CVPR 2026 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

4,042papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    1383.4%
  • Poster
    3,90496.6%

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Depth Peeling for High-Fidelity Gaussian-Enhanced Surfel Rendering

Keyang Ye, Hongzhi Wu, Kun Zhou

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Novel view synthesis has been significantly advanced by NeRFs and 3D Gaussian Splatting (3DGS), which require ordering volumetric samples or primitives for correct color blending. While the recent Gaussian-Enhanced Surfels (GES) enable high-performance, sort-free rendering, they suffer from aliasing artifacts and suboptimal reconstruction. To address these limitations, we propose DP-GES, a novel representation that combines 2D opaque surfels with semi-transparent boundaries to represent coarse-scale geometry and appearance, and 3D Gaussians surrounding the surfels to supplement fine-scale details. We employ Depth Peeling to achieve accurate per-pixel ordering for surfel rendering, which enables sort-free Gaussian splatting with correct transmittance modulation, effectively eliminating aliasing and popping artifacts while facilitating a fully differentiable joint optimization. Extensive experiments demonstrate that our method achieves superior novel view synthesis quality and compares favorably against state-of-the-art techniques across a wide range of scenes.

Poster
ODGS-SLAM: Omnidirectional Gaussian Splatting SLAM

Stefan Spiss, Joey Hieronimy, Marcel Ritter, Matthias Harders

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This work presents ODGS-SLAM, an omnidirectional simultaneous localization and mapping (SLAM) system utilizing 3D Gaussian Splatting (3DGS) as the unified representation for tracking and mapping. Thus, it reconstructs scene geometry from panoramic image sequences (RGB or RGBD) via splats while also estimating the camera poses. Such a framework is important to understand the full surrounding, e.g., for augmented reality applications or autonomous systems. We extended existing 3DGS-SLAM methods to handle omnidirectional input by including closed-form gradients for mapping and camera pose estimation, utilizing an equirectangular projection model. To reduce memory footprint, a key frame removal procedure based on graph analysis is proposed, enabling the application to handle larger input sizes. For evaluation, we provide a dataset of controlled real-world and synthetic test scenes (indoor and outdoor), employing a custom developed virtual camera lens. An extensive evaluation shows that, for camera tracking, the proposed method achieves statistically significant lower ATE RMSE scores compared to a recent omnidirectional SLAM system, as well as other 3DGS-SLAM frameworks, while reaching a similar mapping performance.

Poster
GaussianPile: A Unified Sparse Gaussian Splatting Framework for Slice-based Volumetric Reconstruction

Di Kong, Yikai Wang, Wenjie Guo, Yifan Bu, Boya Zhang, Yuexin Duan, Xiawei Yue, Wenbiao Du, Yiman Zhong, Yuwen Chen, Cheng Ma

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Slice-based volumetric imaging is widely applied and it demands representations that compress aggressively while preserving internal structure for analysis. This paper introduces GaussianPile, unifying 3D Gaussian splatting with an imaging system-aware focus model to address this challenge. Our new method introduces three key innovations: (i) a slice-aware piling strategy that positions anisotropic 3D Gaussians to model through-slice contributions, (ii) a differentiable projection operator that encodes the finite-thickness point spread function of the imaging acquisition system, and (iii) a compact encoding and joint optimization pipeline that simultaneously reconstructs and compresses the Gaussian sets. Our CUDA-based design retains the compression and real-time rendering efficiency of Gaussian primitives while preserving high-frequency internal volumetric detail. Experiments on microscopy and ultrasound datasets demonstrate that our method reduces storage and reconstruction cost, sustains diagnostic fidelity, and enables fast 2D visualization, along with 3D voxelization. In practice, it delivers high-quality results in as few as 3 minutes--up to 11xfaster than NeRF-based approaches--and achieves consistent 16xcompression over the original voxel grids, offering a practical path to deployable compression and exploration of slice-based volumetric datasets.

