Bernardo Taveira, Carl Lindström, Joakim Johnander +1cs.CV
Real-time novel view synthesis is dominated by rasterized explicit primitives. These projection-based pipelines provide high throughput but require specialized extensions for non-pinhole effects such as distortion, rolling shutter, and depth of field. Ray-based rendering expresses these effects naturally but is generally assumed too slow for competitive real-time rendering. We analyze the factors governing throughput in differentiable Voronoi ray tracing and identify traversal length, per-cell work, and memory locality as principal determinants. Guided by this, we introduce VoroTracing, which co-designs the scene representation, optimization, and GPU execution to reduce these costs. Compact octahedral appearance textures reduce memory traffic, while surface-concentrated opacity promotes early termination. The fixed-budget representation is optimized without pruning or densification and rendered with a GPU implementation designed for coherent traversal. On Mip-NeRF 360, VoroTracing renders at 623 FPS on an RTX 5090, providing $3.2\times$ the throughput of the fastest prior ray-based method and $2.8\times$ that of 3D Gaussian Splatting, while maintaining competitive reconstruction quality. Our renderer supports fisheye, rolling-shutter, motion-blur, and depth-of-field effects through ray generation and sampling, requiring no specialized rasterization. These results show that real-time throughput can be achieved with the flexibility of ray-based rendering. We release our source code, see https://research.zenseact.com/publications/vorotracing
Driving scene reconstruction and rendering, especially with 3D Gaussian Splatting, has become an important component of autonomous driving simulation. However, rendered views often degrade under extrapolated ego trajectories and scene edits, producing blurry structures, temporal flicker, and foreground-background misalignment. Existing refinement methods are commonly designed for a specific setting, such as image-level novel-view repair or object-editing correction. In this paper, we introduce SPVC, a structured and panoptic video fixing framework for cross-dataset driving scene rendering. The name summarizes four design principles. (1) Structured fixing denotes the use of explicit spatial conditions, including camera pose, 3D bounding boxes, and HD maps, to guide the repair process and reduce uncontrolled hallucination. (2) Panoptic fixing refers to correcting both background rendering artifacts, such as distorted roads, buildings, and lanes, and foreground vehicle artifacts introduced by scene editing, such as inconsistent object appearance. (3) Video fixing means that the model operates on driving sequences rather than isolated frames, allowing temporal cues to be used during artifact correction. (4) Cross-dataset fixing means that a single shared network is trained and applied across multiple driving datasets, reducing the need for dataset-specific or scene-specific fixers. Concretely, we construct paired degraded-clean training data by simulating under-constrained 3DGS rendering and foreground vehicle insertion artifacts, and train a two-stage controllable video diffusion model that first addresses video-level appearance and then refines scene layout with structured controls.
Open-vocabulary referring segmentation in 3D Gaussian Splatting (3DGS) requires a neural model to select Gaussian primitives according to free-form language expressions. Existing 3DGS-based methods usually rely on global text-region similarity, which is weak for queries involving attributes, reference objects, spatial relations, and fine-grained parts. This often causes target-reference confusion, granularity mismatch, part-whole leakage, and relation violations. We propose QAGaussian, a query-adaptive neural reasoning framework for language-guided Gaussian primitive selection. QAGaussian first learns query-conditioned multi-scale Gaussian slots as differentiable candidates whose receptive fields are shaped by the input expression. It then builds a relation-aware slot graph with language-conditioned edge weighting to propagate target-reference, attribute, part-whole, and contextual evidence. A granularity-adaptive router softly combines region-level, object-level, part-level, attribute-aware, and relation-aware mask branches, followed by relation-constrained refinement for spatial, part-whole, attribute, and geometric consistency. QAGaussian is pretrained only on Mosaic3D-5.6M for Gaussian-text alignment and evaluated on independent benchmarks without target-dataset fine-tuning. It achieves 47.2 Avg. mIoU and 63.2 Avg. F1, outperforming the strongest 3DGS referring baseline by 2.7 mIoU points and 2.9 F1 points. It also improves Part-mIoU from 38.6 to 43.4, Rel-mIoU from 44.4 to 50.8, and reduces target-reference confusion from 10.8 to 7.4. These results demonstrate that query-conditioned slot learning, relation-aware graph reasoning, and adaptive routing provide an effective neural modeling strategy for open-vocabulary referring segmentation in 3DGS. The code is available at https://github.com/zqeslwyz/QAGaussian.
