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CGHair: Compact Gaussian Hair Reconstruction with Card Clustering
Haimin Luo, Srinjay Sarkar, Albert Mosella-Montoro, Francisco Vicente Carrasco, Fernando De la Torre
We present a compact pipeline for high-fidelity hair reconstruction from multi-view images. While recent 3D Gaussian Splatting (3DGS) methods achieve realistic results, they often require millions of primitives, leading to high storage and rendering costs. Observing that hair exhibits structural and visual similarities across a hairstyle, we cluster strands into representative hair cards and group these into shared texture codebooks. Our approach integrates this structure with 3DGS rendering, significantly reducing reconstruction time and storage while maintaining comparable visual quality. In addition, we propose a generative prior accelerated method to reconstruct the initial strand geometry from a set of images. Our experiments demonstrate a 4-fold reduction in strand reconstruction time and achieve comparable rendering performance with over 200x lower memory footprint.
TokenGS: Decoupling 3D Gaussian Prediction from Pixels with Learnable Tokens
Jiawei Ren, Michal Jan Tyszkiewicz, Jiahui Huang, Zan Gojcic
In this work, we revisit several key design choices of modern Transformer-based approaches for feed-forward 3D Gaussian Splatting (3DGS) prediction. We argue that the common practice of regressing Gaussian means as depths along camera rays is suboptimal, and instead propose to directly regress 3D mean coordinates using only a self-supervised rendering loss.This formulation allows us to move from the standard encoder-only design to an encoder-decoder architecture with learnable Gaussian tokens, thereby _unbinding_ the number of predicted primitives from input image resolution and number of views. Our resulting method, __TokenGS__, demonstrates improved robustness to pose noise and multiview inconsistencies, while naturally supporting efficient test-time optimization in token space without degrading learned priors. TokenGS achieves state-of-the-art feed-forward reconstruction performance on both static and dynamic scenes, producing more regularized geometry and more balanced 3DGS distribution, while seamlessly recovering emergent scene attributes such as static-dynamic decomposition and scene flow.
Learning Explicit Continuous Motion Representation for Dynamic Gaussian Splatting from Monocular Videos
Xuankai Zhang, Junjin Xiao, Shangwei Huang, Wei-Shi Zheng, Qing Zhang
We present an approach for high-quality dynamic Gaussian Splatting from monocular videos. To this end, we in this work go one step further beyond previous methods to explicitly model continuous position and orientation deformation of dynamic Gaussians, using an SE(3) B-spline motion bases with a compact set of control points. To improve computational efficiency while enhancing the ability to model complex motions, an adaptive control mechanism is devised to dynamically adjust the number of motion bases and control points. Besides, we develop a soft segment reconstruction strategy to mitigate long-interval motion interference, and employ a multi-view diffusion model to provide multi-view cues for avoiding overfitting to training views. Extensive experiments demonstrate that our method outperforms state-of-the-art methods in novel view synthesis. Our code is available at https://github.com/hhhddddddd/se3bsplinegs.
Dropping Anchor and Spherical Harmonics for Sparse-view Gaussian Splatting
Shuangkang Fang, I-Chao Shen, Xuanyang Zhang, ZeSheng Wang, Yufeng Wang, Wenrui Ding, Gang Yu, Takeo Igarashi
Recent 3D Gaussian Splatting (3DGS) dropout methods address overfitting under sparse-view conditions by randomly nullifying Gaussian opacities. However, we identify a neighbor compensation effect in these approaches: dropped Gaussians are often compensated by their neighbors, weakening the intended regularization. Moreover, these methods overlook the contribution of high-degree spherical harmonic coefficients (SH) to overfitting. To address these issues, we propose DropAnSH-GS, a novel anchor-based dropout strategy. Rather than dropping Gaussians independently, our method randomly selects certain Gaussians as anchors and simultaneously removes their spatial neighbors. This effectively disrupts local redundancies and encourages the model to learn more robust, globally informed representations. Furthermore, we extend the dropout to color attributes by randomly dropping higher-degree SH coefficients to concentrate appearance information in lower-degree SH. This strategy further mitigates overfitting and enables flexible post-training model compression via SH truncation. Experimental results demonstrate that DropAnSH-GS substantially outperforms existing dropout methods with negligible computational overhead and can be readily integrated into various 3DGS variants to enhance their performances.