Poster
Uncertainty-driven 3D Gaussian Splatting Active Mapping via Anisotropic Visibility Field

Shangjie Xue, Jesse Dill, Dhruv Ahuja, Frank Dellaert, Panagiotis Tsiotras, Danfei Xu

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We present Gaussian Splatting Anisotropic Visibility Field (GAVIS), a novel framework for uncertainty quantification and active mapping in 3DGS. Our key insight is that regions unseen from the training views yield unreliable predictions from the 3DGS. To address this, we introduce a principled and efficient method for quantifying the visibility field in 3DGS, defined as the anisotropic visibility of each particle with respect to the training views, and represented using spherical harmonics. The resulting visibility field is integrated into a Bayesian Network-based uncertainty-aware 3DGS rasterizer, enabling real-time (200 FPS) uncertainty quantification for synthesized views. Active mapping is further performed within a maximum information gain framework building on this formulation. Extensive experiments across diverse environments demonstrate that GAVIS consistently and significantly outperforms prior approaches in both accuracy and efficiency. Moreover, beyond standalone use, our method can be applied post-hoc to improve the performance of existing approaches.

Poster
Event-Based Motion Deblurring Using Task-Oriented 3D Gaussian Event Representations

Shengdong Xue, Haoxiang Ma, Hao Chen, Zhen Yang, Yongjian Deng

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Event-based motion deblurring has attracted increasing attention, as the high temporal resolution of event cameras provides motion cues unavailable to conventional RGB sensors, thereby enabling more effective deblurring. In real-world scenes, motion blur is often complex and nonlinear, with different regions exhibiting diverse motion speeds and directions. However, most existing approaches rely on handcrafted event representations that overlook such spatiotemporal motion heterogeneity, resulting in suboptimal deblurring performance. To address this limitation, we propose a learnable 3D Gaussian event representation module that adaptively selects key spatiotemporal coordinates for deblurring based on the blurred image content and the event density distribution. The event stream is then aggregated with 3D Gaussian weighting kernels to extract local motion features that are sensitive to motion direction and speed. Furthermore, to fully exploit the motion information encoded in the event representation, we adopt a two-stage fusion strategy. In the first stage, local motion features are used to enhance fine detail restoration. In the second stage, a bidirectional attention fusion module leverages one-dimensional Gaussian-weighted event frames to correct global spatial misalignment, leading to more accurate structural alignment. Extensive experiments on both synthetic and real-world datasets demonstrate the effectiveness of our method and show that it consistently outperforms state-of-the-art approaches.

Poster
SplatSuRe: Selective Super-Resolution for Multi-view Consistent 3D Gaussian Splatting

Pranav Asthana, Alex Hanson, Allen Tu, Tom Goldstein, Matthias Zwicker, Amitabh Varshney

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3D Gaussian Splatting (3DGS) enables high-quality novel view synthesis, motivating interest in generating higher-resolution renders than those available during training. A natural strategy is to apply super-resolution (SR) to low-resolution (LR) input views, but independently enhancing each image introduces multi-view inconsistencies, leading to blurry renders. Prior methods attempt to mitigate these inconsistencies through learned neural components, temporally consistent video priors, or joint optimization on LR and SR views, but all uniformly apply SR across every image. In contrast, our key insight is that close-up LR views may contain high-frequency information for regions also captured in more distant views, and that we can use the camera pose relative to scene geometry to inform where to add SR content. Building from this insight, we propose SplatSuRe, a method that selectively applies SR content only in undersampled regions lacking high-frequency supervision, yielding sharper and more consistent results. Across Tanks & Temples, Deep Blending and Mip-NeRF 360, our approach surpasses baselines in both fidelity and perceptual quality. Notably, our gains are most significant in localized foreground regions where higher detail is desired.

Poster
SGS-Intrinsic: Semantic-Invariant Gaussian Splatting for Sparse-View Indoor Inverse Rendering

Jiahao Niu, Rongjia Zheng, Wenju Xu, Wei-Shi Zheng, Qing Zhang

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We present SGS-Intrinsic, an indoor inverse rendering framework that works well for sparse-view images. Unlike existing 3D Gaussian Splatting (3DGS) based methods that focus on object-centric reconstruction and fail to work under sparse view settings, our method allows to achieve high-quality geometry reconstruction and accurate disentanglement of material and illumination. The core idea is to construct a dense and geometry-consistent Gaussian semantic field guided by semantic and geometric priors, providing a reliable foundation for subsequent inverse rendering. Building upon this, we perform material-illumination disentanglement by combining a hybrid illumination model and material prior to effectively capture illumination-material interactions. To mitigate the impact of cast shadows and enhance the robustness of material recovery, we introduce illumination-invariant material constraint together with a deshadowing model. Extensive experiments on benchmark datasets show that our method consistently improves both reconstruction fidelity and inverse rendering quality over existing 3DGS-based inverse rendering approaches. Our code is available at https://github.com/GrumpySloths/SGS_Intrinsic.github.io.