3D Gaussian Splatting (3DGS) represents 3D content with anisotropic primitives that jointly encode geometry and appearance. Fixed-budget encoders consume sampled observations of Gaussian assets, so the same object may be observed through different primitive realizations. Existing self-supervised methods mainly reconstruct masked Gaussian attributes, tying supervision to one sampled realization and requiring an input-space decoder. Latent prediction offers an alternative, but its application to Gaussian tokens requires targets that accommodate coupled attributes and heterogeneous spatial support. We introduce Gaussian-JEPA, which predicts representations of held-out Gaussian token blocks from visible context. An online encoder processes the context, while a shared exponential-moving-average encoder supplies stop-gradient features for multi-scale targets. Complementary target projections and feature-space grounding provide latent supervision without reconstructing Gaussian attributes. We evaluate the features under Gaussian resampling, partial observations, and renderable shape completion, together with transfer to part segmentation and object classification. Compared with matched reconstruction pretraining, Gaussian-JEPA is more consistent across resampled inputs, retains more instance information under partial observations, and provides stronger frozen features for Gaussian completion. These results support latent prediction as an effective objective for reusable 3D Gaussian representations. Code is on the project page (https://amazingren.github.io/Gaussian-JEPA/).
The abundance of casually captured monocular videos and images on social media provides a valuable source for immersive content creation, where generating novel views from such sparse observations can greatly enhance user experiences. However, producing photorealistic and geometrically consistent views with precise camera control remains challenging when input coverage is extremely limited. Reconstruction-based approaches such as NeRF and 3D Gaussian Splatting (3DGS) deteriorate severely under sparse inputs and fail to explicitly handle occlusions. Generative methods ease data requirements but still struggle with large-baseline view synthesis due to inaccurate or implicit geometric guidance. To overcome these limitations, we introduce UniWorld-View, a unified framework for controllable large-baseline novel view synthesis from monocular inputs. UniWorld-View integrates explicit 3D guidance with generative diffusion modeling to enable precise camera control and geometrically consistent view generation. The geometric guidance is obtained through an occlusion-aware point cloud rendering strategy that resolves visibility ambiguities and provides accurate priors for diffusion-based synthesis. By coupling this rendering strategy with powerful video diffusion backbones, UniWorld-View achieves high-fidelity novel view generation even under extreme camera motions and wide-baseline changes, and can further provide multi-view videos for downstream dynamic 3DGS reconstruction. Experiments on the WorldScore benchmark and zero-shot NVS benchmarks demonstrate the effectiveness of UniWorld-View in controllability, geometric consistency, and visual fidelity.
3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.
Selecting a complete 3D object from a reconstructed scene with minimal user effort is essential for practical scene editing and embodied interaction. Existing 3DGS-based methods either retrain the Gaussian representation to embed per-object labels, or build dense multi-view SAM observations, both requiring heavy computation and dense viewpoint coverage that is rarely available in practice. We present GaussianSelector, a training-free framework for interactive 3D object selection from sparse views and sparse scribble guidance. Operating directly on native Gaussian primitives, we coarsen dense Gaussians into geometrically coherent superpoints and construct a continuity-weighted graph using appearance and spatial cues. Sparse user scribbles are lifted into 3D via visibility-aware transmittance coverage, and selection is solved as a global graph-cut energy minimization that propagates sparse evidence to a complete 3D object. This design naturally supports multi-round refinement, where users iteratively correct the selection from additional viewpoints to progressively improve the result. Experiments demonstrate that GaussianSelector achieves competitive selection quality against state-of-the-art multi-view SAM-based methods, while requiring significantly fewer interaction views and substantially lower computational overhead. These properties make it well suited for human-in-the-loop 3D scene editing and 3D asset extraction in real-world deployment scenarios.
