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%

Browse all papers

CoRoGS: Contextual Gaussian Splatting for Robust Large-Deviation View Synthesis

Xin Ma, Peng Lu, Yisong Chen, Chengwei Pan, Sheng Li

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Novel view synthesis (NVS) under large view deviations remains an underexplored challenge for 3D Gaussian Splatting (3DGS). In urban scenes with limited training coverage, models often fail to maintain geometric consistency when extrapolating to unseen viewpoints, resulting in severe distortions and degraded rendering quality. We introduce Context-Aware Gaussian Splatting (CoRoGS), a Context-aware framework for Robust large-deviation novel view synthesis (LD-NVS) that embeds contextual reasoning into 3DGS. Instead of treating Gaussians as independent primitives, CoRoGS adopts a contextual formulation that explicitly models inter-Gaussian dependencies. This representation is implemented by constructing a 3D Gaussian graph, which propagates relational geometry and semantics via message passing, resulting in context-aware Gaussian updates. To further maintain structural consistency under substantial view deviation, we incorporate a progressive graph expansion strategy that adaptively grows and prunes Gaussians, leading to more coherent and complete scene reconstructions. Extensive experiments demonstrate that CoRoGS outperforms state-of-the-art 3DGS-based methods, producing higher-quality results. We highlight that CoRoGS robustly handles a wide range of view shifts, including lateral deviations (e.g., lane-level offsets) and cross-level transitions such as from ground-level driving views to elevated perspectives.

Poster
ParticleGS: Learning Neural Gaussian Particle Dynamics from Videos for Prior-free Physical Motion Extrapolation

JinSheng Quan, Qiaowei Miao, Yichao Xu, Zizhuo Lin, Ying Li, Wei Yang, Zhihui Li, Yawei Luo

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The ability to extrapolate dynamic 3D scenes beyond the observed timeframe is fundamental to advancing physical world understanding and predictive modeling. Existing dynamic 3D reconstruction methods have achieved high-fidelity rendering of temporal interpolation, but typically lack physical consistency in predicting the future. To overcome this issue, we propose ParticleGS, a physics-based framework that reformulates dynamic 3D scenes as physically grounded systems. ParticleGS comprises three key components: 1) an encoder that decomposes the scene into static properties and initial dynamic physical fields; 2) an evolver based on Neural Ordinary Differential Equations (Neural ODEs) that learns continuous-time dynamics for motion extrapolation; and 3) a decoder that reconstructs 3D Gaussians from evolved particle states for rendering. Through this design, ParticleGS integrates physical reasoning into dynamic 3D representations, enabling accurate and consistent prediction of the future. Experiments show that ParticleGS achieves state-of-the-art performance in extrapolation while maintaining rendering quality.

Poster
Turbo-GS: Accelerating 3D Gaussian Fitting for High-Resolution Radiance Fields

Ankit Dhiman, Tao Lu, R Srinath, Emre Arslan, Angela Xing, Yuanbo Xiangli, Venkatesh Babu Radhakrishnan, Srinath Sridhar

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Novel-view synthesis plays a crucial role in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent approaches, such as 3D Gaussian Splatting (3DGS), have emerged as state-of-the-art solutions, offering high-quality novel view synthesis in real time. However, training 3DGS models remains slow, particularly for high-resolution images, often requiring hours to fit a scene with 200 views. In this work, we aim to accelerate the fitting process by reducing computational overhead and improving learning efficiency. Specifically, we introduce a dilated rendering technique that renders only a subset of pixels instead of the full image, significantly reducing computational costs. To enhance learning efficiency, we develop a convergence-aware budget control mechanism that balances the addition of new Gaussians with the optimization of existing ones. Additionally, to improve densification efficiency and prevent gradient vanishing, we incorporate both positional and appearance error to enhance densification effectiveness. With these improvements, we achieve fast 4K-resolution fitting while maintaining, or even improving, novel view rendering quality. Extensive experiments demonstrate that our method achieves significantly faster optimization than existing approaches while preserving high rendering fidelity.

