CVPR 2026 论文列表

Conference on Computer Vision and Pattern Recognition

录用类型

4,042篇论文

按官方录用论文列表统计,可能与会议公布的数字略有出入。

  • Oral
    1383.4%
  • Poster
    3,90496.6%

浏览全部论文

PolarGuide-GSDR: 3D Gaussian Splatting Driven by Polarization Priors and Deferred Reflection for Real-World Reflective Scenes

Derui Shan, Qian Qiao, Hao Lu, Tao Du, Peng Lu

展开摘要

Polarization-aware Neural Radiance Fields (NeRF) enables novel view synthesis of specular scenes but suffers from slow training, inefficient rendering, and material/viewpoint assumptions. 3D Gaussian Splatting (3DGS) supports real-time rendering but struggles with reflection reconstruction due to reflection-geometry entanglement. We propose PolarGuide-GSDR, a polarization-guided framework that leverages polarization information to separate specular reflections for guided reconstruction, and builds bidirectional iterative optimization between polarization and 3DGS: it first uses 3DGS geometric priors to disambiguate polarization, then uses refined polarization normal to guide 3DGS normals and Spherical Harmonics representations, achieving high-fidelity reflection separation and full-scene reconstruction without restrictive material assumptions. Experiments on public and self-collected datasets show that PolarGuide-GSDR achieves state-of-the-art performance in specular reconstruction, normal estimation, and novel view synthesis, while maintaining real-time rendering. To our knowledge, this is the first framework embedding polarization priors into 3DGS optimization, offering superior interpretability and real-time performance for complex reflective scenes.

Poster
SharpTimeGS: Sharp and Stable Dynamic Gaussian Splatting via Lifespan Modulation

Zhanfeng Liao, Jiajun Zhang, Hanzhang Tu, Zhixi Wang, Yunqi Gao, Hongwen Zhang, Yebin Liu

展开摘要

Novel view synthesis of dynamic scenes is fundamental to achieving photorealistic 4D reconstruction and immersive visual experiences. Recent progress in Gaussian-based representations has significantly improved real-time rendering quality, yet existing methods still struggle to maintain a balance between long-term static and short-term dynamic regions in both representation and optimization. To address this, we present SharpTimeGS, a lifespan-aware 4D Gaussian framework that achieves temporally adaptive modeling of both static and dynamic regions under a unified representation. Specifically, we introduce a learnable lifespan parameter that reformulates temporal visibility from a Gaussian-shaped decay into a flat-top profile, allowing primitives to remain consistently active over their intended duration and avoiding redundant densification. In addition, the learned lifespan modulates each primitive's motion, reducing drift in long-lived static points while retaining unrestricted motion for short-lived dynamic ones. This effectively decouples motion magnitude from temporal duration, improving long-term stability without compromising dynamic fidelity. Moreover, we design a lifespan-velocity-aware densification strategy that mitigates optimization imbalance between static and dynamic regions by allocating more capacity to regions with pronounced motion while keeping static areas compact and stable. Extensive experiments on multiple benchmarks demonstrate that our method achieves state-of-the-art performance while supporting real-time rendering up to 4K resolution at 100 FPS on one RTX 4090.

Poster
SV-GS: Sparse View 4D Reconstruction with Skeleton-Driven Gaussian Splatting

Jun–Jee Chao, Volkan Isler

展开摘要

Reconstructing a dynamic target moving over a large area is challenging. Standard approaches for dynamic object reconstruction require dense coverage in both the viewing space and the temporal dimension, typically relying on multi-view videos captured at each time step.However, such setups are only possible in constrained environments. In real-world scenarios, observations are often sparse over time and captured sparsely from diverse viewpoints (e.g., from security cameras), making dynamic reconstruction highly ill-posed. We present SV-GS, a framework that simultaneously estimates a deformation model and the object's motion over time under sparse observations. To initialize SV-GS, we leverage a rough skeleton graph and an initial static reconstruction as inputs to guide motion estimation. (Later, we show that this input requirement can be relaxed.) Our method optimizes a skeleton-driven deformation field composed of a coarse skeleton joint pose estimator and a module for fine-grained deformations. By making only the joint pose estimator time-dependent, our model enables smooth motion interpolation while preserving learned geometric details. Experiments on synthetic datasets show that our method outperforms existing approaches under sparse observations by up to 34% in PSNR, and achieves comparable performance to dense monocular video methods on real-world datasets despite using significantly fewer frames. Moreover, we demonstrate that the input initial static reconstruction can be replaced by a diffusion-based generative prior, making our method more practical for real-world scenarios.