3D Gaussian Splatting (3DGS) has emerged as an effective representation for novel view synthesis and 3D scene reconstruction, creating an increasing demand for reliable quality assessment. Unlike conventional image quality assessment (IQA), the quality of a 3DGS scene depends not only on the perceptual fidelity of rendered views, but also on scene-level factors such as spatial structure and cross-view consistency. Existing IQA methods are limited by their reliance on 2D perceptual cues, whereas general multimodal large language models (MLLMs) are not designed for stable quality regression and may produce unreliable judgments. To address these limitations, a multimodal quality assessment framework is developed for 3DGS scene understanding. First, a 3D-aware quality representation learning framework is introduced by augmenting a VGGT-based encoder with a dedicated quality head. Multi-view images are encoded into view-specific features and aggregated to capture cross-view consistency, while geometric cues are incorporated through joint modeling of depth and point-cloud-related structural information, enabling the learning of structure-aware quality representations beyond appearance-driven features. Second, a grounded multimodal reasoning mechanism is constructed by jointly feeding original images, depth maps, point cloud renderings, and camera parameters into a Qwen-based MLLM.
Shenghao Yang, Hongtao Zhang, Yuhan Yi +6cs.CV cs.AI
AI-generated content (AIGC) has made significant progress, with 2D generative models becoming ready-to-use tools for the digital fashion industry. However, 3D garment generation remains in its nascent stage, where in the realm of fashion, the semantic information of diverse design elements exhibits intricate coupling relationships in 3D representations, posing substantial challenges for generating diverse 3D garments. In this work, to handle the above problem, We introduce Fashion-3DLR, a novel 3D garment generation framework that utilizes diverse design elements to create high-quality, versatile 3D garment assets. Specifically, to bridge the semantic gaps between different fashion elements, we propose a Garment Feature Fusion Diffusion Transformer (GFF-DiT) module to integrate 2D fashion design elements, e.g., sketch and texture, into latent space. Within the latent space, we then employ a rectified flow transformer to generate geometry latents, which can be decoded into various 3D garment representations, including 3D Gaussians and meshes. Furthermore, we integrate Fashion-3DLR into downstream tasks, achieving the 3D Gaussian Splatting (3DGS)-driven cloth physical simulation and mesh-based virtual try-on. Experimental results indicate that Fashion-3DLR surpass the previous state-of-the-art methods, which verify that the proposed work can generate well-structured, non-watertight garments capable of physical simulation and virtual try-on, underscoring its potential as a versatile 3D garment design tool.
Real-world video deblurring remains challenging due to diverse motion patterns, complex degradations, and the scarcity of realistic training data, yet robust restoration is critical for downstream pipelines such as mobile imaging and 3D reconstruction. This work presents \textbf{RealVDeblur}, an efficient generative framework designed to improve in-the-wild robustness under diverse real capture conditions. First, a large-scale, physically grounded blur synthesis pipeline is constructed from scene-level 3D Gaussian Splatting (3DGS) assets and high-frame-rate videos, providing realistic training data covering both camera-induced and object-motion blur. Second, a video diffusion prior is leveraged for restoration; to better accommodate frame-dependent blur variations, temporal compression in the VAE is disabled and a frame-wise encoding scheme is adopted. For practical deployment on long videos, multi-step diffusion sampling is distilled into an efficient one-step generator, and a training-free Temporal Window Mask stabilizes inference beyond the training horizon with constant memory usage. Extensive experiments on diverse real-world benchmarks demonstrate strong perceptual quality, semantic fidelity, and temporal consistency on unseen videos, as well as improved robustness in downstream 3D reconstruction under severe motion blur. Project page: https://rbjin.github.io/RealVDeblur
High-fidelity simulation of mmWave radar signals for dynamic human motion is valuable for developing radar-based human sensing models; yet collecting accurately labeled measurements for a specific deployment site remains expensive. We present HybridSim, a physics-learning hybrid simulator that synthesizes mmWave radar signals from dynamic human meshes under a fixed indoor room configuration, explicitly decoupling propagation into two components. To parameterize the human subject, we use a tri-plane representation to extract human features and a Graph Convolutional Network to stabilize optimization and mitigate gradient instability. The direct signal path is modeled via an inverse-rendering formulation with a microfacet BRDF to capture primary surface reflections. In parallel, the indirect path is approximated by combining 3D Gaussian Splatting with a virtual-receiver geometry to fit and reproduce site-specific multipath interference patterns, achieving substantially lower computational cost than explicit full ray tracing. Experiments in a fixed-room setting show improved agreement with a physically based reference and consistent gains on downstream radar-based human sensing tasks when using HybridSim for site-specific data augmentation.
