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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GOR-IS: 3D Gaussian Object Removal In the Intrinsic Space

Yonghao Zhao, Yupeng Gao, Jian Yang, Jin Xie, Beibei Wang

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Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/

Poster
PackUV: Packed Gaussian UV Maps for 4D Volumetric Video

Aashish Rai, Angela Xing, Anushka Agarwal, Xiaoyan Cong, Zekun Li, Tao Lu, Aayush Prakash, Srinath Sridhar

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Volumetric videos offer immersive 4D experiences, but remain difficult to reconstruct, store, and stream at scale. Existing Gaussian Splatting based methods achieve high-quality reconstruction but break down on long sequences, temporal inconsistency, and fail under large motions and disocclusions. Moreover, their outputs are typically incompatible with conventional video coding pipelines, preventing practical applications. We introduce PackUV, a novel 4D Gaussian representation that maps all Gaussian attributes into a sequence of structured, multi-scale UV atlas, enabling compact, image-native storage. To fit this representation from multi-view videos, we propose PackUV-GS, a temporally consistent fitting method that directly optimizes Gaussian parameters in the UV domain. A flow-guided Gaussian labeling and video keyframing module identifies dynamic Gaussians, stabilizes static regions, and preserves temporal coherence even under large motions and disocclusions. The resulting UV atlas format is the first unified volumetric video representation compatible with standard video codecs (e.g., HEVC, FFV1) without losing quality, enabling efficient streaming within existing multimedia infrastructure. To evaluate long-duration volumetric capture, we present PackUV-2B, the largest multi-view 4D dataset to date, featuring more than 50 synchronized 360 cameras, substantial motion, and frequent disocclusions across 100 sequences and 2B (billion) frames. Extensive experiments demonstrate that our method surpasses existing baselines in rendering fidelity while scaling to sequences up to 30 minutes with consistent quality.

Poster
ParkGaussian: Surround-view 3D Gaussian Splatting for Autonomous Parking

Xiaobao Wei, Zhangjie Ye, Yuxiang Gu, Zunjie Zhu, Yunfei Guo, Yingying Shen, Shan Zhao, Ming Lu, Haiyang Sun, Bing Wang, Guang Chen, Rongfeng Lu, Hangjun Ye

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Parking is a critical task for autonomous driving systems (ADS), with unique challenges in crowded parking slots and GPS-denied environments. However, existing works focus on 2D parking slot perception, mapping, and localization, 3D reconstruction remains underexplored, which is crucial for capturing complex spatial geometry in parking scenarios. Naively improving the visual quality of reconstructed parking scenes does not directly benefit autonomous parking, as the key entry point for parking is the slots perception module. To address these limitations, we curate the first benchmark named ParkRecon3D, specifically designed for parking scene reconstruction. It includes sensor data from four surround-view fisheye cameras with calibrated extrinsics and dense parking slot annotations. We then propose ParkGaussian, the first framework that integrates 3D Gaussian Splatting (3DGS) for parking scene reconstruction. To further improve the alignment between reconstruction and downstream parking slot detection, we introduce a slot-aware reconstruction strategy that leverages existing parking perception methods to enhance the synthesis quality of slot regions. Experiments on ParkRecon3D demonstrate that ParkGaussian achieves state-of-the-art reconstruction quality and better preserves perception consistency for downstream tasks. The code and dataset will be released.

Poster
GaussianMatch: Semi-Supervised Regression with Pseudo-Label Filtering via Multi-View Gaussian Consistency