Poster
Disco-GS: Gaussian Splatting in Dynamic Color Lighting

Ashish Kumar, A. N. Rajagopalan

展开摘要

Recent advances in Gaussian Splatting (GS) have significantly improved 3D scene reconstruction and novel view synthesis. However, most existing methods typically assume that training inputs are captured under stable and achromatic lighting conditions . In contrast, scenes recorded under temporally varying color light, as in "disco lights" commonly seen in events, performances, and decorative settings, introduce severe ambiguities in both scene photometry and geometry. We propose Disco-GS, a framework that leverages GS for reconstructing the 3D scene while simultaneously recovering the underlying canonical appearance from videos captured under dynamic lighting conditions. Disco-GS estimates the effective per-pixel transient light, which, when applied to the canonical image, results in the observed color image of the scene, thereby enabling self-supervised learning. Disco-GS is an end-to-end framework that does not rely on any prior knowledge, such as color values, ambient lighting conditions, or scene properties. It effectively handles both global and spatially localized transient color variations. It also enables controllable brightness manipulation of the canonical scene, facilitating applications such as simulating low-light and well-lit scene conditions. To the best of our knowledge, Disco-GS is the first method to simultaneously perform 3D scene reconstruction and canonical appearance recovery from inputs captured under artificially varying, disco-style colored light. To enable quantitative and qualitative evaluations, we also introduce the Disco dataset, a collection of 25 videos of real-world scenes exhibiting diverse and random color variations. Extensive experiments demonstrate the robustness and fidelity of Disco-GS. The dataset is available at: https://github.com/akumar005/Disco-GS.

Poster
Eulerian Gaussian Splatting using Hashed Probability Pyramids

Mia Gaia Polansky, George Kopanas, Stephan Garbin, Todd Zickler, Dor Verbin

展开摘要

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

Poster
P2GS: Physical Prior-guided Gaussian Splatting for Photometrically Consistent Urban Reconstruction

Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi, Takayoshi Yamashita, Hironobu Fujiyoshi

展开摘要

3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency.To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.

Poster
Gaussian Mapping for Evolving Scenes

Vladimir Yugay, Thies Kersten, Luca Carlone, Theo Gevers, Martin R. Oswald, Lukas Schmid

展开摘要

Mapping systems with novel view synthesis (NVS) capabilities are widely used in computer vision, as well as in various applications, including augmented reality, robotics, and autonomous driving. Most notably, 3D Gaussian Splatting-based systems show high NVS performance; however, many current approaches are limited to static scenes. While recent works have begun addressing short-term dynamics (motion within the camera's view), long-term dynamics (the scene evolving through changes out of view) remain less explored.To overcome this limitation, we introduce a dynamic scene adaptation mechanism that continuously updates the 3D representation to reflect the latest changes. In addition, since maintaining geometric and semantic consistency remains challenging due to stale observations disrupting the reconstruction process, we propose a novel keyframe management mechanism that discards outdated observations while preserving as much information as possible. We thoroughly evaluate Gaussian Mapping for Evolving Scenes (GaME) on both synthetic and real-world datasets, achieving a 29.7% improvement in PSNR and a 3 times improvement in L1 depth error over the most competitive baseline.