Dynamic scene reconstruction remains challenging due to the heterogeneous and spatially varying nature of real-world motion. Although recent 3D Gaussian Splatting methods have introduced diverse deformation formulations for dynamic novel view synthesis, each method typically relies on a single deformation model within its representation, which limits robustness across diverse dynamic scenarios. In this work, we study a fundamental problem-multi-deformation modeling for dynamic 3D Gaussian representations-under two distinct integration constraints that differ in when and how multiple deformation experts interact during training. From a Mixture-of-Experts (MoE) perspective, we view multi-deformation modeling as the problem of combining multiple specialized deformation models within a unified 3D representation. We first introduce Mixture of Deformation Experts (MoDE), which integrates multiple deformation experts directly into the deformable Gaussian Splatting pipeline through joint optimization. In MoDE, experts operate on a shared canonical Gaussian representation, enabling multi-deformation modeling without introducing additional training stages or modifying the original optimization schedule. In contrast, we further present Mixture of Experts for Dynamic Gaussian Splatting (MoE-GS) under a different integration constraint, where deformation experts are optimized independently and combined through a separate routing stage. As a result, expert interaction occurs over non-canonical Gaussian representations after individual optimization. Together, these two approaches provide alternative strategies for multi-deformation modeling, clarifying how integration constraints shape the design and behavior of deformation experts in dynamic 3D Gaussian representations. Our code is available at: https://github.com/cvsp-lab/MoE-GS-studio.
3D Gaussian Splatting (3DGS) has emerged as a powerful representation for high-fidelity rendering. However, existing assets often suffer from quality bottlenecks such as missing details and texture noise. Prior attempts to enhance these assets via 2D image processing introduce multi-view inconsistencies and high computational costs. In this paper, we propose a novel 3D-native refinement paradigm named AnchorSplat. AnchorSplat is an end-to-end deep network operating directly on 3D structures, avoiding the expensive optimization overhead of traditional 3D-2D-3D pipelines. Crucially, AnchorSplat is a strictly source-free solution requiring no original multi-view images. Central to the proposed method is the Point Anchor Mechanism, which enforces geometric consistency via local offset constraints, mitigating ill-posed mapping and gradient confounding. Furthermore, AnchorSplat replaces iterative densification with a single-pass multiplication mechanism. To facilitate research, we construct 3DGS-SR, the first large-scale benchmark for this task. Experiments demonstrate state-of-the-art results on the 3DGS-SR dataset, with throughput up to $10^5$ times faster than optimization methods. Notably, AnchorSplat exhibits robust zero-shot generalization across diverse data distributions, including generative model outputs and real-world scans.
