DGS) typically rely on dense views or strong priors (e.g., depth maps, joint types, predefined number of joints) and require costly per-object optimization. In this paper, we propose ArtSplat, the first feed-forward framework for articulated 3D Gaussian Splatting. It reconstructs both geometry and joint parameters from sparse multi-view images across multiple articulation states in a single forward pass. To address the challenges of single-pass articulated reconstruction, we introduce a per-pixel joint map representation that enables the integration of joint parameter estimation into the feed-forward pipeline. We further propose a Cross-State Attention (CSA) mechanism with state tokens, which effectively captures discrete motion across input states. Experiments on 68 articulated objects from PartNet-Mobility, including both single- and multi-joint configurations, demonstrate that ArtSplat achieves competitive performance in both geometry and joint estimation, while being over 400 times faster than baselines.