Generalizing Visual Geometry Priors to Sparse Gaussian Occupancy Prediction
Changqing Zhou, Yueru Luo, Changhao Chen
Accurate 3D scene understanding is essential for embodied intelligence, with occupancy prediction emerging as a key task for reasoning about both objects and free space. Existing approaches largely rely on depth priors (e.g., DepthAnything) but make only limited use of 3D cues, restricting performance and generalization. Recently, visual geometry models such as VGGT have shown strong capability in providing rich 3D priors, but similar to monocular depth foundation models, they still operate at the level of visible surfaces rather than volumetric interiors, motivating us to explore how to more effectively leverage these increasingly powerful geometry priors for 3D occupancy prediction. We present GPOcc, a framework that leverages generalizable visual geometry priors (GPs) for monocular occupancy prediction. Our method extends surface points inward along camera rays to generate volumetric samples, which are represented as Gaussian primitives for probabilistic occupancy inference. To handle streaming input, we further design a training-free incremental update strategy that fuses per-frame Gaussians into a unified global representation. Experiments on Occ-ScanNet and EmbodiedOcc-ScanNet demonstrate significant gains: GPOcc improves mIoU by +9.99 in the monocular setting and +11.79 in the streaming setting over prior state of the art. Under the same depth prior, it achieves +6.73 mIoU while running 2.65 times faster. These results highlight that GPOcc leverages geometry priors more effectively and efficiently. Code will be released at https://github.com/JuIvyy/GPOcc.
3D Gaussian Splatting with Self-Constrained Priors for High Fidelity Surface Reconstruction
Takeshi Noda, Yu Shen Liu, Zhizhong Han
Rendering 3D surfaces has been revolutionized within the modeling of radiance fields through either 3DGS or NeRF. Although 3DGS has shown advantages over NeRF in terms of rendering quality or speed, there is still room for improvement in recovering high fidelity surfaces through 3DGS. To resolve this issue, we propose a self-constrained prior to constraining the movement of 3D Gaussians, aiming for more accurate depth rendering. Our self-constrained prior is a TSDF grid fused by the rendered depth during the learning of 3D Gaussians. The prior measures a band on both sides of the estimated surface for imposing more specific constraints on the right 3D Gaussians, such as removing 3D Gaussians outside the band, encouraging larger opacity for Gaussians near the center of the band or smaller opacity for Gaussians near the boundary of the band. We regularly update the prior by fusing more recent depth images which are usually more accurate, and progressively narrow the band to tighten the constraint on Gaussian movements. We justify our idea and report our superiority over the state-of-the-art methods in evaluations on widely used benchmarks.
Tavatar: Topology-Aware Gaussian Attribute Derivation for Animatable Human Avatars
Hailin Luo, Yifan Yang, Jiazhi Shu, Zixiong Huang, Qi Chen, Qing Du, Mingkui Tan
Reconstructing high-fidelity, animatable human avatars from monocular videos remains a critical challenge. Existing 3DGS-based human animation methods constrain Gaussian parameters but exclude scale, which we argue is crucial for adapting human poses to challenging out-of-distribution poses. To achieve robust animation under unseen poses, we propose Tavatar, which derives key parameters such as scale, rotation, and other geometric attributes directly from the local mesh geometry, instead of learning them through unconstrained optimization. This paradigm shift enforces topological consistency by design, as each Gaussian is analytically anchored to the local mesh geometry, inheriting its spatial structure and deformation behavior. Specifically, we bind Gaussians to mesh faces and vertices, deriving their scales and orientations from triangle properties and local edge lengths to ensure coherent surface coverage. To ensure the stability of this analytical mapping, we introduce a crucial equilateral regularization term that preserves mesh integrity. Extensive experiments demonstrate that Tavatar achieves superior animation robustness on challenging out-of-distribution poses, reducing normal error by 13.8% on X-Avatar and 17.9% on PeopleSnapshot against the best baseline, while maintaining competitive rendering quality.