How to accurately predict a high-fidelity future world? While the visual world is inherently continuous, existing deterministic video prediction models operate in discrete pixel space and are mainly optimized with pixel-wise mean squared error (MSE), which often leads to over-smoothed predictions and a lack of fine-grained visual details. To address these limitations, we propose Predictive Differentiable Rendering (PDR), a novel end-to-end video prediction paradigm that bridges the gap between discrete and continuous representations. Inspired by recent progress in 3D reconstruction with 3D Gaussian Splatting, we introduce PredGS, a lightweight and plug-and-play adapter based on 2D Gaussian representation, which could be seamlessly integrated with existing pixel space predictors, significantly improving spatial detail preservation with negligible computational overhead. Furthermore, we develop predgsplat, a CUDA-accelerated differentiable 2D Gaussian renderer supporting arbitrary channels. Each Gaussian is defined by 5 + C learnable parameters (position, scale, rotation, and C channel amplitudes) and achieves up to 10x faster rendering than the baseline. Optimized by a combined L1 and SSIM loss, PDR overcomes the inherent blurring tendencies of MSE Loss, significantly enhancing the prediction performance. Extensive experiments on diverse real-world benchmarks, including TaxiBJ, WeatherBench, KTH, and Human3.6M, demonstrate that PDR consistently surpasses existing methods, delivering superior detail preservation, visual fidelity, and predictive accuracy.
Recent advances in deep learning have notably improved steganographic message hiding. However, designing a generalizable steganographic approach for 3D Gaussian Splatting (3DGS) that can embed meaningful 3D scene content remains challenging. In this paper, we propose IBRSteG, a generalizable framework for 3DGS steganography that enables undetectable concealment of secret scenes within a steganographic scene. Unlike existing approaches whose parameter generation is rigidly coupled with the specific scene, we formulate 3D steganography as a feed-forward 3D Gaussian embedding process that generalizes across different 3DGS scenes. To realize this, we introduce GAS (Gaussian Attributes Steganographer), a network that learns a scene-independent embedding function by injecting the attributes of secret 3D Gaussian points into a cover scene, thereby directly reconstructing the steganographic scenes without per-scene finetuning or optimization. By transforming 3D Gaussian into these structured attributes, these attributes are compatible with 2D learning paradigms and benefit from their structured nature, thereby enhancing generalization to unseen 3DGS scenes. Extensive experiments on established datasets demonstrate that IBRSteG can effectively conceal different scenes with high visual quality, and achieves superior capacity and security. Code is available at https://github.com/LingXiang2023/IBRSteG.
While Video Virtual Try-on (VVT) has achieved remarkable progress in synthesizing realistic garment overlays on dynamic subjects, existing paradigms remains fundamentally constrained by a passive dependency on source camera trajectories, failing to accommodate the requisite interactive freedom for omnidirectional viewpoint exploration. To address this limitation, we define a pioneering research frontier: Camera-controllable Video Virtual Try-on (CaM-VVT). Unlike conventional VVT, CaM-VVT not only necessitates viewpoint-agnostic texture hallucination but also strict structural synchronization between non-rigid human dynamics and background contexts under arbitrary, unconstrained camera movements. To tackle these challenges, we present TryOnCrafter, the first unified DiT-based framework specifically architected for the CaM-VVT task. Departing from implicit pixel-space manipulation, we introduce a Renderable 4D Try-on Proxy that explicitly decouples the human subject from the environment. This is achieved by distilling high-fidelity 2D try-on priors into a clothed 3DGS-based avatar, which is subsequently animated via SMPL-X sequences and metric-aligned into a reconstructed background point cloud. This proxy establishes a robust structural foundation with superior texture density and motion integrity. Our Proxy-Anchored Video DiT leverages this robust structural foundation as a primary geometric anchor, ensuring that the synthesized photorealistic videos are strictly constrained by prescribed trajectories and physically plausible deformations. Benefiting from the inherent editability of the 4D proxy, TryOnCrafter facilitates diverse downstream applications, including human relocalization, ``bullet time'' effects, and $360$-degree orbital viewing.