Yin Wang, Hao Lu, Zixuan Wang, Zhen Qin, Li Kuang, Mengchu Zhou, Shuiguang Deng

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Semi-Supervised Regression (SSR) is essential in domains like sentiment analysis and healthcare where labeled data is limited but unlabeled data is plentiful. Despite its practical importance, SSR remains underexplored due to the lack of effective pseudo-labeling strategies for continuous outputs. Unlike classification, regression lacks inherent confidence measures, making it harder to filter and trust pseudo-labels. This limitation permits low-quality pseudo-labels to propagate during training without proper validation, significantly amplifying prediction errors in SSR frameworks. In this work, we propose GaussianMatch, a novel SSR framework enabling high-quality pseudo-label filtering, which selects reliable pseudo-labels through multi-view prediction consistency under feature-space smoothness assumptions. It has introduces two key innovations: 1) Gaussian Consistency Filter (GCF) that quantifies prediction consistency across weakly augmented views through Gaussian similarity scoring, retaining pseudo-labels only when all predictions fall within a confidence interval; 2) Adaptive Gaussian Standard Deviation Smoothing (AGDS) that enhances GCF's robustness through a Bayesian-regularized curriculum that phases confidence intervals from warm-up conservative bounds to progressively tightened thresholds. The use of AGDS ensures stable and reliable pseudo-label filtering throughout training. Extensive experiments demonstrate that GaussianMatch performs strongly across varying data conditions, showing notable robustness under extreme label scarcity. For instance, it outperforms the state of the art on UTKFace (30 labels), reducing error by 15.36% and improving the Coefficient of Determination by 50.21%. Our code is available at https://github.com/pywin/GaussianMatch.

Poster
Neural Gabor Splatting: Enhanced Gaussian Splatting with Neural Gabor for High-frequency Surface Reconstruction

Haato Watanabe, Nobuyuki Umetani

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Recent years have witnessed the rapid emergence of 3D Gaussian Splatting (3DGS) as a powerful approach for 3D reconstruction and novel view synthesis. Its explicit representation with Gaussian primitives enables fast training, real-time rendering, and convenient post-processing such as editing and surface reconstruction. However, 3DGS suffers from a critical drawback: the number of primitives grows drastically for scenes with high-frequency appearance details, since each primitive can represent only a single color, requiring multiple primitives for every sharp color transition.To overcome this limitation, we propose Neural Gabor splatting, which augments each Gaussian primitive with a lightweight multi-layer perceptron (MLP) that models a wide range of color variations within a single primitive. To further control primitive numbers, we introduce a frequency-aware densification strategy that selects mismatch primitives for pruning and cloning based on frequency energy.Our method achieves accurate reconstruction of challenging high-frequency surfaces. We demonstrate its effectiveness through extensive experiments on both standard benchmarks, such as Mip-NerRF360 and high-frequency surface datasets (e.g., checkered patterns), supported by comprehensive ablation studies.

Poster
GS^2: Graph-based Spatial Distribution Optimization for Compact 3D Gaussian Splatting

Xianben Yang, Tao Wang, Yuxuan Li, Yi Jin, Haibin Ling

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3D Gaussian Splatting (3DGS) has demonstrated breakthrough performance in novel view synthesis and real-time rendering. Nevertheless, its practicality is constrained by the high memory cost due to a huge number of Gaussian points. Many pruning-based 3DGS variants have been proposed for memory saving, but often compromise spatial consistency and may lead to rendering artifacts. To address this issue, we propose graph-based spatial distribution optimization for compact 3D Gaussian Splatting (GS\textasciicircum2), which enhances reconstruction quality by optimizing the spatial distribution of Gaussian points. Specifically, we introduce an evidence lower bound (ELBO)-based adaptive densification strategy that automatically controls the densification process. In addition, an opacity-aware progressive pruning strategy is proposed to further reduce memory consumption by dynamically removing low-opacity Gaussian points. Furthermore, we propose a graph-based feature encoding module to adjust the spatial distribution via feature-guided point shifting. Extensive experiments validate that GS\textasciicircum2 achieves a compact Gaussian representation while delivering superior rendering quality. Compared with 3DGS, it achieves higher PSNR with only about 12.5% Gaussian points. Furthermore, it outperforms all compared baselines in both rendering quality and memory efficiency.

Poster
AnchorSplat: Feed-Forward 3D Gaussian Splatting With 3D Geometric Priors

Xiaoxue Zhang, Xiaoxu Zheng, Yixuan Yin, Tiao Zhao, Kaihua Tang, Michael Bi Mi, Zhan Xu, Dave Zhenyu Chen

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Recent feed-forward Gaussian reconstruction models adopt a pixel-aligned formulation that maps each 2D pixel to a 3D Gaussian, entangling Gaussian representations tightly with the input images. In this paper, we propose AnchorSplat, a novel feed-forward 3DGS framework for scene-level reconstruction that represents the scene directly in 3D space. AnchorSplat introduces an anchor-aligned Gaussian representation guided by 3D geometric priors (e.g., sparse point clouds, voxels, or RGB-D point clouds), enabling a more geometry-aware renderable 3D Gaussians that is independent of image resolution and number of views. This design substantially reduces the number of required Gaussians, improving computational efficiency while enhancing reconstruction fidelity. Beyond the anchor-aligned design, we utilize a Gaussian Refiner to adjust the intermediate Gaussians via merely a few forward passes. Experiments on the ScanNet++ v2 NVS benchmark demonstrate the SOTA performance, outperforming previous methods with more view-consistent and substantially fewer Gaussian primitives.