Poster
RelightAnyone: A Generalized Relightable 3D Gaussian Head Model

Yingyan Xu, Pramod Rao, Sebastian Weiss, Gaspard Zoss, Markus Gross, Christian Theobalt, Marc Habermann, Derek Bradley

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3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods require subjects to be captured under complex time-multiplexed illumination, such as one-light-at-a-time (OLAT). We propose a new generalized relightable 3D Gaussian head model that can relight any subject observed in a single- or multi-view images without requiring OLAT data for that subject. Our core idea is to learn a mapping from flat-lit 3DGS avatars to corresponding relightable Gaussian parameters for that avatar. Our model consists of two stages: a first stage that models flat-lit 3DGS avatars without OLAT lighting, and a second stage that learns the mapping to physically-based reflectance parameters for high-quality relighting. This two-stage design allows us to train the first stage across diverse existing multi-view datasets without OLAT lighting ensuring cross-subject generalization, where we learn a dataset-specific lighting code for self-supervised lighting alignment. Subsequently, the second stage can be trained on a significantly smaller dataset of subjects captured under OLAT illumination. Together, this allows our method to generalize well and relight any subject from the first stage as if we had captured them under OLAT lighting. Furthermore, we can fit our model to unseen subjects from as little as a single image, allowing several applications in novel view synthesis and relighting for digital avatars.

Poster
ClipGStream: Clip-Stream Gaussian Splatting for Any Length and Any Motion Multi-View Dynamic Scene Reconstruction

Jie Liang, Jiahao Wu, Chao Wang, Jiayu Yang, Xiaoyun Zheng, Kaiqiang Xiong, Zhanke Wang, Jinbo Yan, Feng Gao, Ronggang Wang

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Dynamic 3D scene reconstruction is essential for immersive media such as VR, MR, and XR, yet remains challenging for long multi-view sequences with large-scale motion. Existing dynamic Gaussian approaches are either Frame-Stream, offering scalability but poor temporal stability, or Clip, achieving local consistency at the cost of high memory and limited sequence length. We propose ClipGStream, a hybrid reconstruction framework that performs stream optimization at the clip level rather than the frame level. The sequence is divided into short clips, where dynamic motion is modeled using clip-independent spatio-temporal fields and residual anchor compensation to capture local variations efficiently, while inter-clip inherited anchors and decoders maintain structural consistency across clips. This Clip-Stream design enables scalable, flicker-free reconstruction of long dynamic videos with high temporal coherence and reduced memory overhead. Extensive experiments demonstrate that ClipGStream achieves state-of-the-art reconstruction quality and efficiency.

Poster
EMGauss: Continuous Slice-to-3D Reconstruction via Dynamic Gaussian Modeling in Volume Electron Microscopy

Yumeng He, Zanwei Zhou, Yekun Zheng, Chen Liang, Yunbo Wang, Xiaokang Yang

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Volume electron microscopy (vEM) enables nanoscale 3D imaging of biological structures but remains constrained by acquisition trade-offs, leading to anisotropic volumes with limited axial resolution. Existing deep learning methods seek to restore isotropy by leveraging lateral priors; yet their assumptions break down for morphologically anisotropic structures. We present **EMGauss**, a general framework for 3D reconstruction from planar scanned 2D slices with applications in vEM, which circumvents the inherent limitations of isotropy-based approaches. Our key innovation is to reframe slice-to-3D reconstruction as a 3D dynamic scene rendering problem based on Gaussian splatting, where the progression of axial slices is modeled as the temporal evolution of 2D Gaussian point clouds. To enhance fidelity in data-sparse regimes, we incorporate a **Teacher-Student bootstrapping mechanism** that uses high-confidence predictions on unobserved slices as pseudo-supervisory signals. Compared with diffusion- and GAN-based reconstruction methods, EMGauss substantially improves interpolation quality, enables continuous slice synthesis, and eliminates the need for large-scale pretraining. Beyond vEM, it potentially provides a generalizable slice-to-3D solution across diverse imaging domains.