High-quality 3D vehicle assets are essential for autonomous driving simulation. Although multi-view diffusion-based paradigms enable controllable single-image reconstruction, they typically produce limited viewpoints and exhibit cross-view geometric inconsistencies, thereby reducing reconstruction fidelity in real-world scenarios. In this work, we introduce 3DCarGen, a scalable single-view 3D car generation framework designed for real-world images by synthesizing an arbitrary number of 3D-consistent multi-view images. Specifically, given a single image as input, we first synthesize a set of images from fixed viewpoints. These images are then fed into a feed-forward reconstruction model, resulting in a coarse 3D representation based on 3D Gaussian Splatting. Conditioned on this explicit 3D prior, our multi-view diffusion model generates 3D-consistent images from arbitrary camera viewpoints. We further extend a fast mesh reconstruction algorithm by incorporating color-normal joint optimization to recover detailed and coherent 3D vehicle models from the synthesized dense views. Extensive experiments on synthetic and real-world datasets demonstrate that our approach achieves robust geometric consistency and reconstruction fidelity compared to existing methods. Code and models will be released.
Recovering complete 3D representations of objects from few casual image captures remains a significant challenge. Recent 3D generative models, particularly those based on Flow-Matching (FM), can synthesize high-quality textured assets; however, they often suffer from ''synthetic bias'' where learned priors override observational evidence, alongside a lack of alignment with the observed instance. Conversely, optimization-based methods like 3D Gaussian Splatting (3DGS) provide high fidelity on visible surfaces but fail to reason about unobserved geometry. In this paper, we present FlowObject, a framework that reformulates sparse-view 3D reconstruction as a training-free, guided inverse problem. Our approach applies a dual-space guidance strategy to steer the Ordinary Differential Equation (ODE) trajectory of a flow-matching model, enabling the completion of unseen regions through learned generative priors while enforcing strict consistency with real-world observations. By integrating a 3DGS refinement stage, FlowObject further bridges the gap between ''synthetic-looking'' generative outputs and photorealistic reconstructions. Comprehensive benchmarks on synthetic and real-world datasets demonstrate that current state-of-the-art methods often struggle to achieve geometric completeness and observational consistency simultaneously, especially under severe occlusions. In contrast, our method significantly outperforms state-of-the-art generative models and optimization-based frameworks in both geometric completeness and view-dependent appearance fidelity.
Steve Rhyner, Sankeerth Durvasula, Aleksandr Kovalev +7cs.GR cs.CV cs.PF
Point-based differentiable rendering underpins modern 3D reconstruction, novel-view synthesis, and learning-based graphics pipelines, but developing new rendering methods often requires extensive low-level implementation, hardware-specific kernels, and manually written backward passes. This limits rapid prototyping, reproducibility, exploration, and deployment, especially across diverse hardware platforms. This paper presents XPR, an extensible cross-platform framework for point-based differentiable rendering. XPR introduces a high-level programming interface that separates method-specific logic from the shared rendering pipeline, allowing users to implement new methods in a few lines of code. Its pipeline decomposes rendering into modular, statically shaped parallel operations that can be lowered by a cross-platform compiler to GPUs, TPUs, CPUs, and other ML accelerators. We demonstrate implementations of 3DGS, 3DGUT, and LinPrim, with only a few 100s lines of Python code, each of which can be compiled to a range of hardware platforms with the XLA compiler. These results show that XPR enables fast experimentation and portable execution for emerging point-based differentiable rendering systems.
Deformable 3D Gaussian Splatting (D-3DGS) re-constructs dynamic scenes from monocular video by deforming a canonical set of 3D Gaussians through a positional-encoded MLP of frame time t. Although fitted to a continuous variable, the MLP couples no two values of t in its architecture and effectively predicts discrete per-frame offsets, leaving temporal smoothness to emerge only as a byproduct of optimisation. We redesign the deformation field as a stack of Closed-form Continuous-time (CfC) cells, a Liquid Neural Network (LNN), that is the closed-form solution of the Liquid Time-constant ODE while preserving every other part of the D-3DGS pipeline. Each cell exposes a sigmoidal time gate that interpolates between two candidate hidden states, baking a learned smooth response to t into the loss landscape without invoking any numerical solver. On the eight D-NeRF and seven NeRF-DS scenes the liquid field matches or exceeds the MLP baseline in aggregate, with its largest gains concentrated on the scenes with the most high-frequency articulated motion. The result is a near-zero-friction architectural design that turns the discrete MLP deformation field into an explicit continuous-time function of t.