Poster
SDGS: Spatial Difference Guided Gaussian Splatting for Simultaneous Localization and 3D Reconstruction

Yijian Tian, Mingtao Ou, Zijian Pan, Xinglong Ji

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3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit 3D representation, enabling photorealistic and real-time novel view synthesis. However, most 3DGS pipelines still assume precomputed camera poses and offline optimization, which introduces latency and makes them brittle in fast-motion, real-world scenarios. Existing online 3DGS systems mostly fall into two camps: (1) hybrid systems that rely on a separate traditional SLAM system for camera poses and optimize Gaussians decoupled from tracking, increasing system complexity; and (2) purely Gaussian-based systems that estimate poses from dense photometric errors, requiring repeated rendering of a large number of Gaussians and thus incurring high computational cost. Moreover, current online methods are often sensitive to motion blur and high dynamic range scenes, limiting their applicability in practice.We address these limitations with a sparse, edge-guided online 3DGS framework. Our method represents the scene as an edge-aligned sparse Gaussian map and estimates 6-DoF camera poses by aligning rendered 3D edges with observed 2D edges using a distance transform based objective, yielding roughly 2x faster per-iteration pose optimization than existing Gaussian-based systems while recovering clear scene geometry. We further leverage a dual-channel hybrid pixel vision sensor that outputs blur-free, high-frame-rate spatial-difference edge signals alongside RGB images, and use these signals both for robust edge-based tracking and for a mutual supervision scheme that mitigates motion blur in dense 3D reconstruction. Our system maintains stable tracking and high-fidelity geometry under extremely high-speed motion, where existing RGB-only methods fail, while remaining compatible with standard RGB cameras and achieving competitive tracking accuracy.

Poster
Exact-GS: Mathematically Rigorous and Accurate 3D Gaussian Splatting for 3D X-ray Reconstruction

Guangpu Yang, Steffen Kieß, Hanxiang Luo, Xingyu Liu, Sven Simon

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We propose Exact-GS, a novel mathematically rigorous and accurate 3D Gaussian Splatting model designed to perform 3D X-ray computed tomography (CT) reconstruction and novel view synthesis. Recently, 3D Gaussian Splatting achieved considerable progress at 3D representation. Unfortunately, due to the affine approximation of the projective transformation, previous 3DGS-based methods inevitably suffer from artifacts and projection inconsistencies. To address this problem, some ray tracing based methods perform integration along the ray across Gaussians. However, these methods are computationally inefficient on the forward and backward pass. We introduce a novel closed-form splatting solution for this problem with mathematically rigorous derivation. Our model is the first to achieve the same exact rendering quality as ray tracing based methods without any approximation under a splatting-based formulation, enabling fast CUDA-based hardware rasterization. Additionally, we present a precise Gaussian-tile intersection algorithm, enabling faster and efficient rendering. We demonstrate the performance gains by reconstruction and novel view synthesis through different synthetic and real-world datasets. Code is publicly available at: https://github.com/brucee1323/Exact-GS.

Poster
PhysHO: Physics-Based Dynamic 3D Gaussian Human and Object from Monocular Video

Suyi Jiang, Gim Hee Lee

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Physically plausible reconstruction of human-object dynamics from a single video remains under-explored in physics-based methods. Most prior approaches omit human-generated internal actuation by assuming motion driven solely by gravity and simple contacts. They also rely on idealized constitutive laws that underfit heterogeneous and anisotropic materials. We introduce PhysHO, which tightly couples SMPL-driven Linear Blend Skinning (LBS) with a Material Point Method (MPM) simulator to address these gaps. Our key insight is to use LBS as an interpretable actuation prior and MPM to propagate those forces through contact under physical constraints. Concretely, we derive targeted actuation with a PD controller guided by LBS trajectories and gate it per particle via a learnable LBS-impact factor so that only particles inside the SMPL volume are directly actuated. We model real materials with residual neural constitutive laws layered on expert elastic-plastic models and conditioned on per particle to capture heterogeneity and anisotropy. We stabilize monocular learning with structure-preserving 3D flow supervision and a progressive and loss-balanced training schedule. Our PhysHO reconstructs observed dynamics with high fidelity, and predicts future motion and simulates outcomes under novel human actions. Experimental results demonstrate robust human-driven interactions beyond gravity-only scenes.