RemedyGS: Defend 3D Gaussian Splatting Against Computation Cost Attacks
Yanping Li, Zhening Liu, Zijian Li, Zehong Lin, Jun Zhang
As a mainstream technique for 3D reconstruction, 3D Gaussian splatting (3DGS) has been applied in a wide range of applications and services. Recent studies have revealed critical vulnerabilities in this pipeline and introduced computation cost attacks that lead to malicious resource occupancies and even denial-of-service (DoS) conditions, thereby hindering the reliable deployment of 3DGS. In this paper, we propose the first effective and comprehensive black-box defense framework, named RemedyGS, against such computation cost attacks, safeguarding 3DGS reconstruction systems and services. Our pipeline comprises two key components: a detector to identify the attacked input images with poisoned textures and a purifier to recover the benign images from their attacked counterparts, mitigating the adverse effects of these attacks. Moreover, we incorporate adversarial training into the purifier to enforce distributional alignment between the recovered and original natural images, thereby enhancing the defense efficacy. Experimental results demonstrate that our framework effectively defends against white-box, black-box, and adaptive attacks in 3DGS systems, achieving state-of-the-art performance in both safety and utility. Our code is available at https://github.com/Polly-LYP/RemedyGS.
Hierarchical Visual Relocalization with Nearest View Synthesis from Feature Gaussian Splatting
Huaqi Tao, Bingxi Liu, Guangcheng Chen, Fulin Tang, Li He, Hong Zhang
Visual relocalization is a fundamental task in the field of 3D computer vision, estimating a camera's pose when it revisits a previously known scene. While point-based hierarchical relocalization methods have shown strong scalability and efficiency, they are often limited by sparse image observations and weak feature matching. In this work, we propose SplatHLoc, a novel hierarchical visual relocalization framework that uses Feature Gaussian Splatting as the scene representation. To address the sparsity of database images, we propose an adaptive viewpoint retrieval method that synthesizes virtual candidates with viewpoints more closely aligned with the query, thereby improving the accuracy of initial pose estimation. For feature matching, we observe that Gaussian-rendered features and those extracted directly from images exhibit different strengths across the two-stage matching process: the former performs better in the coarse stage, while the latter proves more effective in the fine stage. Therefore, we introduce a hybrid feature matching strategy, enabling more accurate and efficient pose estimation. Extensive experiments on both indoor and outdoor datasets show that SplatHLoc enhances the robustness of visual relocalization, setting a new state-of-the-art.
TGSFormer: Scalable Temporal Gaussian Splatting for Embodied Semantic Scene Completion
Rui Qian, Haozhi Cao, Tianchen Deng, Tianxin Hu, Weixiang Guo, Shenghai Yuan, Lihua Xie
Embodied 3D Semantic Scene Completion (SSC) infers dense geometry and semantics from continuous egocentric observations. Most existing Gaussian-based methods rely on random initialization of many primitives within predefined spatial bounds, resulting in redundancy and poor scalability to unbounded scenes. Recent depth-guided approach alleviates this issue but remains local, suffering from latency and memory overhead as scale increases. To overcome these challenges, we propose TGSFormer, a scalable Temporal Gaussian Splatting framework for embodied SSC. It maintains a persistent Gaussian memory for temporal prediction, without relying on image coherence or frame caches. For temporal fusion, a Dual Temporal Encoder jointly processes current and historical Gaussian features through confidence-aware cross-attention. Subsequently, a Confidence-aware Voxel Fusion module merges overlapping primitives into voxel-aligned representations, regulating density and maintaining compactness. Extensive experiments demonstrate that TGSFormer achieves state-of-the-art results on both local and embodied SSC benchmarks, offering superior accuracy and scalability with significantly fewer primitives while maintaining consistent long-term scene integrity. The code will be released upon acceptance.