Poster
4C4D: 4 Camera 4D Gaussian Splatting

Junsheng Zhou, Zhifan Yang, Liang Han, Wenyuan Zhang, Kanle Shi, Shenkun Xu, Yu Shen Liu

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This paper tackles the challenge of recovering 4D dynamic scenes from videos captured by as few as four portable cameras. Learning to model scene dynamics for temporally consistent novel-view rendering is a foundational task in computer graphics, where previous works often require dense multi-view captures using camera arrays of dozens or even hundreds of views. We propose 4C4D, a novel framework that enables high-fidelity 4D Gaussian Splatting from video captures of extremely sparse cameras. Our key insight lies that the geometric learning under sparse settings is substantially more difficult than modeling appearance. Driven by this observation, we introduce a Neural Decaying Function on Gaussian opacities for enhancing the geometric modeling capability of 4D Gaussians. This design mitigates the inherent imbalance between geometry and appearance modeling in 4DGS by encouraging the 4DGS gradients to focus more on geometric learning. Extensive experiments across sparse-view datasets with varying camera overlaps show that 4C4D achieves superior performance over prior art.

Poster
EmoDiffTalk: Emotion-aware Diffusion for Editable 3D Gaussian Talking Head

Chang Liu, Tianjiao Jing, Chengcheng Ma, Xuanqi Zhou, Zhengxuan Lian, Qin Jin, Hongliang Yuan, Shi-Sheng Huang

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Recent photo-realistic 3D talking head via 3D Gaussian Splatting still has significant shortcoming in emotional expression manipulation, especially for fine-grained and expansive dynamics emotional editing using multi-modal control. This paper introduces a new editable 3D Gaussian talking head, i.e. EmoDiffTalk. Our key idea is a novel Emotion-aware Gaussian Diffusion, which includes an action unit (AU) prompt Gaussian diffusion process for fine-grained facial animator, and moreover an accurate text-to-AU emotion controller to provide accurate and expansive dynamic emotional editing using text input. Experiments on public EmoTalk3D and RenderMe-360 datasets demonstrate superior emotional subtlety, lip-sync fidelity, and controllability of our EmoDiffTalk over previous works, establishing a principled pathway toward high-quality, diffusion-driven, multimodal editable 3D talking-head synthesis. To our best knowledge, our EmoDiffTalk is one of the first few 3D Gaussian Splatting talking-head generation framework, especially supporting continuous, multimodal emotional editing within the AU-based expression space.Please visit our website for more details and information:https://liuchang883.github.io/EmoDiffTalk/

Poster
ReLaGS: Relational Language Gaussian Splatting

Yaxu Xie, Abdalla Arafa, Alireza Javanmardi, Christen Millerdurai, Jia Cheng Hu, Shaoxiang Wang, Alain Pagani, Didier Stricker

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Achieving unified 3D perception and reasoning across tasks such as segmentation, retrieval, and relation understanding remains challenging, as existing methods are either object-centric or rely on costly training for inter-object reasoning. We present a novel framework that constructs a hierarchical language-distilled Gaussian scene and its 3D semantic scene graph without scene-specific training. A Gaussian pruning mechanism refines scene geometry, while a robust multi-view language alignment strategy aggregates noisy 2D features into accurate 3D object embeddings. On top of this hierarchy, we build an open-vocabulary 3D scene graph with Vision Language-derived annotations and Graph Neural Network-based relational reasoning. Our approach enables efficient and scalable open-vocabulary 3D reasoning by jointly modeling hierarchical semantics and inter/intra-object relationships, validated across tasks including open-vocabulary segmentation, scene graph generation, and relation-guided retrieval. Project page: https://dfki-av.github.io/ReLaGS/

Poster
Feed-forward Gaussian Registration for Head Avatar Creation and Editing

Malte Prinzler, Paulo Gotardo, Siyu Tang, Timo Bolkart

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We present MATCH (Multi-view Avatars from Topologically Corresponding Heads), a multi-view Gaussian registration method for high-quality head avatar creation and editing. State-of-the-art multi-view head avatars require time-consuming head tracking, which is followed by an expensive avatar optimization, often resulting in a total creation time that exceeds one day. MATCH instead directly predicts Gaussian splat textures in correspondence from calibrated multi-view images in 0.5 seconds per frame. While the learned intra-subject correspondence across frames allows us to quickly build personalized head avatars, correspondence across subjects enables various applications such as expression transfer, optimization-free tracking, semantic editing, and identity interpolation. We learn to establish such correspondences end-to-end, with a transformer-based model that predicts textures of Gaussian splats in the fixed UV layout of a template mesh. To this end, we introduce a novel registration-guided attention block, in which each UV map token attends exclusively to image tokens depicting its corresponding mesh region. MATCH outperforms existing methods for novel-view synthesis, geometry registration, and head avatar generation, the latter being 10xfaster than the qualitatively closest baseline. Code and model weights are available under https://malteprinzler.github.io/projects/match