Poster
Learning Differentiable Hierarchies in 3D Gaussian Splatting

Youqi Pan, Wugen Zhou, Hongbin Zha

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Although 3D Gaussian Splatting (3DGS) has achieved impressive performance in real-time rendering, its unordered Gaussians make level-of-detail (LoD) construction and model compression highly challenging, limiting its applicability in customized scenarios.In this work, we propose a learning-based Gaussian hierarchy representation that ranks Gaussians by their contribution to the scene, enabling flexible LoD representations across arbitrary Gaussian counts.We first introduce a unified, continuous formulation and metric for Gaussian hierarchy. Then, we introduce a hierarchy-based modulated rendering method built upon a Differentiable Decreasing Step Function, which enables efficient hierarchy learning while maintaining approximately equivalent rendering. Moreover, we develop a PDF-Guided Active-Region Sampling strategy that encourages the learned hierarchy to become widely distributed within its value range.Our method requires no additional training stages and produces Gaussian hierarchies within training time comparable to classical 3DGS. Experiments on multiple datasets show that our approach achieves performance comparable to or surpassing state-of-the-art methods in both LoD rendering and model pruning.

Poster
PhysGS: Bayesian-Inferred Gaussian Splatting for Physical Property Estimation

Samarth Chopra, Jing Liang, Gershom Seneviratne, Dinesh Manocha

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Understanding physical properties such as friction, stiffness, hardness, and material composition is essential for enabling robots to interact safely and effectively with their surroundings. However, existing 3D reconstruction methods focus on geometry and appearance and cannot infer these underlying physical properties. We present PhysGS, a Bayesian-inferred extension of 3D Gaussian Splatting that estimates dense, per-point physical properties from visual cues and vision--language priors. We formulate property estimation as Bayesian inference over Gaussian splats, where material and property beliefs are iteratively refined as new observations arrive. PhysGS also models aleatoric and epistemic uncertainties, enabling uncertainty-aware object and scene interpretation. Across object-scale (ABO-500), indoor, and outdoor real-world datasets, PhysGS improves accuracy of the mass estimation by up to 22.8%, reduces Shore hardness error by up to 61.2%, and lowers kinetic friction error by up to 18.1% compared to deterministic baselines. Our results demonstrate that PhysGS unifies 3D reconstruction, uncertainty modeling, and physical reasoning in a single, spatially continuous framework for dense physical property estimation.

Poster
E2EGS: Event-to-Edge Gaussian Splatting for Pose-Free 3D Reconstruction

Yunsoo Kim, Changki Sung, Dasol Hong, Hyun Myung

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The emergence of neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS) has advanced novel view synthesis (NVS). These methods, however, require high-quality RGB inputs and accurate corresponding poses, limiting robustness under real-world conditions such as fast camera motion or adverse lighting. Event cameras, which capture brightness changes at each pixel with high temporal resolution and wide dynamic range, enable precise sensing of dynamic scenes and offer a promising solution. However, existing event-based NVS methods either assume known poses or rely on depth estimation models that are bounded by their initial observations, failing to generalize as the camera traverses previously unseen regions. We present E2EGS, a pose-free framework operating solely on event streams. Our key insight is that edge information provides rich structural cues essential for accurate trajectory estimation and high-quality NVS. To extract edges from noisy event streams, we exploit the distinct spatio-temporal characteristics of edges and non-edge regions. The event camera's movement induces consistent events along edges, while non-edge regions produce sparse noise. We leverage this through a patch-based temporal coherence analysis that measures local variance to extract edges while robustly suppressing noise. The extracted edges guide structure-aware Gaussian initialization and enable edge-weighted losses throughout initialization, tracking, and bundle adjustment. Extensive experiments on both synthetic and real datasets demonstrate that E2EGS achieves superior reconstruction quality and trajectory accuracy, establishing a fully pose-free paradigm for event-based 3D reconstruction.