Poster
Plug-and-Play PDE Optimization for 3D Gaussian Splatting: Toward High-Quality Rendering and Reconstruction

Yifan Mo, Youcheng Cai, Ligang Liu

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3D Gaussian Splatting (3DGS) has revolutionized radiance field reconstruction by achieving high-quality novel view synthesis with fast rendering speed, introducing 3D Gaussian primitives to represent the scene. However, 3DGS encounters blurring and floaters when applied to complex scenes, caused by the reconstruction of redundant and ambiguous geometric structures. We attribute this issue to the unstable optimization of the Gaussians. To address this limitation, we present a plug-and-play PDE-based optimization method that overcomes the optimization constraints of 3DGS-based approaches in various tasks, such as novel view synthesis and surface reconstruction. Firstly, we theoretically derive that the 3DGS optimization procedure can be modeled as a PDE, and introduce a viscous term to ensure stable optimization. Secondly, we use the Material Point Method (MPM) to obtain a stable numerical solution of the PDE, which enhances both global and local constraints. Additionally, an effective Gaussian densification strategy and particle constraints are introduced to ensure fine-grained details. Extensive qualitative and quantitative experiments confirm that our method achieves state-of-the-art rendering and reconstruction quality.

Poster
RaGS: Unleashing 3D Gaussian Splatting from 4D Radar and Monocular Cue for 3D Object Detection

Xiaokai Bai, Chenxu Zhou, Lianqing Zheng, Jianan Liu, Si-Yuan Cao, Xiaohan Zhang, Yiming Li, Zhengzhuang Zhang, Hui-liang Shen

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4D millimeter-wave radar is a promising sensing modality for autonomous driving, yet effective 3D object detection from 4D radar and monocular images remains challenging. Existing fusion approaches either rely on instance proposals lacking global context or dense BEV grids constrained by rigid structures, lacking a flexible and adaptive representation for diverse scenes. To address this, we propose RaGS, the first framework that models the scene as a continuous field of Gaussians, enabling dynamic resource allocation to foreground objects detection while maintaining flexibility and efficiency. Specifically, RaGS adopts a cascaded pipeline to construct and progressively refine the Gaussian field. It begins with Frustum-based Localization Initiation (FLI), which unprojects foreground pixels to initialize coarse Gaussian centers. Then, Iterative Multimodal Aggregation (IMA) explicitly exploits image semantics and implicitly integrates 4D radar velocity geometry to refine the Gaussians within regions of interest. Finally, Multi-level Gaussian Fusion (MGF) renders the Gaussian field into hierarchical BEV features for 3D object detection. By dynamically focusing on sparse and informative regions, RaGS achieves object-centric precision and comprehensive scene perception. Extensive experiments on View-of-Delft, TJ4DRadSet, and OmniHD-Scenes demonstrate its robustness and SOTA performance. Source code is available at https://github.com/shawnnnkb/RaGS.

Poster
MAPo: Motion-Aware Partitioning of Deformable 3D Gaussian Splatting for High-Fidelity Dynamic Scene Reconstruction