Poster
GIFSplat: Generative Prior-Guided Iterative Feed-Forward 3D Gaussian Splatting from Sparse Views

Tianyu Chen, Wei Xiang, Kang Han, Yu Lu, Di Wu, Gaowen Liu, Ramana Rao Kompella

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Feed-forward 3D reconstruction offers substantial runtime advantages over per-scene optimization, which remains slow at inference and often fragile under sparse views. However, existing feed-forward methods still have potential for further performance gains, especially for out-of-domain data, and struggle to retain second-level inference time once a generative prior is introduced. These limitations stem from the one-shot prediction paradigm in existing feed-forward pipeline: models are strictly bounded by capacity, lack inference-time refinement, and are ill-suited for continuously injecting generative priors. We introduce GIFSplat, a purely feed-forward iterative refinement framework for 3D Gaussian Splatting from sparse unposed views. A small number of forward-only residual updates progressively refine current 3D scene using rendering evidence, achieve favorable balance between efficiency and quality. Furthermore, we distill a frozen diffusion prior into Gaussian-level cues from enhanced novel renderings without gradient backpropagation or ever-increasing view-set expansion, thereby enabling per-scene adaptation with generative prior while preserving feed-forward efficiency. Across DL3DV, RealEstate10K, and DTU, GIFSplat consistently outperforms state-of-the-art feed-forward baselines, improving PSNR by up to +2.1 dB, and it maintains second-scale inference time without requiring camera poses or any test-time gradient optimization. The project page can be found at: https://terencepp.github.io/gifsplat-project-page/.

Poster
DualSplat: Robust 3D Gaussian Splatting via Pseudo-Mask Bootstrapping from Reconstruction Failures

Xu Wang, Zhiru Wang, Shiyun Xie, Chengwei Pan, Yisong Chen

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While 3D Gaussian Splatting (3DGS) achieves real-time photorealistic rendering, its performance degrades significantly when training images contain transient objects that violate multi-view consistency. Existing methods face a circular dependency: accurate transient detection requires a well-reconstructed static scene, while clean reconstruction itself depends on reliable transient masks. We address this challenge with DualSplat, a Failure-to-Prior framework that converts first-pass reconstruction failures into explicit priors for a second reconstruction stage. We observe that transients, which appear in only a subset of views, often manifest as incomplete fragments during conservative initial training.We exploit these failures to construct object-level pseudo-masks by combining photometric residuals, feature mismatches, and SAM2 instance boundaries. These pseudo-masks then guide a clean second-pass 3DGS optimization, while a lightweight MLP refines them online by gradually shifting from prior supervision to self-consistency. Experiments on RobustNeRF and NeRF On-the-go show that DualSplat outperforms existing baselines, demonstrating particularly clear advantages in transient-heavy scenes and transient regions.

Poster
FlexAvatar: Flexible Large Reconstruction Model for Animatable Gaussian Head Avatars with Detailed Deformation

Cheng Peng, Zhuo Su, Liao Wang, Chen Guo, Zhaohu Li, Chengjiang Long, Zheng Lv, Jingxiang Sun, Chenyangguang Zhang, Yebin Liu

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We present FlexAvatar, a flexible large reconstruction model for high-fidelity 3D head avatars with detailed dynamic deformation from single or sparse images, without requiring camera poses or expression labels. It leverages a transformer-based reconstruction model with structured head query tokens as a canonical anchor to aggregate flexible input-number-agnostic, camera-pose-free and expression-free inputs into a robust canonical 3D representation. For detailed dynamic deformation, we introduce a lightweight UNet decoder conditioned on UV-space position maps, which can produce detailed expression-dependent deformations in real time. To better capture rare but critical expressions like wrinkles and bared teeth, we also adopt a data distribution adjustment strategy during training to balance the distribution of these expressions in the training set. Moreover, a lightweight 10-second refinement can further enhance identity-specific details in extreme identities without affecting deformation quality. Extensive experiments demonstrate that our FlexAvatar achieves superior 3D consistency, detailed dynamic realism compared with previous methods, providing a practical solution for animatable 3D avatar creation.