Poster
3D Gaussian Splatting from Unposed Spike Stream

Yijia Guo, Tong Hu, Liwen Hu, Lei Ma, Tiejun Huang

展开摘要

3D Gaussian Splatting (3DGS) has significantly advanced 3D reconstruction with its impressive performance. However, its reliance on sharp images and precise camera pose priors limits its effectiveness in high-speed scenarios. Recent advances have integrated spike cameras, a bio-inspired sensor with high temporal resolution, to enhance 3DGS in such conditions. Although spike-based methods reduce the need for sharp images, they still face challenges in achieving precise camera pose estimation due to unstable observations and visual texture deficiency. To address these challenges, we propose Nope-SGS, the first framework that reconstructs high-speed 3D scenes from unposed captures of bio-inspired high-temporal-resolution spike cameras. To achieve robust 3D reconstruction and pose estimation, we first reformulate the spike model from a probabilistic perspective and extend its application to keyframing, effectively alleviating the instability caused by spike streams. Building upon this foundation, we devise a progressive optimization framework to facilitate swift 3D reconstruction. The experimental results demonstrate that our method achieves up to 7.4 dB higher PSNR and 40% lower Absolute Trajectory Error (ATE) compared to state-of-the-art methods under challenging high-speed scenarios while maintaining the fastest reconstruction speed among spike-based methods.

Poster
Mark4D: Temporally-Consistent Watermarking for 4D Gaussian Splatting

Jaejin Lee, Minjae Jeong, Joonhyuk Park, Yechan Hwang, Seunghun Baek, Won Hwa Kim

展开摘要

Embedding invisible and temporally consistent watermarks into dynamic 4D Gaussian Splatting (4DGS) models poses unique challenges due to continuous spatio-temporal deformation of Gaussians and diverse motion dynamics. Existing 3DGS watermarking methods, which directly fine-tune parameters within Gaussian splats, fail to preserve geometric fidelity and temporal coherence when extended to 4D settings. In this regime, we propose Mark4D, a temporally consistent watermarking technique that achieves robust, imperceptible, and motion-aware watermark embedding for 4DGS. Mark4D comprises 1) a decoder for watermark recovery in the latent video-text space for robustness against pixel-level distortions, 2) trajectory-aligned offsets that embed watermark signals along Gaussian motion paths to preserve geometry, and 3) a motion-adaptive loss weighting strategy that balances supervision across frames with varying motion intensities. Extensive experiments on synthetic and real-world dynamic scene datasets demonstrate the effectiveness of our method, establishing a foundation for secure and reliable protection of dynamic 4D scene assets.

Poster
Let it Snow! Animating 3D Gaussian Scenes with Dynamic Weather Effects via Physics-Guided Score Distillation

Gal Fiebelman, Hadar Averbuch-Elor, Sagie Benaim

展开摘要

3D Gaussian Splatting has recently enabled fast and photorealistic reconstruction of static 3D scenes. However, dynamic editing of such scenes remains a significant challenge. We introduce a novel framework, Physics-Guided Score Distillation, to address a fundamental conflict: physics simulation provides a strong motion prior that is insufficient for photorealism , while video-based Score Distillation Sampling (SDS) alone cannot generate coherent motion for complex, multi-particle scenarios. We resolve this through a unified optimization framework where physics simulation guides Score Distillation to jointly refine the motion prior for photorealism while simultaneously optimizing appearance. Specifically, we learn a neural dynamics model that predicts particle motion and appearance, optimized end-to-end via a combined loss integrating Video-SDS for photorealism with our physics-guidance prior. This allows for photorealistic refinements while ensuring the dynamics remain plausible. Our framework enables scene-wide dynamic weather effects, including snowfall, rainfall, fog, and sandstorms, with physically plausible motion. Experiments demonstrate our physics-guided approach significantly outperforms baselines, with ablations confirming this joint refinement is essential for generating coherent, high-fidelity dynamics.

Poster
FastGS: Training 3D Gaussian Splatting in 100 Seconds

Shiwei Ren, Tianci Wen, Yongchun Fang, Biao Lu

展开摘要

The dominant 3D Gaussian splatting (3DGS) acceleration methods fail to properly regulate the number of Gaussians during training, causing redundant computational time overhead. In this paper, we propose FastGS, a novel, simple, and general acceleration framework that fully considers the importance of each Gaussian based on multi-view consistency, efficiently solving the trade-off between training time and rendering quality. We innovatively design a densification and pruning strategy based on multi-view consistency, dispensing with the budgeting mechanism. Extensive experiments on Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets demonstrate that our method significantly outperforms the state-of-the-art methods in training speed, achieving a 3.29x training acceleration and comparable rendering quality compared with DashGaussian on the Mip-NeRF 360 dataset and a 15.45x acceleration compared with vanilla 3DGS on the Deep Blending dataset. We demonstrate that FastGS exhibits strong generality, delivering 2-6x training acceleration across various tasks, including dynamic scene reconstruction, surface reconstruction, sparse-view reconstruction, large-scale reconstruction, and simultaneous localization and mapping.