Han Jiao, Jiakai Sun, Yexing Xu, Lei Zhao, Wei Xing, Huaizhong Lin

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3D Gaussian Splatting, known for enabling high-quality static scene reconstruction with fast rendering, is increasingly being applied to multi-view dynamic scene reconstruction. A common strategy involves learning a deformation field to model the temporal changes of a canonical set of 3D Gaussians. However, these deformation-based methods often produce blurred renderings and lose fine motion details in highly dynamic regions due to the inherent limitations of a single, unified model in representing diverse motion patterns. To address these challenges, we introduce Motion-Aware Partitioning of Deformable 3D Gaussian Splatting (MAPo), a novel framework for high-fidelity dynamic scene reconstruction. Its core is a dynamic score-based partitioning strategy that distinguishes between high- and low-dynamic 3D Gaussians. For high-dynamic 3D Gaussians, we recursively partition them temporally and duplicate their deformation networks for each new temporal segment, enabling specialized modeling to capture intricate motion details. Concurrently, low-dynamic 3DGs are treated as static to reduce computational costs. However, this temporal partitioning strategy for high-dynamic 3DGs can introduce visual discontinuities across frames at the partition boundaries. To address this, we introduce a cross-frame consistency loss, which not only ensures visual continuity but also further enhances rendering quality. Extensive experiments demonstrate that MAPo achieves superior rendering quality compared to baselines while maintaining comparable computational costs, particularly in regions with complex or rapid motions.

Poster
GP-4DGS: Probabilistic 4D Gaussian Splatting from Monocular Video via Variational Gaussian Processes

Mijeong Kim, Jungtaek Kim, Bohyung Han

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We present GP-4DGS, a novel framework that integrates Gaussian Processes (GPs) into 4D Gaussian Splatting (4DGS) for principled probabilistic modeling of dynamic scenes. While existing 4DGS methods focus on deterministic reconstruction, they are inherently limited in capturing motion ambiguity and lack mechanisms to assess prediction reliability. By leveraging the kernel-based probabilistic nature of GPs, our approach introduces three key capabilities: (i) uncertainty quantification for motion predictions, (ii) motion estimation for unobserved or sparsely sampled regions, and (iii) temporal extrapolation beyond observed training frames. To scale GPs to the large number of Gaussian primitives in 4DGS, we design spatio-temporal kernels that capture the correlation structure of deformation fields and adopt variational Gaussian Processes with inducing points for tractable inference. Our experiments show that GP-4DGS enhances reconstruction quality while providing reliable uncertainty estimates that effectively identify regions of high motion ambiguity. By addressing these challenges, our work takes a meaningful step toward bridging probabilistic modeling and neural graphics.

Poster
Off The Grid: Detection of Primitives for Feed-Forward 3D Gaussian Splatting

Arthur Moreau, Richard Shaw, Michal Nazarczuk, Jisu Shin, Thomas Tanay, Zhensong Zhang, Songcen Xu, Eduardo Pérez-Pellitero

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Feed-forward 3D Gaussian Splatting (3DGS) models enable real-time scene generation but are hindered by suboptimal pixel-aligned primitive placement, which relies on a dense, rigid grid that limits both quality and efficiency. We introduce a new feed-forward architecture that detects 3D Gaussian primitives at a sub-pixel level, replacing the pixel grid with an adaptive, "Off-The-Grid" distribution. Inspired by keypoint detection, our decoder learns to locally distribute primitives across image patches. We also provide an Adaptive Density mechanism by assigning varying number of primitives per patch based on Shannon entropy. We combine the proposed decoder with a pre-trained 3D reconstruction backbone and train them end-to-end using photometric supervision without any 3D annotation. The resulting pose-free model generates photorealistic 3DGS scenes in seconds, achieving state-of-the-art novel view synthesis for feed-forward models. It outperforms competitors while using far fewer primitives, demonstrating a more accurate and efficient allocation that captures fine details and reduces artifacts.