Poster
SparseSplat: Towards Applicable Feed-Forward 3D Gaussian Splatting with Pixel-Unaligned Prediction

Zicheng Zhang, Xiangting Meng, Ke Wu, Wenchao Ding

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Recent progress in feed-forward 3D Gaussian Splatting (3DGS) has notably improved rendering quality. However, the spatially uniform and highly redundant 3DGS map generated by previous feed-forward 3DGS methods limits their integration into downstream reconstruction tasks. We propose SparseSplat, the first feed-forward 3DGS model that adaptively adjusts Gaussian density according to scene structure and information richness of local regions, yielding highly compact 3DGS maps. To achieve this, we propose entropy-based probabilistic sampling, generating large, sparse Gaussians in textureless areas and assigning small, dense Gaussians to regions with rich information. Additionally, we designed a specialized point cloud network that efficiently encodes local context and decodes it into 3DGS attributes, addressing the receptive field mismatch between the general 3DGS optimization pipeline and feed-forward models. Extensive experimental results demonstrate that SparseSplat can achieve state-of-the-art rendering quality with only 22% of the Gaussians and maintain reasonable rendering quality with only 1.5% of the Gaussians.

Poster
TWINGS: Thin Plate Splines Warp-aligned Initialization for Sparse-View Gaussian Splatting

Hyeseong Kim, Geonhui Son, Deukhee Lee, Dosik Hwang

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Novel view synthesis from sparse-view inputs poses a significant challenge in 3D computer vision, particularly for achieving high-quality scene reconstructions with limited viewpoints. We introduce TWINGS, a framework that enhances 3D Gaussian Splatting (3DGS) by directly addressing point sparsity. We employ Thin Plate Splines (TPS), a smooth non-rigid deformation model that minimizes bending energy to estimate a globally coherent warp from control-point correspondences, to align backprojected points from estimated depth with triangulated 3D control points, yielding calibrated backprojected points. By sampling these calibrated points near the control points, TWINGS provides a fast and geometrically accurate initialization for 3DGS, ultimately improving structural detail preservation and color fidelity in reconstructed scenes. Extensive experiments on DTU, LLFF, and Mip-NeRF360 demonstrate that TWINGS consistently outperforms existing methods, delivering detailed and accurate reconstructions under sparse-view scenarios.

Poster
Physically Inspired Gaussian Splatting for HDR Novel View Synthesis

Huimin Zeng, Yue Bai, Hailing Wang, Yun Fu

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High dynamic range novel view synthesis (HDR-NVS) reconstructs scenes with dynamic details by fusing multi-exposure low dynamic range (LDR) views, yet it struggles to capture ambient illumination-dependent appearance. Implicitly supervising HDR content by constraining tone-mapped results fails in correcting abnormal HDR values, and results in limited gradients for Gaussians in under/over-exposed regions. To this end, we introduce PhysHDR-GS, a physically inspired HDR-NVS framework that models scene appearance via intrinsic reflectance and adjustable ambient illumination. PhysHDR-GS employs a complementary image-exposure (IE) branch and Gaussian-illumination (GI) branch to faithfully reproduce standard camera observations and capture illumination-dependent appearance changes, respectively. During training, the proposed cross-branch HDR consistency loss provides explicit supervision for HDR content, while an illumination-guided gradient scaling strategy mitigates exposure-biased gradient starvation and reduces under-densified representations. Experimental results across realistic and synthetic datasets demonstrate our superiority in reconstructing HDR details (e.g., a PSNR gain of 2.04 dB over HDR-GS), while maintaining real-time rendering speed (up to 76 FPS). Code and models are available at https://huimin-zeng.github.io/PhysHDR-GS/.

Poster
Layered 4D-Rotor Gaussian Splatting: A Compressed Representation for Long Dynamic Scenes