Poster
SpeeDe3DGS: Speedy Deformable 3D Gaussian Splatting with Temporal Pruning and Motion Grouping

Allen Tu, Haiyang Ying, Alex Hanson, Yonghan Lee, Tom Goldstein, Matthias Zwicker

展开摘要

Dynamic extensions of 3D Gaussian Splatting (3DGS) achieve high-quality reconstructions through neural motion fields, but per-Gaussian neural inference makes these models computationally expensive. Building on DeformableGS, we introduce Speedy Deformable 3D Gaussian Splatting (SpeeDe3DGS), which bridges this efficiency-fidelity gap through three complementary modules: Temporal Sensitivity Pruning (TSP) removes low-impact Gaussians via temporally aggregated sensitivity analysis, Temporal Sensitivity Sampling (TSS) perturbs timestamps to suppress floaters and improve temporal coherence, and GroupFlow distills the learned deformation field into shared SE(3) transformations for efficient groupwise motion. On the 50 dynamic scenes in MonoDyGauBench, integrating TSP and TSS into DeformableGS accelerates rendering by 6.78x on average while maintaining neural-field fidelity and using 10x fewer primitives. Adding GroupFlow culminates in 13.71x faster rendering and 2.53x shorter training, surpassing all baselines in speed while preserving superior image quality.

Poster
LumiMotion: Improving Gaussian Relighting with Scene Dynamics

Joanna Kaleta, Piotr Wojcik, Kacper Marzol, Tomasz Trzcinski, Kacper Kania, Marek Kowalski

展开摘要

In 3D reconstruction, the problem of inverse rendering, namely recovering the illumination of the scene and the material properties, is fundamental. Existing Gaussian Splatting-based methods primarily target static scenes and often assume simplified or moderate lighting to avoid entan- gling shadows with surface appearance. This limits their ability to accurately separate lighting effects from mate- rial properties, particularly in real-world conditions. We address this limitation by leveraging dynamic elements-- regions of the scene that undergo motion--as a supervisory signal for inverse rendering. Motion reveals the same sur- faces under varying lighting conditions, providing stronger cues for disentangling material and illumination. This the- sis is supported by our experimental results which show we improve LPIPS by 23% for albedo estimation and by 15% for scene relighting relative to next-best baseline. To this end, we introduce LumiMotion, the first Gaussian-based approach that leverages dynamics for inverse rendering and operates in arbitrary dynamic scenes. Our method learns a dynamic 2D Gaussian Splatting representation that em- ploys a set of novel constraints which encourage the dy- namic regions of the scene to deform, while keeping static regions stable. As we demonstrate, this separation is crucial for correct optimization of the albedo. Finally, we release a new synthetic benchmark comprising five scenes under four lighting conditions, each in both static and dynamic variants, for the first time enabling systematic evaluation of inverse rendering methods in dynamic environments and challenging lighting.

Poster
Urban-GS: A Unified 3D Gaussian Splatting Framework for Compact and High-Fidelity Aerial-to-Street Reconstruction

Meng Wang, Changqun Xia, Yuze Wang, Junyi Wang, Wantong Duan, Xinxiong Xie, Yue Qi