Poster
$L^{2}DGS$: Low-Light Dynamic Gaussian Splatting

Ashish Kumar, Rajagopalan N Ambasamduram

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Synthesizing novel spatiotemporal views of dynamic scenes is challenging due to object and camera motion, and sparse observations. While recent Neural Radiance Field (NeRF) and Gaussian Splatting (GS) methods enable 4D dynamic scene reconstruction, they predominantly assume well-lit inputs. Existing low-light reconstruction approaches are limited to static scenes and mainly focus on brightness enhancement while overlooking underlying scene structure. Reconstructing well-lit dynamic scenes from low-light inputs is particularly challenging due to motion-induced shadows, occlusions, and disocclusions, making the problem highly ambiguous. We propose L^ 2 DGS (Low-Light Dynamic Gaussian Splatting), a self-supervised 4D GS framework that directly reconstructs well-lit dynamic scenes from low-light videos. The method decomposes the scene into view- and time-dependent illumination and view-time-invariant reflectance components. We introduce an Occlusion-Disocclusion Network (OCD-Net) to model temporal intensity variations and Brightness Attenuation Features (BAFs) with a BAF Enhancement Network (BAFE-Net) to enable geometry- and photometry-aware transformation between well-lit and low-light observations for self-supervision. L^ 2 DGS operates on standard sRGB inputs without requiring camera metadata. Experiments on simulated and proposed real Low-Light Dynamic Video (L^ 2 DyV) datasets demonstrate superior qualitative and quantitative performance over prior methods. The dataset is available at: \href https://github.com/akumar005/L2DGS https://github.com/akumar005/L2DGS .

Poster
SR3R: Rethinking Super-Resolution 3D Reconstruction With Feed-Forward Gaussian Splatting

Xiang Feng, Xiangbo Wang, Tieshi Zhong, Chengkai Wang, Yiting Zhao, Tianxiang Xu, Zhenzhong Kuang, Feiwei Qin, Xuefei Yin, Yanming Zhu

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3D super-resolution (3DSR) aims to reconstruct high-resolution (HR) 3D scenes from low-resolution (LR) multi-view images. Existing methods rely on dense LR inputs and per-scene optimization, which restricts the high-frequency priors for constructing HR 3D Gaussian Splatting (3DGS) to those inherited from pretrained 2D super-resolution (2DSR) models. This severely limits reconstruction fidelity, cross-scene generalization, and real-time usability. We propose to reformulate 3DSR as a direct feed-forward mapping from sparse LR views to HR 3DGS representations, enabling the model to autonomously learn 3D-specific high-frequency geometry and appearance from large-scale, multi-scene data. This fundamentally changes how 3DSR acquires high-frequency knowledge and enables robust generalization to unseen scenes. Specifically, we introduce SR3R, a feed-forward framework that directly predicts HR 3DGS representations from sparse LR views via the learned mapping network. To further enhance reconstruction fidelity, we introduce Gaussian offset learning and feature refinement, which stabilize reconstruction and sharpen high-frequency details. SR3R is plug-and-play and can be paired with any feed-forward 3DGS reconstruction backbone: the backbone provides an LR 3DGS scaffold, and SR3R upscales it to an HR 3DGS. Extensive experiments across three 3D benchmarks demonstrate that SR3R surpasses state-of-the-art (SOTA) 3DSR methods and achieves strong zero-shot generalization, even outperforming SOTA per-scene optimization methods on unseen scenes.

Poster
Deformable Gaussian Occupancy: Decoupling Rigid and Nonrigid Motion with Factorized Distillation

Yang Gao, Wuyang Li, Po-Chien Luan, Alexandre Alahi

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Understanding dynamic 3D environments is essential for safe autonomous driving, particularly when reasoning about human-centric, nonrigid agents. However, existing weakly supervised occupancy prediction frameworks predominantly assume rigid-body motion and rely on simple frame-to-frame offsets, limiting their ability to capture fine-grained deformations and maintain temporal coherence. To address this issue, we propose DeGO, a deformable Gaussian occupancy framework that unifies decoupled Gaussian deformation with factorized 4D foundation-model distillation. DeGO disentangles rigid and nonrigid motion, enabling each Gaussian primitive to evolve through both deformation and offset-based updates. In parallel, a factorized 4D distillation strategy transfers cross-camera and cross-frame knowledge from the VGGT foundation model, producing foundation-aligned features that enhance temporal consistency. Experiments on the Occ3D-NuScenes benchmark demonstrate that our method achieves state-of-the-art performance under weak supervision, delivering 13.5% gains on human-centric instances and 10.9% overall improvements. These results highlight the effectiveness of deformation-aware and foundation-guided occupancy modeling for dynamic scene understanding.