Hanjie Xu, Yuanxing Duan, Qiyu Dai, Ge Li, Baoquan Chen, He Wang

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We address the challenge of reconstructing long dynamic scenes from multi-view videos in a storage-efficient manner. Recent advances in Gaussian Splatting and its extensions to dynamic scenes have demonstrated impressive visual quality, but remain limited to short duration (<10 s), large storage size (>500 MB), and high GPU VRAM usage.To overcome these limitations, we introduce Layered 4D-Rotor Gaussian Splatting (L4DRotorGS), a novel compressed representation designed for long dynamic scenes. Our approach integrates a layered 4D representation, efficient training, and effective compression into a unified framework. Specifically, 4D Gaussians are first organized into layers based on their temporal extents and then partitioned into discrete temporal buckets. This structure allows for selective access and rendering of only the necessary subsets of 4D Gaussians, substantially reducing GPU memory requirements.To further compress the representation, we apply a series of techniques, Factorized Covariance Quantization, Layered Compression, and Residual Codebook Quantization, achieving a compression ratio of up to 22.3x while preserving high visual fidelity.We implement a highly optimized C++/CUDA framework for efficient training, compression, and real-time rendering, achieving over 500 FPS on an RTX 3090 GPU. Extensive experiments demonstrate the superior storage efficiency, visual quality, and rendering speed of L4DRotorGS, consistently outperforming prior methods in both quantitative metrics and perceptual quality on real-world long dynamic scenes.

Poster
Pose-Free Omnidirectional Gaussian Splatting for 360-Degree Videos with Consistent Depth Priors

Chuanqing Zhuang, Xin Lu, Zehui Deng, Zhengda Lu, Yiqun Wang, Junqi Diao, Jun Xiao

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Omnidirectional 3D Gaussian Splatting with panoramas is a key technique for 3D scene representation, and existing methods typically rely on slow SfM to provide camera poses and sparse points priors. In this work, we propose a pose-free omnidirectional 3DGS method, named PFGS360, that reconstructs 3D Gaussians from unposed omnidirectional videos. To achieve accurate camera pose estimation, we first construct a spherical consistency-aware pose estimation module, which recovers poses by establishing consistent 2D-3D correspondences between the reconstructed Gaussians and the unposed images using Gaussians' internal depth priors. Besides, to enhance the fidelity of novel view synthesis, we introduce a depth-inlier-aware densification module to extract depth inliers and Gaussian outliers with consistent monocular depth priors, enabling efficient Gaussian densification and achieving photorealistic novel view synthesis. The experiments show significant outperformance over existing pose-free and pose-aware 3DGS methods on both real-world and synthetic 360-degree videos. Code is available at https://github.com/zcq15/PFGS360.

Poster
DLWM: Dual Latent World Models enable Holistic Gaussian-centric Pre-training in Autonomous Driving

Yiyao Zhu, Ying Xue, Haiming Zhang, Guangfeng Jiang, Wending Zhou, Xu Yan, Jiantao Gao, Yingjie CAI, Bingbing Liu, Zhen Li, Shaojie Shen

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Vision-based autonomous driving has gained much attention due to its low costs and excellent performance. Compared with dense BEV (Bird's Eye View) or sparse query models, Gaussian-centric method is a comprehensive yet sparse representation by describing scene with 3D semantic Gaussians. In this paper, we introduce DLWM, a novel paradigm with Dual Latent World Models specifically designed to enable holistic gaussian-centric pre-training in autonomous driving using two stages. In the first stage, DLWM predicts 3D Gaussians from queries by self-supervised reconstructing multi-view semantic and depth images. Equipped with fine-grained contextual features, in the second stage, two latent world models are trained separately for temporal feature learning, including Gaussian-flow-guided latent prediction for downstream occupancy perception and forecasting tasks, and ego-planning-guided latent prediction for motion planning. Extensive experiments in SurroundOcc and nuScenes benchmarks demonstrate that DLWM shows significant performance gains across Gaussian-centric 3D occupancy perception, 4D occupancy forecasting and motion planning tasks.

Poster
ELITE: Efficient Gaussian Head Avatar from a Monocular Video via Learned Initialization and Test-time Generative Adaptation

Kim Youwang, Lee Hyoseok, Park Subin, Gerard Pons-Moll, Tae-Hyun Oh

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We introduce ELITE, an Efficient Gaussian head avatar synthesis from a monocular video via Learned Initialization and TEst-time generative adaptation. Prior works rely either on a 3D data prior or a 2D generative prior to compensate for missing visual cues in monocular videos. However, 3D data prior methods often struggle to generalize in-the-wild, while 2D generative prior methods are computationally heavy and prone to identity hallucination. We identify a complementary synergy between these two priors and design an efficient system that achieves high-fidelity animatable avatar synthesis with strong in-the-wild generalization. Specifically, we introduce a feed-forward Mesh2Gaussian Prior Model (MGPM) that enables fast initialization of a Gaussian avatar. To further bridge the domain gap at test time, we design a test-time generative adaptation stage, leveraging both real and synthetic images as supervision. Unlike previous full diffusion denoising strategies that are slow and hallucination-prone, we propose a rendering-guided single-step diffusion enhancer that restores missing visual details, grounded on Gaussian avatar renderings. Our experiments demonstrate that ELITE produces visually superior avatars to prior works, even for challenging expressions, while achieving 60x faster synthesis than the 2D generative prior method.