Poster
Flow4DGS-SLAM: Optical Flow-Guided 4D Gaussian Splatting SLAM

Yunsong Wang, Gim Hee Lee

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Handling the dynamic environments is a significant research challenge in Visual Simultaneous Localization and Mapping (SLAM). Recent research combines 3D Gaussian Splatting (3DGS) with SLAM to achieve both robust camera pose estimation and photorealistic renderings. However, using SLAM to efficiently reconstruct both static and dynamic regions remains challenging. In this work, we propose an efficient framework for dynamic 3DGS SLAM guided by optical flow. Using the input depth and prior optical flow, we first propose a category-agnostic motion mask generation strategy by fitting a camera ego-motion model to decompose the optical flow. This module separates dynamic and static Gaussians and simultaneously provides flow-guided camera pose initialization. We boost the training speed of dynamic 3DGS by explicitly modeling their temporal centers at keyframes. These centers are propagated using 3D scene flow priors and are dynamically initialized with an adaptive insertion strategy. Alongside this, we model the temporal opacity and rotation using a Gaussian Mixture Model (GMM) to adaptively learn the complex dynamics. The empirical results demonstrate our state-of-the-art performance in tracking, dynamic reconstruction, and training efficiency. Our code will be made publicly available upon paper acceptance.

Poster
PRIMU: Uncertainty Estimation for Novel Views in Gaussian Splatting from Primitive-Based Representations of Error and Coverage

Thomas Gottwald, Edgar Heinert, Peter Stehr, Chamuditha Jayanga Galappaththige, Matthias Rottmann

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We introduce Primitive-based Representations of Uncertainty (PRIMU), a post-hoc uncertainty estimation (UE) framework for Gaussian Splatting (GS).Reliable UE is essential for deploying GS in safety-critical domains such as robotics and medicine.Existing approaches typically estimate Gaussian-primitive variances and rely on the rendering process to obtain pixel-wise uncertainties.In contrast, we construct primitive-level representations of error and visibility/coverage from training views, capturing interpretable uncertainty information. These representations are obtained by projecting view-dependent training errors and coverage statistics onto the primitives. Uncertainties for novel views are inferred by rendering these primitive-level representations, producing uncertainty feature maps, which are aggregate through pixel-wise regression on holdout data. We analyze combinations of uncertainty feature maps and regression models to understand how their interactions affect prediction accuracy and generalization.PRIMU also enables an effective active view selection strategy by directly leveraging these uncertainty feature maps.Additionally, we study the effect of separating splatting into foreground and background regions.Our estimates show strong correlations with true errors, outperforming state-of-the-art methods, especially for depth UE and foreground objects.Finally, our regression models show generalization capabilities to unseen scenes, enabling UE without additional holdout data.

Poster
iSplat: Iterative Learning for Fine-Grained Gaussian Splatting

Haifeng Wu, Wei Long, Shuhang Gu, Lixin Duan, Wen Li

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Recent advances in feed-forward 3D Gaussian splatting have demonstrated remarkable efficiency by reconstructing scenes in a single pass. However, the reconstruction fidelity of these methods lags behind that of traditional optimization-based approaches, which gradually correct reconstruction flaws through a lengthy iterative process. In this paper, we leverage the strengths of both paradigms and introduce iSplat, a novel framework that reformulates reconstruction as an iterative feed-forward process involving multiple (typically three) passes. Central to iSplat is a recurrent GRU-based optimizer that refines both geometry and appearance in a synergistic loop. To address geometric inaccuracies, we propose an uncertainty-driven depth refinement strategy that progressively narrows the search space for each Gaussian based on its estimated uncertainty from the previous step. To further improve appearance details, we design a region-aware enhancement mechanism that applies targeted multi-view and monocular feature aggregation to resolve ambiguities in both overlapping and non-overlapping areas. We validate iSplat's robustness and generalization on in-domain (RealEstate10K, ACID) and cross-dataset (DTU, ACID) benchmarks. With only 42.6M parameters, iSplat surpasses DepthSplat (354M) on RealEstate10K (PSNR: 27.67 vs. 27.47 dB). Crucially, on the cross-dataset DTU benchmark, it further boosts the PSNR by 2.88 dB (18.26 vs. 15.38 dB), showcasing exceptional generalization. These results highlight the significant potential of iterative refinement to overcome the inherent limitations of one-shot approaches. Our code is available at https://github.com/haifengwu205/iSplat.

Poster