Poster
HyperGaussians: High-Dimensional Gaussian Splatting for High-Fidelity Animatable Face Avatars

Gent Serifi, Marcel C. Buehler

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We introduce HyperGaussians, a novel extension of 3D Gaussian Splatting for high-quality animatable face avatars. While tremendous successes have been achieved for static faces, animatable avatars from dynamic videos still fall in the uncanny valley. The de facto standard, 3D Gaussian Splatting (3DGS), represents a face through a collection of 3D Gaussian primitives. 3DGS excels at rendering static faces, but the state-of-the-art still struggles with nonlinear deformations, complex lighting effects, and fine details. While most related works focus on predicting better Gaussian parameters from expression codes, we rethink the 3D Gaussian representation itself and how to make it more expressive. Our insights lead to a novel extension of 3D Gaussians to high-dimensional multivariate Gaussians, dubbed 'HyperGaussians'. The higher dimensionality increases expressivity through conditioning on a learnable local embedding. However, splatting HyperGaussians is computationally expensive because it requires inverting a high-dimensional covariance matrix. We solve this by reparameterizing the covariance matrix, dubbed the 'inverse covariance trick'. This trick boosts the efficiency so that HyperGaussians can be seamlessly integrated into existing models. To demonstrate this, we plug in HyperGaussians into two state-of-the-art methods for face avatars: FlashAvatar and GaussianHeadAvatar. Our evaluation on 29 subjects from 6 face datasets shows that HyperGaussians outperform 3DGS numerically and visually, particularly for high-frequency details like eyes, teeth, wrinkles, and specular reflections.

Poster
Cross-Instance Gaussian Splatting Registration via Geometry-Aware Feature-Guided Alignment

Roy Amoyal, Oren Freifeld, Chaim Baskin

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We present Gaussian Splatting Alignment (GSA), a novel method for aligning two independent 3D Gaussian Splatting (3DGS) models via a similarity transformation (rotation, translation, and scale), even when they are of different objects in the same category (e.g., different cars). In contrast, existing methods can only align 3DGS models of the same object (e.g., the same car) and often must be given true scale as input, while we estimate it successfully. GSA leverages viewpoint-guided spherical map features to obtain robust correspondences and introduces a two-step optimization framework that aligns 3DGS models while keeping them fixed. First, we apply an iterative feature-guided absolute orientation solver as our coarse registration, which is robust to poor initialization (e.g., 180deg misalignment or a 10x scale gap). Next, we use a fine registration step that enforces multi-view feature consistency, inspired by inverse radiance-field formulations. The first step already achieves state-of-the-art performance, and the second further improves results. In the same-object case, GSA outperforms prior works, often by a large margin, even when the other methods are given the true scale. In the harder case of different objects in the same category, GSA vastly surpasses them, providing the first effective solution for category-level 3DGS registration and unlocking new applications. Project webpage: https://bgu-cs-vil.github.io/GSA-project

Poster
FastEventDGS: Deformable Gaussian Splatting for Fast Dynamic Scenes from a Single Event Camera

Zijia Dai, Nico Messikommer, Rong Zou, Nikola Zubic, Davide Scaramuzza, Laurent Kneip

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The demand for dynamic 3D assets in AR/VR has recently popularized Deformable Gaussian Splatting. However, traditional RGB cameras are limited in their ability to reconstruct high-speed scenes due to motion blur and low temporal resolution. While event cameras offer a promising alternative, reconstructing a complete scene from their sparse and noisy output is a significant challenge. Existing event-based methods rely on an auxiliary sensor, such as a frame camera, thereby inducing tedious hardware and calibration challenges.We introduce FastEventDGS, a novel Deformable Gaussian Splatting-based framework that leverages a single event camera for high-fidelity 4D reconstruction. Our method utilizes a continuous camera trajectory parametrization and integrates two event generation models to provide both photometric and geometric constraints. We further propose a local patch event motion loss to constrain object motion, effectively mitigating overfitting. To ensure robust reconstruction, we employ an off-the-shelf model for depth correction and apply noise regularization terms in the final stage. We demonstrate robust results on both new synthetic and real-world datasets, highlighting our framework's ability to provide a simplified, event-only solution for high-fidelity 4D reconstruction in dynamic scenes.