展开摘要

Recently, 3D Gaussian Splatting (3DGS) has revolutionized radiance field reconstruction, enabling efficient and high-fidelity novel view synthesis. However, seamless integration of both aerial and street view images to model urban scenes remains a significant challenge for 3DGS. This joint setting suffers from extreme view coverage disparity, complex multi-scale details, and imbalanced viewpoint distributions.In this work, we present Urban-GS, a novel framework built upon Gaussian Splatting for the compact unified reconstruction and high-fidelity rendering of urban scenes from both aerial and street views. Specifically, we first develop an Aerial-Street Joint Adaptive Densification method to resolve the densification conflicts arising from large view coverage disparity. We then introduce a Contribution-based Anchor Pruning strategy to effectively mitigate the storage overhead from capturing multi-scale scene details. Furthermore, we propose a Global-to-Local Optimization strategy to refine the reconstruction of under-optimized regions resulting from imbalanced view distributions. Experiments across diverse urban scene datasets demonstrate that Urban-GS significantly outperforms the state-of-the-art method in novel-view rendering quality, while simultaneously reducing storage overhead by an average of 41%.

Poster
VarSplat: Uncertainty-aware 3D Gaussian Splatting for Robust RGB-D SLAM

Anh-Thuan Tran, Jana Kosecka

展开摘要

Simultaneous Localization and Mapping (SLAM) with 3D Gaussian Splatting (3DGS) enables fast, differentiable rendering and high-fidelity reconstruction across diverse real-world scenes. However, existing 3DGS-SLAM approaches handle measurement reliability implicitly, making pose estimation and global alignment susceptible to drift in low-texture regions, transparent surfaces, or areas with complex reflectance properties. To this end, we introduce VarSplat, an uncertainty-aware 3DGS-SLAM system that explicitly learns per-splat appearance variance. By using the law of total variance with alpha compositing, we then render differentiable per-pixel uncertainty map via efficient, single-pass rasterization. This map guides tracking, submap registration, and loop detection toward focusing on reliable regions and contributes to more stable optimization. Experimental results on Replica (synthetic) and TUM-RGBD, ScanNet, and ScanNet++ (real-world) show that VarSplat improves robustness and achieves competitive or superior tracking, mapping, and novel view synthesis rendering compared to existing studies for dense RGB-D SLAM.

Poster
AERGS-SLAM: Auto-Exposure-Robust Stereo 3D Gaussian Splatting SLAM

Zhiyu Zhou, Feng Hui, Yu Liu

展开摘要

3D Gaussian splatting (3DGS) has emerged as a revolutionary scene representation in simultaneous localization and mapping (SLAM) research. However, existing research on 3DGS-based SLAM fails to accurately address the appearance variations induced by camera auto-exposure in prevalent real-world scenarios, resulting in reduced localization and photorealistic mapping accuracy. To address this issue, we propose a stereo auto-exposure-robust Gaussian splatting SLAM (AERGS-SLAM), a framework robust to such variations and enables both reliable localization and exposure-controlled photorealistic mapping. Our key contributions are two fold. Firstly, we propose a camera exposure network to model the camera exposure process, which we integrate with Gaussian splatting to achieve exposure-controlled novel view synthesis. Secondly, we exploit an illumination-robust geometric feature for localization and Gaussian map initialization, enhancing localization accuracy under exposure-varying scenarios. Extensive experiments on public datasets and our self-collected real-world dataset demonstrate that AERGS-SLAM outperforms baselines in both localization performance and photorealistic mapping quality. Our code is available at: https://github.com/zzy-2021/AERGS-SLAM.

Poster
TokenSplat: Token-aligned 3D Gaussian Splatting for Feed-forward Pose-free Reconstruction

Yihui Li, Chengxin Lv, Zichen TANG, Hongyu Yang, Di Huang

展开摘要

We present TokenSplat, a feed-forward framework for joint 3D Gaussian reconstruction and camera pose estimation from unposed multi-view images. At its core, TokenSplat introduces a Token-aligned Gaussian Prediction module that aligns semantically corresponding information across views directly in the feature space.Guided by coarse token positions and fusion confidence, it aggregates multi-scale contextual features to enable long-range cross-view reasoning and reduce redundancy from overlapping Gaussians.To further enhance pose robustness and disentangle viewpoint cues from scene semantics, TokenSplat employs learnable camera tokens and an Asymmetric Dual-Flow Decoder (ADF-Decoder) that enforces directionally constrained communication between camera and image tokens. This maintains clean factorization within a feed-forward architecture, enabling coherent reconstruction and stable pose estimation without iterative refinement.Extensive experiments demonstrate that TokenSplat achieves higher reconstruction fidelity and novel-view synthesis quality in pose-free settings, and significantly improves pose estimation accuracy compared to prior pose-free methods.