Z-Order Transformer for Feed-Forward Gaussian Splatting
Can Wang, Lei Liu, Wei Jiang, Dong Xu
Recent advances in 3D Gaussian Splatting (3DGS) have enabled significant progress in photorealistic novel view synthesis. However, traditional 3DGS relies on a slow, iterative optimization process, which limits its use in scenarios demanding real-time results. To overcome this bottleneck, recent feed-forward methods aim to predict Gaussian attributes directly from images, but they often struggle with the redundancy of Gaussian primitives and rendering quality. In this paper, we introduce a transformer-based architecture specifically designed for feed-forward Gaussian Splatting. Our key insight is that spatial and semantic relationships among Gaussians can be effectively captured through a sparse attention mechanism, enabled by a Z-order strategy that organizes the unstructured Gaussian set into a spatially coherent sequence. Furthermore, we incorporate this Z-order strategy to adaptively suppress redundancy while preserving critical structural details. This allows the transformer to efficiently model context, compress Gaussian primitives, and predict Gaussian attributes in a single forward pass. Comprehensive experiments demonstrate that our method achieves fast and high-quality novel view synthesis with fewer Gaussian primitives.
VAD-GS: Visibility-Aware Densification for 3D Gaussian Splatting in Dynamic Urban Scenes
Yikang Zhang, Rui Fan
3D Gaussian splatting (3DGS) has demonstrated impressive performance in synthesizing high-fidelity novel views. Nonetheless, its effectiveness critically depends on the quality of the initialized point cloud. Specifically, achieving uniform and complete point coverage over the underlying scene structure requires overlapping observation frustums, an assumption that is often violated in unbounded, dynamic urban environments. Training Gaussian models with partially initialized point clouds often leads to distortions and artifacts, as camera rays may fail to intersect valid surfaces, resulting in incorrect gradient propagation to Gaussian primitives associated with occluded or invisible geometry. Additionally, existing densification strategies simply clone and split Gaussian primitives from existing ones, incapable of reconstructing geometry from missing structures. To address these limitations, we propose VAD-GS, a 3DGS framework tailored for geometry recovery in challenging urban scenes. Our method identifies unreliable geometry structures via voxel-based visibility reasoning, selects informative supporting views through diversity-aware view selection, and recovers missing structures via multi-view stereo reconstruction. This design enables the generation of new Gaussian primitives guided by reliable geometric priors, even in regions lacking initial points. Extensive experiments on the Waymo and nuScenes datasets demonstrate that VAD-GS outperforms state-of-the-art 3DGS approaches and significantly improves the quality of reconstructed geometry for both static and dynamic objects.Source code will be released upon publication.
SunFaded: Illumination-Aware Gaussian Splatting for Dark Scenes with Camera-Mounted Active Lighting
Wenjie Chang, Tianle Ding, Wenfei Yang, Tianzhu Zhang
Gaussian Splatting has emerged as a popular 3D representation technique, but still struggles with appearance inconsistencies, especially in dark scenes that require active illumination (e.g., camera flashes or co-moving light sources) to capture usable images, leading to dramatic local appearance fluctuations.While existing methods mainly focus on modeling global appearance changes for in-the-wild scenes, such as those caused by different times of day or weather conditions, they fail to handle the severe variations present in dark scenes with moving light sources.In this paper, we propose a novel Gaussian Splatting-based approach for constructing scene representations in dark scenes where active light sources are rigidly attached to the camera and move together with it.Within this framework, we introduce an illumination-weighted loss function that drives the representation toward the underlying unlit scene. Furthermore, instead of adjusting the illumination of each individual Gaussian as in prior work, we employ a tile-based shading scheme that operates directly on the rendered images, greatly reducing computational cost while explicitly separating illumination from intrinsic scene appearance.Additionally, we further refine the learned Gaussian representation by combining the recovered unlit scene appearance with an advanced geometric prior model, which significantly improves geometric accuracy.Experimental results demonstrate that our method achieves superior reconstruction quality in challenging environments compared to state-of-the-art techniques.