Poster
Motion-Aware Animatable Gaussian Avatars Deblurring

Muyao Niu, Yifan Zhan, Qingtian Zhu, Zhuoxiao Li, Wei Wang, Zhihang Zhong, Xiao Sun, Yinqiang Zheng

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The creation of 3D human avatars from multi-view videos is a significant yet challenging task in computer vision. However, existing techniques rely on high-quality, sharp images as input, which are often impractical to obtain in real-world scenarios due to variations in human motion speed and intensity. This paper introduces a novel method for directly reconstructing sharp 3D human Gaussian avatars from blurry videos. The proposed approach incorporates a 3D-aware, physics-based model of blur formation caused by human motion, together with a 3D human motion model designed to resolve ambiguities in motion-induced blur. This framework enables the joint optimization of the avatar representation and motion parameters from a coarse initialization. Comprehensive benchmarks are established using both a synthetic dataset and a real-world dataset captured with a 360-degree synchronous hybrid-exposure camera system. Extensive evaluations demonstrate the effectiveness of the model across diverse conditions. Codes Available: https://github.com/MyNiuuu/MAD-Avatar

Poster
BA-GS: Bayesian Adaptive Gaussian Splatting for SFM-Free 3D Reconstruction

Zhongjie Ma, Di Lin, Xin Wang, Haotian Dong, Chong Wang, Dongdong Wu, Changqing Zhang

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3D Gaussian Splatting (3DGS) has demonstrated exceptional performance in reconstruction and novel view synthesis tasks. However, its reliance on Structure-from-Motion preprocessing may lead to degraded performance under sparse-view scenarios. Recent works attempt to address this limitation by leveraging pre-trained image matching models to generate Gaussian primitives but overlook the probabilistic uncertainty embedded in both the initial primitive distribution and iterative position updates. This uncertainty can accumulate and degrade reconstruction fidelity. Hence, we propose BA-GS, a Bayesian framework that models both the global distribution and local uncertainty of Gaussian primitives. At global initialization, a Variational Bayesian Gaussian Mixture Model (VB-GMM) models the latent distribution of primitives, capturing region-wise density and gradient patterns. At local refinement, an Adaptive Kalman Filter refines each primitive's position by recursively fusing noisy gradient observations with spatial priors, dynamically adjusting its covariance according to local uncertainty.This hierarchical Bayesian formulation effectively bridges probabilistic distribution modeling and uncertainty-aware optimization, resulting in improved reconstruction quality under sparse-view conditions. Experiments across multiple benchmark datasets including Tanks and Temples, MVimgNet, and LLFF demonstrate that our method consistently outperforms existing approaches.

Poster
Geometric-Photometric Event-based 3D Gaussian Ray Tracing

Kai Kohyama, Yoshimitsu Aoki, Guillermo Gallego, Shintaro Shiba

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Event cameras offer a high temporal resolution over traditional frame-based cameras, which makes them suitable for motion and structure estimation. However, it has been unclear how event-based 3D Gaussian Splatting (3DGS) approaches could leverage fine-grained temporal information of sparse events. This work proposes GPERT, a framework to address the trade-off between accuracy and temporal resolution in event-based 3DGS. Our key idea is to decouple the rendering into two branches: event-by-event geometry (depth) rendering and snapshot-based radiance (intensity) rendering, by using ray-tracing and the image of warped events. The extensive evaluation shows that our method achieves state-of-the-art performance on the real world datasets and competitive performance on the synthetic dataset. Also, the proposed method works with out prior information (e.g., pretrained image reconstruction models) or COLMAP-based initialization, is more flexible in the event selection number, and achieves sharp reconstruction on scene edges with fast training time. We hope that this work deepens our understanding of the sparse nature of events for 3D reconstruction. https://github.com/e3ai/gpert

Poster