Poster
NVGS: Neural Visibility for Occlusion Culling in 3D Gaussian Splatting

Brent Zoomers, Florian Hahlbohm, Joni Vanherck, Lode Jorissen, Marcus Magnor, Nick Michiels

展开摘要

3D Gaussian Splatting can exploit frustum culling and level-of-detail strategies to accelerate rendering of scenes containing a large number of primitives. However, the semi-transparent nature of Gaussians prevents the application of another highly effective technique: occlusion culling. We address this limitation by proposing a novel method to learn the viewpoint-dependent visibility function of all Gaussians in a trained model using a small, shared MLP across instances of an asset in a scene. By querying it for Gaussians within the viewing frustum prior to rasterization, our method can discard occluded primitives during rendering. Leveraging Tensor Cores for efficient computation, we integrate these neural queries directly into a novel instanced software rasterizer. Our approach outperforms the current state of the art for composed scenes in terms of VRAM usage and image quality, utilizing a combination of our instanced rasterizer and occlusion culling MLP, and exhibits complementary properties to existing LoD techniques. The source code is available at https://brent-zoomers.github.io/nvgs/

Poster
AeroDGS: Physically Consistent Dynamic Gaussian Splatting for Single-Sequence Aerial 4D Reconstruction

Hanyang Liu, Rongjun Qin

展开摘要

Recent advances in 4D scene reconstruction have greatly improved dynamic modeling across various domains. However, existing approaches remain limited under aerial conditions with single-view capture, wide spatial range, and dynamic objects of limited spatial footprint and large motion disparity. These challenges cause severe depth ambiguity and unstable motion estimation, making monocular aerial reconstruction inherently ill-posed.To this end, we present AeroDGS, a physics-guided 4D Gaussian splatting framework for monocular UAV videos. AeroDGS introduces a Monocular Geometry Lifting module that reconstructs reliable static and dynamic geometry from a single aerial sequence, providing a robust basis for dynamic estimation. To further resolve monocular ambiguity, we propose a Physics-Guided Optimization module that incorporates differentiable ground-support, upright-stability, and trajectory-smoothness priors, transforming ambiguous image cues into physically consistent motion.The framework jointly refines static backgrounds and dynamic entities with stable geometry and coherent temporal evolution. We additionally build a real-world UAV dataset that spans various altitudes and motion conditions to evaluate dynamic aerial reconstruction. Experiments on synthetic and real UAV scenes demonstrate that AeroDGS outperforms state-of-the-art methods, achieving superior reconstruction fidelity in dynamic aerial environments.

Poster
Speeding Up the Learning of 3D Gaussians with Much Shorter Gaussian Lists

Jiaqi Liu, Zhizhong Han

展开摘要

3D Gaussian splatting (3DGS) has become a vital tool for learning a radiance field from multiple posed images. Although 3DGS shows great advantages over NeRF in terms of rendering quality and efficiency, it remains a research challenge to further improve the efficiency of learning 3D Gaussians. To overcome this challenge, we propose novel training strategies and losses to shorten each Gaussian list used to render a pixel, which speeds up the splatting by involving fewer Gaussians along a ray. Specifically, we shrink the size of each Gaussian by resetting their scales regularly, encouraging smaller Gaussians to cover fewer nearby pixels, which shortens the Gaussian lists of pixels. Additionally, we introduce an entropy constraint on the alpha blending procedure to sharpen the weight distribution of Gaussians along each ray, which drives dominant weights larger while making minor weights smaller. As a result, each Gaussian becomes more focused on the pixels where it is dominant, which reduces its impact on nearby pixels, leading to even shorter Gaussian lists. Eventually, we integrate our method into a rendering resolution scheduler which further improves efficiency through progressive resolution increase. We evaluate our method by comparing it with state-of-the-art methods on widely used benchmarks. Our results show significant advantages over others in efficiency without sacrificing rendering quality.

Poster