3D representations are fundamental to scene rendering, understanding, and interaction. Recent approaches, such as 3D Gaussian Splatting and Neural Radiance Fields, achieve impressive photorealistic novel-view synthesis, but lack the ability to easily decompose scene elements into a few primitives, requiring additional segmentation or grouping for object-level manipulation. We present MLP-Splatting, a method that enables scene decomposition via a few expressive light-field primitives while providing photorealistic novel-view synthesis. MLP-Splatting models each primitive as an independent compact MLP with localized spatial support that predicts radiance and opacity. In contrast to low-level Gaussian primitives or a single global radiance field, our neural primitives provide greater expressive capacity while remaining spatially localized. Rendering is performed through efficient sparse volumetric compositing over ray-primitive interactions. Our primitives are supervised using RGB supervision alone, which yields primitives that represent local scene regions often corresponding to objects or object parts, enabling interactive object-level editing without segmentation masks by selecting a handful of primitives. Our method, augmented with optional semantic feature distillation, enables open-vocabulary scene interaction and open-set instant segmentation. Compared to state-of-the-art methods, we achieve substantially lower memory usage (1/15$\times$) and faster rendering (3$\times$), as we show in our experiments compared to semantic 3DGS methods. Project Page: https://shinjeongkim.com/mlp-splatting
SeungJeh Chung, Geonho Park, Misong Kim +1cs.LG cs.AI cs.GR
Adaptive densification is the engine of 3D Gaussian Splatting (3DGS). However, when transposed to the optimization-based Generative Distillation paradigm, this reconstruction-native mechanism reveals fundamental limitations, resulting in inefficient representations cluttered with redundant primitives. We diagnose this failure as a Densification Dilemma stemming from the stochastic nature of generative guidance: the standard magnitude-based accumulation indiscriminately aggregates transient noise alongside geometric signals, making it difficult to strike a balance between over-densification and under-fitting. To resolve this, we introduce Context-Adaptive Moment Estimation (CAdam), a novel framework that reinterprets densification as a statistically grounded signal verification problem. CAdam leverages the first moment of gradients to exploit the interference principle, where stochastic fluctuations cancel out via destructive interference while consistent geometric drifts accumulate via constructive interference, effectively disentangling the underlying signal from the generative noise floor. This is further augmented by a quantile-based context awareness and an intrinsic Signal-to-Noise Ratio (SNR) gating mechanism, which ensure robust adaptation across optimization stages and enable the soft termination of densification. Extensive experiments across diverse objectives (SDS, ISM, VFDS) and strong generative 3DGS backbones show that CAdam reduces Gaussian count by 85%-97% relative to standard densification while preserving overall comparable perceptual quality. These results highlight signal-aware density control as a practical way to improve memory efficiency in optimization-based generative distillation.
Amr Sharafeldin, Shrisudhan Govindarajan, Thomas Walker +4cs.CV
Modern scene reconstruction methods, such as 3D Gaussian Splatting, enable photo-realistic novel view synthesis at real-time speeds. However, their adoption in interactive graphics applications remains limited due to the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While prior work has attempted to impose semantic decomposition on these models, significant challenges remain in segmentation quality and cross-view consistency.To address these limitations, we introduce Semantic Foam, which extends the recently proposed Radiant Foam representation to semantic decomposition tasks. Our approach leverages the inherent spatial structure of Radiant Foam's volumetric Voronoi mesh and augments it with an explicit semantic feature field defined at the cell level. This design enables direct spatial regularization, improving consistency across views and mitigating artifacts caused by occlusion and inconsistent supervision, which are common issues in point-based representations.Experimental results demonstrate that our method achieves superior object-level segmentation performance compared to state-of-the-art approaches such as Gaussian Grouping and SAGA.Project page: http://semanticfoam.github.io/