ProgressiveAvatars: Progressive Animatable 3D Gaussian Avatars
Kaiwen Song, Jinkai Cui, Juyong Zhang
In practical real-time XR and telepresence applications, network and computing resources fluctuate frequently. Therefore, a progressive 3D representation is needed. To this end, we propose ProgressiveAvatars, a progressive avatar representation built on a hierarchy of 3D Gaussians grown by adaptive implicit subdivision on a template mesh. 3D Gaussians are defined in face-local coordinates to remain animatable under varying expressions and head motion across multiple detail levels. The hierarchy expands when screen-space signals indicate a lack of detail, allocating resources to important areas. Leveraging importance ranking, Progressive-Avatars supports incremental loading and rendering, adding new Gaussians as they arrive while preserving previous content, thus achieving smooth quality improvements across varying bandwidths. ProgressiveAvatars enables progressive delivery and progressive rendering under fluctuating network bandwidth and varying compute and memory resources.
Neural Mixture Density Processes
Yi Ding, Qi Tao, Xingxing Liang, Longfei Zhang, Yiqin Lv, Weitao Song, Fangjie Yang, Cheems Wang, Guangquan Cheng
The neural process (NP) is a probabilistic meta learning model that learns distributions over functions via a global latent variable.It enables fast adaptation in few-shot scenarios by leveraging past experience. However, the design of latent variable structures and conditioning mechanisms in NPs remains underexplored, despite their importance in capturing diverse functional distributions.This paper proposes a new variant of NPs via mixture density modeling, referred to as the neural mixture density process (NMDP).The NMDP decomposes model parameters into task-agnostic and task-specific components to represent function distributions more flexibly. We train the model via the Expectation-Maximization algorithm to construct expressive functional priors.Compared with existing work, our method maintains several advantages: (i) less overfitting by updating a small part of the network parameters, (ii) compact task representation via distributions in the simplex,(iii) an improvement guarantee of generative likelihoods over iteration. Experimental results show that our method can achieve competitive performance with adequate explainability.
Robust3DGSW: Toward Robust Watermarking for Quantization-Aware 3D Gaussian Splatting
Boyu Wang, Jun Xia, Mingsong Chen
Although current watermarking techniques for 3D Gaussian Splatting (3DGS) are promising in protecting the copyrights of both 3DGS models and their rendered images, they greatly suffer from low watermark robustness and poor rendering quality when applying quantization to large 3DGS models to accommodate resource-limited devices. To address these problems, this paper introduces a novel two-stage quantization-aware 3DGS watermarking approach called Robust3DGSW. By properly embedding watermarks into the mid-frequency bands of both the 3D Gaussian parameters and 2D rendered images, the first stage of Robust3DGSW can effectively counteract the quantization-induced signal loss and mitigate the adverse effects of watermarks on rendered images. In the second stage, Robust3DGSW trains both 2D and 3D decoders using our proposed multi-scale adversarial perturbation approach, alongside a gradual quantization process, which enables robust watermark extraction even under excessive quantization. Comprehensive experimental results obtained from the well-known Blender, LLFF, and MipNeRF-360 datasets demonstrate that, when compared to leading 3DGS watermarking techniques, Robust3DGSW not only mitigates the negative effects of quantization on watermarks but also enables fast rendering with high quality.
GeoPredict: Leveraging Predictive Kinematics and 3D Gaussian Geometry for Precise VLA Manipulation
Jingjing Qian, Boyao Han, Chen Shi, Lei Xiao, Long Yang, Shaoshuai Shi, Li Jiang
Vision-Language-Action (VLA) models achieve strong generalization in robotic manipulation but remain largely reactive and 2D-centric, making them unreliable in tasks that require precise 3D reasoning. We propose GeoPredict, a geometry-aware VLA framework that augments a continuous-action policy with predictive kinematic and geometric priors. GeoPredict introduces a trajectory-level module that encodes motion history and predicts multi-step 3D keypoint trajectories of robot arms, and a predictive 3D Gaussian geometry module that forecasts workspace geometry with track-guided refinement along future keypoint trajectories. These predictive modules serve exclusively as training-time supervision through depth-based rendering, while inference requires only lightweight additional query tokens without invoking any 3D decoding. Experiments on RoboCasa Human-50, LIBERO, and real-world manipulation tasks show that GeoPredict consistently outperforms strong VLA baselines, especially in geometry-intensive and spatially demanding scenarios.