Poster
AvatarPointillist: AutoRegressive 4D Gaussian Avatarization

Hongyu Liu, Xuan Wang, Zijian Wu, Yating Wang, Ziyu Wan, Yue Ma, Runtao Liu, Boyao Zhou, Yujun Shen, Qifeng Chen

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We introduce AvatarPointillist, a novel framework for generating dynamic 4D Gaussian avatars from a single portrait image. At the core of our method is a decoder-only Transformer that autoregressively generates a point cloud for 3D Gaussian Splatting. This sequential approach allows for precise, adaptive construction, dynamically adjusting point density and the total number of points based on the subject's complexity. During point generation, the AR model also jointly predicts per-point binding information, enabling realistic animation. After generation, a dedicated Gaussian decoder converts the points into complete, renderable Gaussian attributes. We demonstrate that conditioning the decoder on the latent features from the AR generator enables effective interaction between stages and markedly improves fidelity. Extensive experiments validate that AvatarPointillist produces high-quality, photorealistic, and controllable avatars. We believe this autoregressive formulation represents a new paradigm for avatar generation, and we will release our code to inspire future research.

Poster
MoRGS: Efficient Per-Gaussian Motion Reasoning for Streamable Dynamic 3D Scenes

Wonjoon Lee, Sungmin Woo, Donghyeong Kim, Jungho Lee, Sangheon Park, Sangyoun Lee

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Online reconstruction of dynamic scenes aims to learn from streaming multi-view inputs under low-latency constraints. The fast training and real-time rendering capabilities of 3D Gaussian Splatting have made on-the-fly reconstruction practically feasible, enabling online 4D reconstruction. However, existing online approaches, despite their efficiency and visual quality, fail to learn per-Gaussian motion that reflects true scene dynamics. Without explicit motion cues, appearance and motion are optimized solely under photometric loss, causing per-Gaussian motion to chase pixel residuals rather than true 3D motion. To address this, we propose MoRGS, an efficient online per-Gaussian motion reasoning framework that treats Gaussian movement as a core modeling object. Specifically, we efficiently leverage optical flow on a sparse set of key views as a lightweight motion cue to guide per-Gaussian motion toward the scene's true dynamics. To compensate for the sparsity and view-dependence of flow, we learn a per-Gaussian motion offset field that reconciles discrepancies between projected 3D motion and observed flow across views and time. In addition, we introduce a per-Gaussian motion confidence that separates dynamic from static Gaussians and weights Gaussian attribute residual updates, thereby suppressing redundant motion in static regions for better temporal consistency and accelerating the modeling of large motions. Extensive experiments demonstrate that MoRGS achieves state-of-the-art reconstruction quality and motion fidelity among online methods, while maintaining streamable performance.

Poster
3D Gaussian Splatting at Arbitrary Resolutions with Compact Proxy Anchors

Mingyun Jeong, Seongro Yoon, Francois Bremond, Donghyeon Cho

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Despite achieving high-quality rendering, 3D Gaussian Splatting suffers from aliasing when the rendering resolution changes, as it is typically trained at a fixed resolution. To address this limitation, we introduce a method that enables the model to generate resolution-adaptive 3D Gaussians under arbitrary resolution changes. In particular, built upon Scaffold-GS, we enhance the anchor feature representation by incorporating a resolution-embedding to encode continuous resolution information. From these enhanced anchor features, a pixel coverage gate dynamically forms resolution-adaptive 3D Gaussians. Furthermore, we drastically reduce storage requirements by selecting a compact subset of proxy anchors and designing a residual anchor predictor that reconstructs the unselected leaf anchors based on the proxy anchors, enabling faithful scene representation without compromising visual fidelity. As a result, our method provides continuous and alias-free rendering across resolutions while maintaining practical scalability and memory efficiency. Extensive experiments across diverse resolution ranges demonstrate that our approach achieves an optimal balance between fidelity and memory, enabling practical arbitrary-resolution view synthesis even in resource-constrained settings.

Poster