Distilling Unsigned Distance Function for Surface Reconstruction from 3D Gaussian Splatting
Qian Li, Rao Fu, Jiangtao Li, Fan Liu
Unsigned distance fields (UDFs) are well suited for representing open surfaces, but learning them from multi-view images is challenging because ground-truth surfaces are unavailable for supervision in most cases and the gradient of a UDF is undefined on the underlying surface. Prior methods optimize UDFs with global objectives and apply gradient-based priors ignoring the non-differentiability for queries on the target surface, which leads to unstable training and over-smoothing on fine details. We address these issues by distilling a patch-based UDF prior, trained on synthetic ground truth algebraic surfaces with closed form expressions, into a lightweight student UDF inside Gaussian optimization process. We design band-limited knowledge distillation strategy that leverages a pretrained patch-based UDF predictor to provide reliable near-surface UDF supervision, enabling stable student training and the recovery of high-frequency geometric details. In addition, we introduce a visibility- and geometry-aware confidence weighting that modulates teacher influence, further steering the student toward accurate surfaces in ambiguous or weakly constrained regions. Extensive experiments on various datasets demonstrate that our approach consistently improves reconstruction accuracy while maintaining competitive efficiency compared to existing UDF- and SDF-based methods.
NG-GS: NeRF-guided 3D Gaussian Splatting Segmentation
Yi He, Tao Wang, Yi Jin, Congyan Lang, Yidong Li, Haibin Ling
Recent advances in 3D Gaussian Splatting (3DGS) have enabled highly efficient and photorealistic novel view synthesis. However, segmenting objects accurately in 3DGS remains challenging due to the discrete nature of Gaussian representations, which often leads to aliasing and artifacts at object boundaries. In this paper, we introduce NG-GS, a novel framework for high-quality object segmentation in 3DGS that explicitly addresses boundary discretization. Our approach begins by automatically identifying ambiguous Gaussians at object boundaries using mask variance analysis. We then apply radial basis function (RBF) interpolation to construct a spatially continuous feature field, enhanced by multi-resolution hash encoding for efficient multi-scale representation. A joint optimization strategy aligns 3DGS with a lightweight NeRF module through alignment and spatial continuity losses, ensuring smooth and consistent segmentation boundaries. Extensive experiments on NVOS and LERF-OVS benchmarks demonstrate that our method achieves state-of-the-art performance, with significant gains in boundary mIoU.
Confidence-Guided Multi-Scale Aggregation for Sparse-View High-Resolution 3D Gaussian Splatting
Qinzheng Zhou, Zaychik Liu, Lijing Lu, Zhihang Li
Sparse-view 3D Gaussian Splatting (3DGS) reconstructs scenes using 3D Gaussians from sparse input views. Yet, this method is prone to overfitting, which is exacerbated at higher resolutions as the expanded dimensionality amplifies floating artifacts and reconstruction ambiguities. In this paper, we present a systematic study of 3DGS under sparse-view conditions and varying input resolutions. While prior work has overlooked resolution as a key factor in sparse-view performance, we identify and quantify a trade-off: lower-resolution inputs facilitate stable global geometry reconstruction, whereas higher-resolution inputs enable finer detail recovery but introduce high-frequency artifacts and instability. Building on this insight, we further propose CAGS, a Confidence-Guided Multi-Scale Aggregation that reconstructs scenes through a coarse-to-fine hierarchical optimization process. Our approach employs a matching-based weighting aggregation strategy to anchor high-resolution reconstructions to stabilize structural priors and filtering noise through cross-scale consistency, and a multi-scale pseudo-view regularization to refine local details without amplifying noise. Extensive experiments on the LLFF and Mip-NeRF360 datasets demonstrate that CAGS significantly outperforms existing methods, particularly under demanding high-resolution conditions. Moreover, our paradigm can be seamlessly integrated into other 3DGS-based pipelines, thereby extending the field from low-resolution reconstructions to high-fidelity outputs under real-world sparse-view constraints.